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| ClassShortcut (Combatant owner, Class settings) |
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virtual void | Clear () |
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IShortcut | GetCopy (int quantity) |
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bool | IsEqual (IShortcut shortcut) |
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virtual string | FormatQuantity (int quantity) |
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int | BuyPrice (Combatant user) |
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int | SellPrice (Combatant user) |
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virtual SelectedDataHandler | GetSelectedData () |
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virtual void | Equipped () |
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virtual void | Unequipped () |
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virtual void | AddEquippedAbilities (bool isPreview) |
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virtual void | RemoveEquippedAbilities (bool isPreview) |
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virtual List< AbilityShortcut > | GetEquippedAbilities (ClassSlotSetting slot) |
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virtual string | GetName () |
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virtual string | GetShortName () |
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virtual string | GetDescription () |
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virtual Sprite | GetIconSprite () |
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virtual Texture | GetIconTexture () |
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virtual string | GetIconTextCode () |
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virtual string | GetCustomContent (string contentKey) |
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virtual IPortrait | GetPortrait (PortraitTypeAsset portraitType) |
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IContent | GetTypeContent () |
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virtual DragShortcutWrapper | GetDrag (Combatant user) |
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virtual DragShortcutWrapper | GetDrag (Combatant user, ClassSlot slot) |
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virtual UIShortcutSettings | GetUISettings () |
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virtual string | GetBonusText () |
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virtual void | InitLevel (int level) |
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virtual void | UseAddSchematic () |
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virtual void | UseRemoveSchematic () |
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virtual void | CheckMaxLevel () |
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virtual bool | CheckLevelUp (StatusValueSetting classStatus) |
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virtual void | CheckLevelUpContent (StatusValueSetting classStatus, ref List< UIContent > levelUp) |
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virtual UIContent | ForceLevelUp () |
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virtual UIContent | LevelUp () |
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virtual void | LearnAbilitiesBaseLevelUp (ref string abilityText) |
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virtual void | GetStatusChanges (ref StatusPreviewInformation info) |
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virtual StatusPreviewInformation | GetStatusBonus () |
| Gets the blank bonus provided by the status bonus. More...
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virtual void | GetStatusBonus (ref StatusPreviewInformation info) |
| Adds the bonus provided by the status bonus to existing status bonus information. More...
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virtual void | AddRandomStatusBonus (RandomStatusBonusSettings settings) |
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virtual void | RemoveAllStatusBonuses () |
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virtual void | AddStatusDevelopment (bool markResetStatus) |
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virtual void | RemoveStatusDevelopment (bool markResetStatus) |
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virtual void | AddStatusValueBonus (int statusID, int value) |
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virtual void | SetStatusValueBonus (int statusID, int value) |
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virtual int | GetStatusValueBonus (int statusID) |
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virtual void | SetDevelopmentAtLevel (int level, int percentPoints, int[] statusValues) |
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virtual void | SetDevelopmentAtLevel (int level, StatusDevelopmentRecord record) |
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virtual bool | GetDevelopmentAtLevel (ref int value, int level, StatusValueSetting status) |
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virtual bool | GetDevelopmentBonus (ref int value, int level, StatusValueSetting status) |
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virtual AbilityShortcut | LearnAbility (Ability ability, int level, int atLevel, bool classLevel, bool isGroupAbility, bool showNotification, bool showConsole) |
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virtual bool | HasLearnedAbility (Ability ability, int level, int atLevel, bool classLevel, bool isGroupAbility) |
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virtual bool | HasLearnedAbility (Ability ability, int level, bool isGroupAbility) |
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virtual AbilityShortcut | GetLearned (Ability ability) |
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virtual void | AddNonLearnedAbilities () |
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virtual void | RemoveNonLearnedAbilities () |
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virtual bool | CanEquip (Combatant combatant) |
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virtual bool | IsUseable (UseableIn useIn) |
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virtual bool | CanUse (Combatant combatant, bool checkTime, bool checkUseCosts) |
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virtual bool | IsDropable () |
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virtual bool | Use (Combatant user, List< Combatant > targets, bool useAction) |
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virtual List< Combatant > | GetPossibleTargets (Combatant user, List< Combatant > available) |
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virtual bool | CanTarget (Combatant user, Combatant target) |
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virtual StatusPreview | GetPreview (Combatant combatant, PreviewSelection selectedPreview) |
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virtual void | UnmarkNewContent (object value) |
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virtual bool | UnmarkView (Combatant owner, object value) |
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virtual bool | UnmarkSelection (Combatant owner, object value) |
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virtual DataObject | SaveGame () |
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virtual void | LoadGame (DataObject data) |
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