ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.CombatantSetting Class Reference
Inheritance diagram for GamingIsLove.ORKFramework.CombatantSetting:
GamingIsLove.ORKFramework.BaseLanguageDataWithSubType< CombatantTypeAsset, CombatantType > GamingIsLove.ORKFramework.IStatusBonus

Public Member Functions

 CombatantSetting (string name)
 
override void SetData (DataObject data)
 
Combatant Create (Group group, bool showNotification, bool showConsole)
 
int GetBuyPrice (Combatant user, VariableHandler localVariables, SelectedDataHandler selectedData)
 
virtual CombatantShortcutSettings GetShortcutSettings (Class settings)
 
virtual object GetResearchTreeUI ()
 
GameObject GetPrefab (Combatant combatant, ref int prefabIndex)
 
void PrefabRegisterStatusChanges (Combatant combatant, IStatusChanged notify)
 
void PrefabUnregisterStatusChanges (Combatant combatant, IStatusChanged notify)
 
string GetTextCode (int index)
 
Class GetStartClass ()
 
override bool IsType (CombatantType type, bool checkParent)
 
override void GetType (List< CombatantType > addToList)
 
virtual bool IsItemType (ItemType type, bool checkParent)
 
virtual void GetItemType (List< ItemType > addToList)
 
override string GetDescription ()
 
override string GetCustomContent (string contentKey)
 
virtual string GetCustomContentNoReplace (string contentKey)
 
IPortrait GetPortrait (int setIndex, PortraitTypeAsset portraitType)
 
void PortraitRegisterStatusChanges (Combatant combatant, IStatusChanged notify)
 
void PortraitUnregisterStatusChanges (Combatant combatant, IStatusChanged notify)
 
int GetPortraitSetIndex (Combatant combatant)
 
string FormatLevel (int value)
 
string FormatClassLevel (int value)
 
virtual StatusPreviewInformation GetStatusBonus ()
 Gets the blank bonus provided by the status bonus. More...
 
virtual void GetStatusBonus (ref StatusPreviewInformation info)
 Adds the bonus provided by the status bonus to existing status bonus information. More...
 
- Public Member Functions inherited from GamingIsLove.ORKFramework.BaseLanguageDataWithSubType< CombatantTypeAsset, CombatantType >
 BaseLanguageDataWithSubType (string name)
 
virtual bool IsType (V type, bool checkParent)
 
virtual void GetType (List< V > addToList)
 

Public Attributes

AssetSelection< CombatantTypeAssettype = new AssetSelection<CombatantTypeAsset>()
 
AssetSelection< CombatantTypeAsset > [] secondaryCombatantType = new AssetSelection<CombatantTypeAsset>[0]
 
float battleGroupSizeChange = 0
 
FloatValue< GameObjectSelection > buyPriceValue = new FloatValue<GameObjectSelection>(50)
 
CombatantPrefab prefab = new CombatantPrefab()
 
bool setObjectName = true
 
CombatantConditionalPrefab [] conditionalPrefab = new CombatantConditionalPrefab[0]
 
bool ownObjectVariables = false
 
CombatantObjectVariableSetting objectVariableSetting
 
bool replaceDefaultControlMaps = false
 
AssetSelection< ControlMapAsset > [] controlMap = new AssetSelection<ControlMapAsset>[0]
 
CombatantSchematicSettings schematicSettings = new CombatantSchematicSettings()
 
bool useRandomPortraitSet = true
 
CombatantPortraitSet [] portraitSet = new CombatantPortraitSet[0]
 
CustomTextCode [] textCode = new CustomTextCode[0]
 
bool ownResearchTreeUI = false
 
UIResearchTreeSettings researchTreeUI
 
bool ownNumberFormat = false
 
AdvancedNumberFormat levelFormat
 
AdvancedNumberFormat classLevelFormat
 
bool ownConsoleAddDefend = false
 
ConsoleTextActionSimple consoleAddDefend
 
bool ownConsoleDefend = false
 
ConsoleTextActionSimple consoleDefend
 
bool ownConsoleAddEscape = false
 
ConsoleTextActionSimple consoleAddEscape
 
bool ownConsoleEscape = false
 
ConsoleTextActionSimple consoleEscape
 
bool ownConsoleAddDeath = false
 
ConsoleTextActionSimple consoleAddDeath
 
bool ownConsoleDeath = false
 
ConsoleTextActionSimple consoleDeath
 
bool ownConsoleAddNone = false
 
ConsoleTextActionSimple consoleAddNone
 
bool ownConsoleNone = false
 
ConsoleTextActionSimple consoleNone
 
bool ownConsoleAddChangeMember = false
 
ConsoleTextActionSingle consoleAddChangeMember
 
bool ownConsoleChangeMember = false
 
ConsoleTextActionSingle consoleChangeMember
 
bool ownConsoleAddJoinBattle = false
 
ConsoleTextActionSimple consoleAddJoinBattle
 
bool ownConsoleJoinBattle = false
 
ConsoleTextActionSimple consoleJoinBattle
 
bool ownConsoleAddGridMove = false
 
ConsoleTextActionSimple consoleAddGridMove
 
bool ownConsoleGridMove = false
 
ConsoleTextActionSimple consoleGridMove
 
bool ownConsoleLevelUp = false
 
ConsoleTextLevelUp consoleLevelUp
 
bool ownConsoleLevelUpClass = false
 
ConsoleTextLevelUp consoleLevelUpClass
 
bool ownConsoleJoinGroup = false
 
ConsoleTextCombatant consoleJoinGroup
 
bool ownConsoleLeaveGroup = false
 
ConsoleTextCombatant consoleLeaveGroup
 
bool blockNotificationsStatusValue = false
 
bool blockNotificationsStatusEffect = false
 
bool blockFlyingTextsModifierImmunity = false
 
bool blockFlyingTextsLevelUp = false
 
bool blockFlyingTextsCastCancel = false
 
bool blockFlyingTextsMiss = false
 
bool blockFlyingTextsBlocking = false
 
bool ownPlayerGroupNotifications = false
 
PlayerGroupNotifications playerGroupNotifications
 
bool ownReactionPortraits = false
 
CombatantReactionPortraitSettings reactionPortraits
 
int startLevel = 1
 
bool canLevelUp = true
 
bool notScanable = false
 
bool noBestiaryEntry = false
 
AssetSelection< ClassAssetstartClass = new AssetSelection<ClassAsset>()
 
int startClassLevel = 1
 
bool canLevelUpClass = true
 
bool replaceDefaultInitialClassSlots = false
 
InitialClassSlot [] initialClassSlot = new InitialClassSlot[0]
 
bool replaceDefaultAddClasses = false
 
AddClass [] addClass = new AddClass[0]
 
bool hasStatusDevelopment = false
 
AssetSelection< StatusDevelopmentAssetstatusDevelopment = new AssetSelection<StatusDevelopmentAsset>()
 
StartStatusValue [] startValue = new StartStatusValue[0]
 
CombatantExperienceReward [] expReward = new CombatantExperienceReward[0]
 
NormalStatusValueReward [] normalSVReward = new NormalStatusValueReward[0]
 
DefenceModifierAttributeSelection [] defenceModifierID = new DefenceModifierAttributeSelection[0]
 
AttackModifierStartValue [] attackModifierStart = new AttackModifierStartValue[0]
 
DefenceModifierStartValue [] defenceModifierStart = new DefenceModifierStartValue[0]
 
bool replaceDefaultBonuses = false
 
BonusSettings bonus = new BonusSettings()
 
bool replaceDefaultRandomBonuses = false
 
RandomStatusBonusSettings randomBonus = new RandomStatusBonusSettings()
 
bool ownLevelUp = false
 
LevelUpBonus levelUp
 
bool replaceDefaultBodyParts = false
 
CombatantBodyPartSetting [] bodyPart = new CombatantBodyPartSetting[0]
 
LearnAbilitySetting abilityDevelopment = new LearnAbilitySetting()
 
bool replaceDefaultActionCombos = false
 
AssetSelection< ActionComboAsset > [] actionCombo = new AssetSelection<ActionComboAsset>[0]
 
bool ownBaseAttack = false
 
bool actionStopResetsAttackIndex = true
 
ActiveAbilitySelection [] baseAttack
 
bool ownCounterAttack = false
 
ActiveAbilitySelection counterAttack
 
bool ownAutoAttack = false
 
AutoAttack autoAttack
 
bool ownShortcuts = false
 
bool useClassShortcuts = true
 
CombatantShortcutSettings shortcuts = new CombatantShortcutSettings()
 
bool replaceDefaultStartInventory = false
 
StartInventory startInventory = new StartInventory()
 
bool replaceDefaultLoot = false
 
CombatantLoot loot = new CombatantLoot()
 
bool replaceClassEquipment = false
 
AvailableEquipmentSelection availableEquipment = new AvailableEquipmentSelection()
 
StartEquipment [] startEquipment = new StartEquipment[0]
 
bool ownStealSettings = false
 
StealContent [] stealContent
 
bool replaceDefaultBattleAI = false
 
BattleAISelection [] battleAI = new BattleAISelection[0]
 
bool ownBattleMenu = false
 
BattleMenuSelection battleMenu
 
bool ownDeathSettings = false
 
CombatantDeathSettings deathSettings
 
bool ownCounterChance = false
 
FloatValue< GameObjectSelection > counterChance
 
bool ownBlockChance = false
 
FloatValue< GameObjectSelection > blockChance
 
bool ownEscapeChance = false
 
FloatValue< GameObjectSelection > escapeChance
 
bool ownExperienceFactor = false
 
FloatValue< GameObjectSelection > experienceFactor
 
bool ownActionTime = false
 
FloatValue< GameObjectSelection > actionTime
 
bool ownAutoStartBattles = false
 
AutoStartBattleSettings autoStartBattles
 
bool ownGridMoveRange = false
 
FloatValue< GameObjectSelection > gridMoveRange
 
bool ownGridMoveHeightLimit = false
 
GridMoveHeightLimit gridMoveHeightLimit
 
bool ownGridCellSize = false
 
bool useGridCellSize = false
 
GridCellAreaSettings gridCellSize
 
bool ownAISettings = false
 
CombatantAISettings aiSettings
 
bool ownAIBehaviourSlots = false
 
AIBehaviourSlotSetting [] aiBehaviourSlot
 
bool ownAIRulesetSlots = false
 
AIRulesetSlotSetting [] aiRulesetSlot
 
BattleAnimationOverride [] battleAnimation = new BattleAnimationOverride[0]
 
bool ownAnimationSystem = false
 
CombatantAnimationSystem animationSystem
 
bool replaceDefaultAnimations = false
 
AnimationsFieldBattle animations = new AnimationsFieldBattle()
 
bool ownAutoAnimation = false
 
AutoAnimationSetting autoAnimation
 
MovementSettings moveSettings = new MovementSettings()
 
AssetSelection< SoundTemplateAsset > soundTemplate = new AssetSelection<SoundTemplateAsset>()
 
Sound [] battleSound = new Sound[0]
 

Properties

bool HasStatusDevelopment [get]
 
virtual bool? UseClassShortcuts [get]
 
AutoStartBattleSettingsAutoStartBattles [get]
 
CombatantDeathSettingsDeath [get]
 
CombatantAISettingsAI [get]
 
CombatantObjectVariableSettingObjectVariables [get]
 
VariableHandler DummyVariables [get]
 
override CombatantTypeAsset TypeAsset [get]
 
ItemTypeItemType [get]
 
virtual CombatantReactionPortraitSettingsReactionPortraits [get]
 

Member Function Documentation

◆ GetStatusBonus() [1/2]

virtual StatusPreviewInformation GamingIsLove.ORKFramework.CombatantSetting.GetStatusBonus ( )
virtual

Gets the blank bonus provided by the status bonus.

Returns
Status bonus information.

Implements GamingIsLove.ORKFramework.IStatusBonus.

◆ GetStatusBonus() [2/2]

virtual void GamingIsLove.ORKFramework.CombatantSetting.GetStatusBonus ( ref StatusPreviewInformation  info)
virtual

Adds the bonus provided by the status bonus to existing status bonus information.

Parameters
infoStatus bonus information.

Implements GamingIsLove.ORKFramework.IStatusBonus.