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| CombatantAI (Combatant owner) |
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virtual void | Init () |
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virtual void | Clear () |
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virtual bool | IsAITypeEquipped (AIType aiType, bool checkParent) |
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virtual void | CheckSlots () |
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virtual void | CheckSlots (bool notifyChange) |
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virtual void | NotifyStatusChanged () |
| Warning: for status effects needs to manually register to auto effect checks of a combatant More...
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virtual void | NotifyStatusChanged (Combatant combatant, int id, int id2, float change) |
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virtual void | NotifyStatusChanged (Combatant combatant, int id, int id2) |
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virtual void | NotifyStatusChanged (Combatant combatant) |
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virtual void | NotifyStatusChanged (Combatant combatant, StatusValue statusValue, int change) |
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virtual void | NotifyStatusChanged (Combatant combatant, StatusEffect effect) |
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virtual void | NotifyStatusChanged (Combatant combatant, ClassShortcut instance) |
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virtual void | AddAIBehaviourSlots (AIBehaviourSlotSetting[] slot) |
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virtual void | RemoveAIBehaviourSlot (int slotIndex, bool toInventory) |
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virtual void | RemoveAllAIBehaviourSlots (bool toInventory) |
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virtual bool | IsAIBehaviourEquipped (AIBehaviour aiBehaviour) |
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virtual void | EquipAIBehaviourAccess (AIBehaviour aiBehaviour, int slotIndex, bool toInventory, bool fromInventory, bool notifyChange) |
| Equips an AI behaviour via the access handler. More...
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virtual void | EquipAIBehaviour (AIBehaviour aiBehaviour, int slotIndex, bool toInventory, bool fromInventory, bool notifyChange) |
| Equips an AI behaviour. More...
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virtual void | UnequipAIBehaviour (AIBehaviourShortcut aiBehaviour, bool toInventory, bool notifyChange) |
| Unequips an AI behaviour. More...
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virtual void | UnequipAIBehaviour (AIBehaviour aiBehaviour, bool toInventory, bool notifyChange) |
| Unequips an AI behaviour. More...
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virtual void | UnequipAIBehaviourSlotAccess (int slotIndex, bool toInventory, bool notifyChange) |
| Unequips an AI behaviour via the access handler. More...
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virtual void | UnequipAIBehaviourSlot (int slotIndex, bool toInventory, bool notifyChange) |
| Unequips an AI behaviour. More...
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virtual void | AddAIRulesetSlots (AIRulesetSlotSetting[] slot) |
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virtual void | RemoveAIRulesetSlot (int slotIndex, bool toInventory) |
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virtual void | RemoveAllAIRulesetSlots (bool toInventory) |
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virtual bool | IsAIRulesetEquipped (AIRuleset aiRuleset) |
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virtual void | EquipAIRulesetAccess (AIRuleset aiRuleset, int slotIndex, bool toInventory, bool fromInventory, bool notifyChange) |
| Equips an AI ruleset via the access handler. More...
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virtual void | EquipAIRuleset (AIRuleset aiRuleset, int slotIndex, bool toInventory, bool fromInventory, bool notifyChange) |
| Equips an AI ruleset. More...
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virtual void | UnequipAIRuleset (AIRulesetShortcut aiRuleset, bool toInventory, bool notifyChange) |
| Unequips an AI ruleset. More...
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virtual void | UnequipAIRuleset (AIRuleset aiRuleset, bool toInventory, bool notifyChange) |
| Unequips an AI ruleset. More...
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virtual void | UnequipAIRulesetSlotAccess (int slotIndex, bool toInventory, bool notifyChange) |
| Unequips an AI ruleset via the access handler. More...
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virtual void | UnequipAIRulesetSlot (int slotIndex, bool toInventory, bool notifyChange) |
| Unequips an AI ruleset. More...
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virtual bool | SetActionTargets (BaseAction action, List< Combatant > preferredTargets, List< Combatant > allies, List< Combatant > enemies) |
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virtual bool | CanUseAction (BaseAction action) |
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virtual bool | CanUseAbility (AbilityShortcut ability) |
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virtual bool | CanUseAttack () |
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virtual bool | CanUseCounterAttack () |
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virtual bool | CanUseItem (ItemShortcut item) |
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virtual void | Tick (float battleTime) |
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virtual void | TickDecisionTime (float battleTime, bool checkConditions) |
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virtual BaseAction | GetAction (List< Combatant > allies, List< Combatant > enemies, bool checkTime, bool checkUseCosts) |
| Gets a battle action based on the AI settings and BattleAI of the combatant. More...
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virtual BaseAction | GetNextQueuedAction () |
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virtual BaseAction | PeekNextQueuedAction () |
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virtual BaseAction | GetBattleAIOutcome (List< Combatant > allies, List< Combatant > enemies, bool checkTime, bool checkUseCosts) |
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virtual bool | ChangeMoveAI () |
| Changes the used move AI and use mode of the combatant based on equipped AI rulesets and AI behaviours (in that order). The first found change will be used. More...
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virtual DataObject | SaveGame () |
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virtual void | LoadGame (DataObject data) |
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