ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.Combatants.CombatantEquipment Class Reference
Inheritance diagram for GamingIsLove.ORKFramework.Combatants.CombatantEquipment:

Public Member Functions

 CombatantEquipment (Combatant owner)
 
virtual void FireChanged ()
 
void CheckAvailableSlots (bool reset)
 Checks the available equipment slots. More...
 
float GetEquippedSpace ()
 
void CheckViewerBlocks (bool notify)
 
bool IsUnequipped (EquipmentSlotSetting equipmentSlot)
 
bool IsEquipped (Equipment equip, LevelValueCheck levelCheck, EquipmentSlotSetting equipmentSlot)
 
bool IsEquipped (EquipShortcut equip)
 
bool IsTypeEquipped (bool checkParent, ItemType itemType, EquipmentSlotSetting equipmentSlot)
 
EquipmentSlot GetSlot (EquipmentSlotSetting equipmentSlot)
 
EquipmentSlot GetRealSlot (EquipmentSlotSetting equipmentSlot, bool checkBlockingSlot)
 
EquipmentSlot GetSlot (EquipShortcut equip)
 
EquipShortcut Get (string guid)
 
virtual void RegisterChanges (EquipShortcut equip)
 
virtual void UnregisterChanges (EquipShortcut equip)
 
List< EquipmentSlotGetAvailableSlots (Consider onlyContributing)
 Gets the available equipment slots. More...
 
bool HasAvailableSlots (Consider onlyContributing)
 
void AddEquipmentSlot (EquipmentSlotSetting equipmentSlot)
 
void RemoveEquipmentSlot (EquipmentSlotSetting equipmentSlot)
 
void AddBlockedEquipmentSlot (EquipmentSlotSetting equipmentSlot)
 
void RemoveBlockedEquipmentSlot (EquipmentSlotSetting equipmentSlot)
 
void AddBlockedViewer (EquipmentSlotSetting equipmentSlot)
 
void RemoveBlockedViewer (EquipmentSlotSetting equipmentSlot)
 
void GetStatusChanges (ref StatusPreviewInformation info)
 
void SetStartEffects ()
 
bool CanApplyEffect (StatusEffectSetting effect)
 
bool CanRemoveEffect (StatusEffectSetting effect)
 
void UseAttackEffects (Combatant target, bool isBlocked, bool isCritical)
 
void UseDefenceEffects (Combatant target, bool isBlocked, bool isCritical)
 
void GetEffectAttackModifiers (Dictionary< int, List< int >> modifiers, EffectModifierUseType useType)
 
virtual bool ContainsEffectAttackModifier (AttackModifierSetting modifier, int attributeID, HashSet< AttackModifierSetting > ignore)
 
bool IsAttackChangesBlocked ()
 
bool IsAbilityChangesBlocked (AbilityShortcut ability)
 
bool IsItemChangesBlocked (ItemShortcut item)
 
void GetAnimationSettings (ref List< AnimationSetting > list)
 
bool EquipAccess (EquipmentSlotSetting equipmentSlot, EquipShortcut equip, Combatant fromInventory, Combatant unequipToInventory, bool reset)
 Equips an equipment via the access handler. More...
 
bool Equip (EquipmentSlotSetting equipmentSlot, EquipShortcut equip, Combatant fromInventory, Combatant unequipToInventory, bool reset)
 Equips an equipment. More...
 
void UnequipAllAccess (Combatant toInventory)
 Unequips all currently equipped equipment via the access handler. More...
 
void UnequipAll (Combatant toInventory)
 Unequips all currently equipped equipment. More...
 
bool CanUnequip (EquipShortcut equip)
 
void UnequipAccess (EquipShortcut equip, Combatant toInventory)
 Unequips an equipment via the access handler. More...
 
void Unequip (EquipShortcut equip, Combatant toInventory)
 Unequips an equipment. More...
 
void UnequipAccess (EquipmentSlotSetting equipmentSlot, Combatant toInventory, bool reset, bool force)
 Unequips equipment currently equipped on a defined equipment slot via the access handler. More...
 
void Unequip (EquipmentSlotSetting equipmentSlot, Combatant toInventory, bool reset, bool force)
 Unequips equipment currently equipped on a defined equipment slot. More...
 
EquipmentSlot [] GetFakeEquip (EquipmentSlotSetting equipmentSlot, EquipShortcut equip)
 
void LockAll (bool lockSlots)
 
bool IsSlotLocked (EquipmentSlotSetting equipmentSlot)
 
bool IsSlotLocked (EquipmentSlot equipSlot)
 
DataObject SaveGame ()
 
void LoadGame (DataObject data)
 

Static Public Member Functions

static void GetStatusChanges (EquipmentSlot[] equips, ref StatusPreviewInformation info)
 

Protected Member Functions

void Unequip (EquipmentSlot equipSlot, Combatant toInventory, bool reset, bool force)
 

Properties

bool HasCollectedChange [get, set]
 
EquipmentSlot this[int index] [get, set]
 Gets the equipment slot at the specified index. This lets you access an equipment slot of the combatant. More...
 
EquipmentSlot [] Slots [get, set]
 
AvailableEquipment Settings [get]
 
List< EquipmentSlotSettingAddedEquipmentSlots [get, set]
 
List< EquipmentSlotSettingBlockedEquipmentSlots [get, set]
 
List< EquipmentSlotSettingBlockedViewers [get, set]
 
bool UpdateAnimations [get, set]
 

Member Function Documentation

◆ CheckAvailableSlots()

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.CheckAvailableSlots ( bool  reset)

Checks the available equipment slots.

◆ Equip()

bool GamingIsLove.ORKFramework.Combatants.CombatantEquipment.Equip ( EquipmentSlotSetting  equipmentSlot,
EquipShortcut  equip,
Combatant  fromInventory,
Combatant  unequipToInventory,
bool  reset 
)

Equips an equipment.

Parameters
equipmentSlotThe equipment slot it will be equipped on. Use -1 if a matching equipment slot should be searched.
equipThe EquipShortcut that will be equipped.
fromInventoryThe combatant who's inventory should remove the equipment.
unequipToInventoryThe combatant who's inventory should add equipment currently equipped on the used equipment slot.
resettrue if the combatant's status system should be reset (i.e. checking for bonuses, etc.).
Returns
true if the equipment was equipped.

◆ EquipAccess()

bool GamingIsLove.ORKFramework.Combatants.CombatantEquipment.EquipAccess ( EquipmentSlotSetting  equipmentSlot,
EquipShortcut  equip,
Combatant  fromInventory,
Combatant  unequipToInventory,
bool  reset 
)

Equips an equipment via the access handler.

Parameters
equipmentSlotThe equipment slot it will be equipped on. Use -1 if a matching equipment slot should be searched.
equipThe EquipShortcut that will be equipped.
fromInventoryThe combatant who's inventory should remove the equipment.
unequipToInventoryThe combatant who's inventory should add equipment currently equipped on the used equipment slot.
resettrue if the combatant's status system should be reset (i.e. checking for bonuses, etc.).
Returns
true if the equipment was equipped.

◆ GetAvailableSlots()

List<EquipmentSlot> GamingIsLove.ORKFramework.Combatants.CombatantEquipment.GetAvailableSlots ( Consider  onlyContributing)

Gets the available equipment slots.

Parameters
onlyContributingYes to only add contributing equipment slots. No to only add not contributing equipment slots. Ignore to ignore contributing state.
Returns
A list of IDs (indexes) of the equipment slots.

◆ Unequip() [1/2]

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.Unequip ( EquipShortcut  equip,
Combatant  toInventory 
)

Unequips an equipment.

Parameters
equipThe equipment that will be unequiped.
toInventoryThe combatant who's inventory should add the unequipped equipment.

◆ Unequip() [2/2]

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.Unequip ( EquipmentSlotSetting  equipmentSlot,
Combatant  toInventory,
bool  reset,
bool  force 
)

Unequips equipment currently equipped on a defined equipment slot.

Parameters
equipmentSlotThe equipment slot that will be unequipped.
toInventoryThe combatant who's inventory should add the unequipped equipment.
resettrue if the combatant's status system should be reset (i.e. checking for bonuses, etc.).
forcetrue if unequipping should be forced.

◆ UnequipAccess() [1/2]

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.UnequipAccess ( EquipShortcut  equip,
Combatant  toInventory 
)

Unequips an equipment via the access handler.

Parameters
equipThe equipment that will be unequiped.
toInventoryThe combatant who's inventory should add the unequipped equipment.

◆ UnequipAccess() [2/2]

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.UnequipAccess ( EquipmentSlotSetting  equipmentSlot,
Combatant  toInventory,
bool  reset,
bool  force 
)

Unequips equipment currently equipped on a defined equipment slot via the access handler.

Parameters
equipmentSlotThe equipment slot that will be unequipped.
toInventoryThe combatant who's inventory should add the unequipped equipment.
resettrue if the combatant's status system should be reset (i.e. checking for bonuses, etc.).
forcetrue if unequipping should be forced.

◆ UnequipAll()

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.UnequipAll ( Combatant  toInventory)

Unequips all currently equipped equipment.

Parameters
toInventoryThe combatant who's inventory should add the unequipped equipment.

◆ UnequipAllAccess()

void GamingIsLove.ORKFramework.Combatants.CombatantEquipment.UnequipAllAccess ( Combatant  toInventory)

Unequips all currently equipped equipment via the access handler.

Parameters
toInventoryThe combatant who's inventory should add the unequipped equipment.

Property Documentation

◆ this[int index]

EquipmentSlot GamingIsLove.ORKFramework.Combatants.CombatantEquipment.this[int index]
getset

Gets the equipment slot at the specified index. This lets you access an equipment slot of the combatant.

Parameters
indexThe ID (index) of the equipment slot.