ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.Combatants.CombatantStatus Class Reference
Inheritance diagram for GamingIsLove.ORKFramework.Combatants.CombatantStatus:
GamingIsLove.ORKFramework.IAddRandomStatusBonus GamingIsLove.ORKFramework.Combatants.CombatantBodyPartStatus

Public Member Functions

 CombatantStatus (Combatant owner)
 
virtual void InitMinMax ()
 
virtual StatusValue Get (StatusValueSetting statusValue)
 
virtual void MarkResetStatus ()
 Marks this combatant for a status recalculation in the next Update tick. More...
 
virtual void MarkStatusBoundsCheck ()
 Marks this combatant for a status value bounds theck in the next Update tick. More...
 
virtual void Tick (float time)
 
virtual void AddTickValue (StatusValue status)
 
virtual void RemoveTickValue (StatusValue status)
 
virtual void AddChangedValue (StatusValueChangedState status)
 
virtual void RemoveChangedValue (StatusValueChangedState status)
 
virtual bool CheckDeath ()
 
virtual bool CheckDeath (Combatant killedBy)
 
virtual void Death ()
 
virtual void HasDied ()
 
virtual void SelectedShortcutChanged (PreviewSelection selectedPreview)
 
virtual void UpdatePreview ()
 
virtual void Init (int level)
 
virtual float GetCounterChance (Combatant target)
 
virtual float GetBlockChance (Combatant user)
 
virtual float GetEscapeChance ()
 
virtual float GetHitBonus ()
 
virtual float GetCounterBonus ()
 
virtual float GetCriticalBonus ()
 
virtual float GetBlockBonus ()
 
virtual float GetEscapeBonus ()
 
virtual float GetWalkBonus ()
 
virtual float GetRunBonus ()
 
virtual float GetSprintBonus ()
 
virtual float GetItemStealBonus ()
 
virtual float GetCurrencyStealBonus ()
 
virtual float GetItemLimitBonus ()
 
virtual float GetInventorySlotBonus ()
 
virtual float GetRandomBattleBonus ()
 
virtual float GetExperienceFactorBonus ()
 
virtual float GetGridMoveRangeBonus ()
 
virtual float GetPositiveChangeModifier (StatusValueSetting statusValue)
 
virtual float GetNegativeChangeModifier (StatusValueSetting statusValue)
 
virtual int GetValueAtLevel (StatusValueSetting status, int lvl)
 
virtual void SetDevelopmentAtLevel (int lvl, int percentPoints, int[] statusValues)
 
virtual bool GetDevelopmentAtLevel (ref int value, int lvl, StatusValueSetting status)
 
virtual bool GetDevelopmentBonus (ref int value, int lvl, StatusValueSetting status)
 
virtual bool CheckLevelUp ()
 
virtual List< UIContent > CheckLevelUpContent ()
 
virtual UIContent ForceLevelUp ()
 
virtual UIContent LevelUp ()
 
virtual AttackModifierValues GetAttackModifier (AttackModifierSetting modifier)
 
virtual AttackModifierValues GetAttackModifier (int index)
 
virtual void GetEffectAttackModifiers (Dictionary< int, List< int >> modifiers, EffectModifierUseType useType)
 
virtual bool ContainsEffectAttackModifier (AttackModifierSetting modifier, int attributeID, HashSet< AttackModifierSetting > ignore)
 
virtual int [] GetDefenceModifierIDs ()
 
virtual DefenceModifierID GetDefenceModifierID (DefenceModifierSetting modifier)
 
virtual DefenceModifierID GetDefenceModifierID (int index)
 
virtual DefenceModifierValues GetDefenceModifier (DefenceModifierSetting modifier)
 
virtual DefenceModifierValues GetDefenceModifier (int index)
 
virtual void CheckStatusBounds ()
 
virtual void Regenerate (bool revive)
 Sets the 'Consumable' type status values to their maximum value. More...
 
virtual void SetConsumableStartValues ()
 
virtual void ResetStatus (bool checkDeath)
 
virtual StatusPreviewInformation GetStatusChanges (EquipmentSlot[] equipment)
 
virtual StatusPreviewInformation GetStatusChanges (ClassSlot[] classSlot)
 
virtual void GetStatusChanges (ref StatusPreviewInformation info)
 
virtual StatusPreview GetPreviewChanges (StatusPreviewInformation info)
 
virtual void PreviewCombinedStatusValues (StatusPreview preview)
 
virtual void AddRandomStatusBonus (RandomStatusBonusSettings settings)
 
virtual void RemoveAllStatusBonuses ()
 
virtual DataObject SaveGame ()
 
virtual void LoadGame (DataObject data)
 

Protected Attributes

Combatant owner
 
CombatantEffects effects
 
StatusPreview preview
 
StatusPreviewInformation resetInfo
 
int currentLevel = 1
 
CombatantDeathState deathState = CombatantDeathState.Alive
 
StatusValue [] value
 
List< StatusValuetickValues = new List<StatusValue>()
 
List< StatusValueChangedStatechangedValues = new List<StatusValueChangedState>()
 
float [] chanceBonus = new float[15]
 
float [] positiveChangeModifier
 
float [] negativeChangeModifier
 
StatusBonusInstance statusBonus
 
AttackModifierValues [] attackModifiers
 
DefenceModifierValues [] defenceModifiers
 
DefenceModifierID [] defenceModifierIDs
 
ModifierTraits attackModifierTraits = new ModifierTraits()
 
ModifierTraits defenceModifierTraits = new ModifierTraits()
 
Dictionary< int, StatusDevelopmentRecordbaseDevSV
 
bool markReset = false
 
bool markBoundsCheck = false
 

Properties

virtual StatusValue this[int index] [get]
 
virtual CombatantEffects Effects [get]
 
virtual int Level [get, set]
 
virtual string LevelFormatted [get]
 
virtual int MaxLevel [get]
 
virtual bool IsMaxLevel [get]
 
virtual StatusDevelopment Development [get]
 
virtual CombatantDeathState DeathState [get, set]
 
virtual bool IsDead [get]
 
virtual bool PreviewAvailable [get]
 
virtual StatusPreview Preview [get]
 
virtual float??? ExperienceFactor [get]
 
virtual float [] ChanceBonuses [get, set]
 
virtual float [] PositiveChangeModifiers [get, set]
 
virtual float [] NegativeChangeModifiers [get, set]
 
virtual ModifierTraits AttackModifierTraits [get]
 
virtual ModifierTraits DefenceModifierTraits [get]
 

Member Function Documentation

◆ MarkResetStatus()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantStatus.MarkResetStatus ( )
virtual

Marks this combatant for a status recalculation in the next Update tick.

◆ MarkStatusBoundsCheck()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantStatus.MarkStatusBoundsCheck ( )
virtual

Marks this combatant for a status value bounds theck in the next Update tick.

◆ Regenerate()

virtual void GamingIsLove.ORKFramework.Combatants.CombatantStatus.Regenerate ( bool  revive)
virtual

Sets the 'Consumable' type status values to their maximum value.

Parameters
revivetrue if a dead combatant should be revived.