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

Public Member Functions

 StatusValue (StatusValueSetting setting, Combatant owner)
 
virtual void InitMinMax ()
 
virtual void FireSimpleChanged ()
 
virtual void FireValueChanged (int addValue)
 
virtual void ClassChanged (ClassShortcut oldClass, ClassShortcut newClass)
 
virtual string GetName ()
 
virtual string GetShortName ()
 
virtual string GetDescription ()
 
virtual Sprite GetIconSprite ()
 
virtual Texture GetIconTexture ()
 
virtual string GetIconTextCode ()
 
virtual string GetCustomContent (string contentKey)
 
virtual int GetStartValue ()
 
virtual int GetStartValue (int startValue, ValueSetter setIn, Rounding rounding)
 
virtual void InitValue (int value)
 
virtual void Set (int baseValue, int currentValue)
 
virtual void ContinueFadeTime (bool continueTime)
 
virtual void StopFade ()
 
virtual void UpdateDisplayMinMax ()
 
virtual int GetDisplayValue ()
 
virtual float GetDisplayValueForBar ()
 
virtual int GetDisplayMinValue ()
 
virtual int GetDisplayMaxValue ()
 
virtual bool Tick (float time)
 
virtual void ShowNotifications (StatusValueNotificationType type, int change, bool showFlyingText, bool showConsole, StatusValueChangeSource source)
 
virtual int GetPreviewValue (bool display)
 
virtual int GetPreviewValueMax (bool display)
 
virtual int GetPreviewMinValue ()
 
virtual int GetPreviewMaxValue ()
 
virtual void FinalPreviewValue (float modifier)
 
virtual float GetCompareValuePreview (ValueSetter setter)
 
virtual void AddValuePreview (int add, ref int[] statusValue, bool ignoreBarrier)
 
virtual int GetValue ()
 
virtual int GetBaseValue ()
 
virtual int GetMinValue ()
 
virtual int GetMaxValue ()
 
virtual int GetConsumePotential ()
 
virtual int GetTypeValue (StatusValueGetValue getType)
 
virtual void SetValueAccess (int newValue, bool isCritical, bool ignoreLimit, bool ignoreBarrier, bool showFlyingText, bool showConsole, StatusValueChangeSource source)
 Sets the value via the access handler. More...
 
virtual void SetValue (int newValue, bool isCritical, bool ignoreLimit, bool ignoreBarrier, bool showFlyingText, bool showConsole, StatusValueChangeSource source)
 Sets the value. More...
 
virtual void AddValueAccess (int addValue, bool isCritical, bool checkDeath, bool checkLevelUp, bool ignoreLimit, bool ignoreBarrier, bool showFlyingText, bool showConsole, StatusValueChangeSource source)
 Adds to the value via the access handler. More...
 
virtual void AddValue (int addValue, bool isCritical, bool checkDeath, bool checkLevelUp, bool ignoreLimit, bool ignoreBarrier, bool showFlyingText, bool showConsole, StatusValueChangeSource source)
 Adds a value. More...
 
virtual void ResetValue (int bonus, bool checkBounds)
 
virtual void SetBaseValueAccess (int newValue)
 Sets the base value via the access handler. More...
 
virtual void SetBaseValue (int newValue)
 Sets the base value. More...
 
virtual void AddBaseValueAccess (int addValue)
 Adds a value to the base value via the access handler. More...
 
virtual void AddBaseValue (int addValue)
 Adds a value to the base value. More...
 
virtual void FinalValue (float modifier)
 
virtual int GetValueInBounds (int value)
 
virtual void CheckBounds (bool checkDeath, bool checkLevelUp)
 
virtual bool MaxReached ()
 
virtual float GetCompareValue (StatusValueGetValue getType, ValueSetter setter)
 
virtual bool IsDead ()
 
virtual bool IsNormal ()
 
virtual bool IsConsumable ()
 
virtual bool IsExperience ()
 
virtual bool IsBaseLevel ()
 
virtual bool IsClassLevel ()
 
virtual bool IsNoneLevel ()
 
virtual bool IsCombined ()
 
virtual DataObject SaveGame ()
 
virtual void LoadGame (DataObject data)
 

Protected Member Functions

virtual void MinMaxChanged (Combatant combatant, StatusValue statusValue, int change)
 
virtual ClassShortcut GetClassLevelClass ()
 
virtual void UpdateDisplay ()
 
virtual void RealValueCountDeathSafety ()
 

Protected Attributes

StatusValueSetting setting
 
int baseValue = 0
 
int currentValue = 0
 
StatusValue minValue
 
StatusValue maxValue
 
int displayValue = 0
 
float displayValueForBar = 0
 
float countDelay = -1
 
StatusValueFader fader
 
StatusValueChangedState changedState
 
Combatant owner = null
 
int lastCurrentValue = 0
 
bool blockClassExpForward = false
 
ClassShortcut classLevelClass
 
NotifyStatusValueChanged valueChangedHandler
 
Notify simpleChangedHandler
 
Notify valueBarChangedHandler
 
NotifyStatusValueNotification notificationHandler
 

Properties

NotifyStatusValueChanged ValueChanged
 
Notify SimpleChanged
 
Notify ValueBarChanged
 
NotifyStatusValueNotification Notification
 
virtual StatusValueSetting Setting [get]
 
virtual Combatant Owner [get]
 
virtual StatusValue MinStatusValue [get]
 
virtual StatusValue MaxStatusValue [get]
 
virtual StatusValueChangedState ChangedState [get]
 
virtual bool BlockClassExpForward [get, set]
 
virtual ClassShortcut ClassLevelClass [get, set]
 
virtual int ID [get]
 
virtual int RealValue [get]
 
virtual float Percent [get]
 
virtual float PercentPreview [get]
 

Member Function Documentation

◆ AddBaseValue()

virtual void GamingIsLove.ORKFramework.StatusValue.AddBaseValue ( int  addValue)
virtual

Adds a value to the base value.

Parameters
addValueThe value that will be added.

◆ AddBaseValueAccess()

virtual void GamingIsLove.ORKFramework.StatusValue.AddBaseValueAccess ( int  addValue)
virtual

Adds a value to the base value via the access handler.

Parameters
addValueThe value that will be added.

◆ AddValue()

virtual void GamingIsLove.ORKFramework.StatusValue.AddValue ( int  addValue,
bool  isCritical,
bool  checkDeath,
bool  checkLevelUp,
bool  ignoreLimit,
bool  ignoreBarrier,
bool  showFlyingText,
bool  showConsole,
StatusValueChangeSource  source 
)
virtual

Adds a value.

Parameters
addValueThe value that will be added.
isCriticaltrue if this is a critical value change.
checkDeathtrue if the combatant should check for death.
checkLevelUptrue if the combatant should check for level up.
ignoreLimittrue if the change damage/refresh limit is ignored.
ignoreBarriertrue if the change should ignore barrier status values.
showFlyingTexttrue if the change should display flying texts.
showConsoletrue if a console line should be added.
sourceThe source of the value change (e.g. combatant causing the change).

◆ AddValueAccess()

virtual void GamingIsLove.ORKFramework.StatusValue.AddValueAccess ( int  addValue,
bool  isCritical,
bool  checkDeath,
bool  checkLevelUp,
bool  ignoreLimit,
bool  ignoreBarrier,
bool  showFlyingText,
bool  showConsole,
StatusValueChangeSource  source 
)
virtual

Adds to the value via the access handler.

Parameters
addValueThe value that will be added.
isCriticaltrue if this is a critical value change.
checkDeathtrue if the combatant should check for death.
checkLevelUptrue if the combatant should check for level up.
ignoreLimittrue if the change damage/refresh limit is ignored.
ignoreBarriertrue if the change should ignore barrier status values.
showFlyingTexttrue if the change should display flying texts.
showConsoletrue if a console line should be added.
sourceThe source of the value change (e.g. combatant causing the change).

◆ SetBaseValue()

virtual void GamingIsLove.ORKFramework.StatusValue.SetBaseValue ( int  newValue)
virtual

Sets the base value.

Parameters
newValueThe new value that will be used.

◆ SetBaseValueAccess()

virtual void GamingIsLove.ORKFramework.StatusValue.SetBaseValueAccess ( int  newValue)
virtual

Sets the base value via the access handler.

Parameters
newValueThe new value that will be used.

◆ SetValue()

virtual void GamingIsLove.ORKFramework.StatusValue.SetValue ( int  newValue,
bool  isCritical,
bool  ignoreLimit,
bool  ignoreBarrier,
bool  showFlyingText,
bool  showConsole,
StatusValueChangeSource  source 
)
virtual

Sets the value.

Parameters
newValueThe new value that will be used.
isCriticaltrue if this is a critical value change.
ignoreLimittrue if the change damage/refresh limit is ignored.
ignoreBarriertrue if the change should ignore barrier status values.
showFlyingTexttrue if the change should display flying texts.
showConsoletrue if a console line should be added.
sourceThe source of the value change (e.g. combatant causing the change).

◆ SetValueAccess()

virtual void GamingIsLove.ORKFramework.StatusValue.SetValueAccess ( int  newValue,
bool  isCritical,
bool  ignoreLimit,
bool  ignoreBarrier,
bool  showFlyingText,
bool  showConsole,
StatusValueChangeSource  source 
)
virtual

Sets the value via the access handler.

Parameters
newValueThe new value that will be used.
isCriticaltrue if this is a critical value change.
ignoreLimittrue if the change damage/refresh limit is ignored.
ignoreBarriertrue if the change should ignore barrier status values.
showFlyingTexttrue if the change should display flying texts.
showConsoletrue if a console line should be added.
sourceThe source of the value change (e.g. combatant causing the change).