ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework Namespace Reference

Classes

class  AbilitiesSettings
 
class  Ability
 
class  AbilityAction
 
class  AbilityAsset
 
class  AbilityCombo
 
class  AbilityDevelopment
 
class  AbilityDevelopmentAsset
 
class  AbilityDropCondition
 
class  AbilityLevel
 
class  AbilityLinkShortcut
 
class  AbilityNotification
 
class  AbilityNotificationSettings
 
class  AbilityResearchItem
 
class  AbilitySelection
 
class  AbilityShortcut
 
class  AbilityType
 
class  AbilityTypeAsset
 
class  AbilityTypesSettings
 
class  AbsorbStatusValue
 
class  AbsorbStatusValueEffectStatusChangeType
 
class  AccessHandler
 
class  ActionAccessHandler
 
class  ActionBarEffectStatusChangeType
 
class  ActionBarStatusChangeType
 
class  ActionCalculationOptions
 
class  ActionCheck
 
class  ActionCheckSettings
 
class  ActionCombo
 
class  ActionComboAsset
 
class  ActionComboRequirement
 
class  ActionComboSettings
 
class  ActionCombosSettings
 
class  ActionComboStageSettings
 
class  ActionCost
 
class  ActionResults
 
class  ActionResultsPredetermined
 
class  ActionSelection
 
class  ActionsPerTurnSettings
 
class  ActionTimeSettings
 
class  ActiveAbility
 
class  ActiveAbilitySelection
 
class  ActiveTimeBattleSystem
 
class  AddClass
 
class  AdvancedContentSorter
 
class  AdvancedNumberFormat
 
class  AIBehaviourInventory
 
class  AIBehaviourItemSelection
 
class  AIBehaviourShortcut
 
class  AIBehaviourSlotSetting
 
class  AIBehavioursSettings
 
class  AIDecisionTime
 
class  AINotification
 
class  AIRulesetInventory
 
class  AIRulesetItemSelection
 
class  AIRulesetShortcut
 
class  AIRulesetSlotSetting
 
class  AIRulesetsSettings
 
class  AITypesSettings
 
class  AlliedStateSettings
 
class  AnimationEffectStatusChangeType
 
class  AnimationSimpleStatusChangeType
 
class  AnimationStatusChangeType
 
class  AnimationTypesSettings
 
class  Area
 
class  AreaAsset
 
class  AreaNextNode
 
class  AreaNotification
 
class  AreaNotificationSettings
 
class  AreaSettings
 
class  AreasSettings
 
class  AreaType
 
class  AreaTypeAsset
 
class  AreaTypesSettings
 
class  AttackModifierAsset
 
class  AttackModifierAttributeChangeNotifyMachineStart
 
class  AttackModifierAttributeSelection
 
class  AttackModifierAttributeSetting
 
class  AttackModifierBonusType
 
class  AttackModifierFactorBonusType
 
class  AttackModifierFactorRandomBonusType
 
class  AttackModifierMultiplier
 
class  AttackModifierRandomBonusType
 
class  AttackModifierSetting
 
class  AttackModifiersSettings
 
class  AttackModifierStartValue
 
class  AttackModifierValueCombatantSortOption
 
class  AttackModifierValues
 
class  AttackModifierValueSorter
 
class  AutoAnimationSetting
 
class  AutoAttack
 
class  AutoDamageMultipliers
 
class  AutoEffects
 
class  AutoEndTurnSettings
 
class  AutoJoinBattle
 
class  AutoShortcutSlots
 
class  AutoStartBattleSettings
 
class  AvailableEquipment
 
class  AvailableEquipmentItemType
 
class  AvailableEquipmentSelection
 
class  AvailableEquipmentTemplate
 
class  AvailableEquipmentTemplateAsset
 
class  BarrierStatusValue
 
class  BaseAction
 
class  BaseAttackSelection
 
class  BaseBattleSystem
 
class  BaseBonusType
 
class  BaseCombatantHighlightType
 
class  BaseCombatantNotifyType
 
class  BaseCombatantSortOption
 
class  BaseConditionEffectStatusChangeType
 
class  BaseEffectStatusChangeType
 
class  BaseGridHighlightType
 
class  BaseItemSelection
 
class  BaseLanguageDataWithSubType
 
class  BaseNotification
 
class  BaseRandomBonusType
 
class  BaseResearchItem
 
class  BaseSimpleStatusChangeType
 
class  BaseStatusChangeType
 
class  BaseSubTypeData
 
class  BaseTargetRaycastType
 
class  Battle
 
class  BattleAccessHandler
 
class  BattleActionHandler
 
class  BattleAdvantage
 
class  BattleAnimation
 
class  BattleAnimationOverride
 
class  BattleAnimationSetting
 
class  BattleBonuses
 
class  BattleCameraSettings
 
class  BattleCombatant
 
class  BattleEndedNotifyMachineStart
 
class  BattleEndGameStateChangeType
 
class  BattleEndSettings
 
class  BattleGainsCollection
 
class  BattleGridCellRow
 
class  BattleGridCellType
 
class  BattleGridCellTypeAsset
 
class  BattleGridCellTypeRandom
 
class  BattleGridCellTypeSingle
 
class  BattleGridFormation
 
class  BattleGridFormationAsset
 
class  BattleGridFormationLeader
 
class  BattleGridFormationPosition
 
class  BattleGridGenerator
 
class  BattleGridHelper
 
class  BattleGridHighlightSettings
 
class  BattleGridSettings
 
class  BattleLoot
 
class  BattleMenu
 
class  BattleMenuAsset
 
class  BattleMenuItem
 
class  BattleMenuSelection
 
class  BattleMenuTargetBeforeActionSettings
 
class  BattleRangeSetting
 
class  BattleRangeTemplate
 
class  BattleRangeTemplateAsset
 
class  BattleSettings
 
class  BattleSpotPosition
 
class  BattleSpotSettings
 
class  BattleSpotsSettings
 
class  BattleStartedNotifyMachineStart
 
class  BattleStartGameStateChangeType
 
class  BattleStartMoveDetection
 
class  BattleSystem
 
class  BattleSystemActionSchematicsSettings
 
class  BattleSystemAsset
 
class  BattleSystemCheck
 
class  BattleSystemMenuOverride
 
class  BattleSystemSelection
 
class  BattleTargetSettings
 
class  BattleTextsSettings
 
class  BestiaryAttackModifierSettings
 
class  BestiaryControl
 
class  BestiaryDefenceModifierIDSettings
 
class  BestiaryDefenceModifierSettings
 
class  BestiaryEntry
 
class  BestiaryEquipmentSettings
 
class  BestiaryHandler
 
class  BestiaryLearnSetting
 
class  BestiaryModifier
 
class  BestiaryNotification
 
class  BestiaryNotificationSettings
 
class  BestiarySettings
 
class  BestiaryStatus
 
class  BestiaryStatusValueSettings
 
class  BlinkGridHighlightType
 
class  BlockChanceBonusType
 
class  BlockChanceRandomBonusType
 
class  BlockStatusChange
 
class  BlockStatusValueEffectStatusChangeType
 
class  BonusDisplay
 
class  BonusSettings
 
class  BoolValue_CombatantStatusConditionType
 
class  ButtonPlayerControlSettings
 
class  BuyPriceSorter
 
class  CameraControlSettings
 
class  CameraControlTargetTransition
 
class  CamPosRotation
 
class  CastTime
 
class  CastTimeSettings
 
class  ChanceBattleCombatant
 
class  ChanceDisplay
 
class  ChangeMemberAction
 
class  CheckQuestStatus
 
class  CheckQuestTaskStatus
 
class  CheckQuestTypeStatus
 
class  Class
 
class  ClassAsset
 
class  ClassChangeOptions
 
class  ClassesSettings
 
class  ClassInstanceAbility
 
class  ClassNotification
 
class  ClassNotifications
 
class  ClassResearchItem
 
class  ClassShortcut
 
class  ClassSlot
 
class  ClassSlotAsset
 
class  ClassSlotAssignment
 
class  ClassSlotEquipSettings
 
class  ClassSlotNotification
 
class  ClassSlotResearchItem
 
class  ClassSlotSetting
 
class  ClassSlotsSettings
 
class  ClassSlotWrapperShortcut
 
class  CollectBattleGainsSettings
 
class  Combatant
 
class  CombatantAccessHandler
 
class  CombatantAISettings
 
class  CombatantAsset
 
class  CombatantBodyPart
 
class  CombatantBodyPartSetting
 
class  CombatantConditionalPrefab
 
class  CombatantContentHelper
 
class  CombatantDataCall
 
class  CombatantDeathSettings
 
class  CombatantDistanceSorter
 
class  CombatantExperienceReward
 
class  CombatantGeneralConditionSettings
 
class  CombatantGridDistanceSorter
 
class  CombatantGroup
 
class  CombatantGroupAsset
 
class  CombatantGroupMember
 
class  CombatantGroupMemberRequirement
 
class  CombatantHandler
 
class  CombatantHighlightType
 
class  CombatantInit
 
class  CombatantItemSelection
 
class  CombatantLevelCheck
 
class  CombatantLinks
 
class  CombatantLoot
 
class  CombatantMoveAISettings
 
class  CombatantMovementComponentMoveComponentType
 
class  CombatantMoveSpeedSettings
 
class  CombatantNamesDisplay
 
class  CombatantNotification
 
class  CombatantNotifyType
 
class  CombatantNotifyType_AttackModifierAttributeChange
 
class  CombatantNotifyType_ClassLevelUp
 
class  CombatantNotifyType_DefenceModifierAttributeChange
 
class  CombatantNotifyType_DefenceModifierIDChange
 
class  CombatantNotifyType_InventoryAIBehaviourChange
 
class  CombatantNotifyType_InventoryAIRulesetChange
 
class  CombatantNotifyType_InventoryCraftingRecipeChange
 
class  CombatantNotifyType_InventoryCurrencyChange
 
class  CombatantNotifyType_InventoryEquipmentChange
 
class  CombatantNotifyType_InventoryItemChange
 
class  CombatantNotifyType_LevelUp
 
class  CombatantNotifyType_StatusEffectChange
 
class  CombatantNotifyType_StatusValueChange
 
class  CombatantNotifyType_VariableChange
 
class  CombatantPortraitSet
 
class  CombatantPositionDistanceSorter
 
class  CombatantPrefab
 
class  CombatantPrefabViewPortrait
 
class  CombatantReactionPortraitSettings
 
class  CombatantRequirement
 
class  CombatantSchematicSettings
 
class  CombatantScreenSorter
 
class  CombatantSelectionsSettings
 
class  CombatantSetting
 
class  CombatantShortcut
 
class  CombatantShortcutSettings
 
class  CombatantSortingSettings
 
class  CombatantSpawnerNotifyMachineStart
 
class  CombatantsSettings
 
class  CombatantStatusConditionNotifyMachineStart
 
class  CombatantStatusGeneralCondition
 
class  CombatantStatusValueChangeSchematic
 
class  CombatantTriggerCheck
 
class  CombatantType
 
class  CombatantTypeAsset
 
class  CombatantTypesSettings
 
class  CombatantVariableChangeNotifyMachineStart
 
class  ConditionalAffectRange
 
class  ConditionalBattleSpots
 
class  ConditionalBonus
 
class  ConditionalStatusDevelopment
 
class  ConditionalUseRange
 
class  ConsoleHandler
 
class  ConsoleRange
 
class  ConsoleSettings
 
class  ConsoleTextActionPreview
 
class  ConsoleTextActionSimple
 
class  ConsoleTextActionSingle
 
class  ConsoleTextAI
 
class  ConsoleTextClass
 
class  ConsoleTextClassSlot
 
class  ConsoleTextCombatant
 
class  ConsoleTextCrafting
 
class  ConsoleTextDurability
 
class  ConsoleTextGroupLearning
 
class  ConsoleTextInventory
 
class  ConsoleTextLearning
 
class  ConsoleTextLevelUp
 
class  ConsoleTextResearchItem
 
class  ConsoleTextStatusEffect
 
class  ConsoleTextStatusValue
 
class  ConsoleType
 
class  ConsoleTypeAsset
 
class  ConsoleTypesSettings
 
class  ContentCombatantSortOption
 
class  ContentQuestionControl
 
class  ControlMap
 
class  ControlMapAsset
 
class  ControlMapKey
 
class  ControlMapsSettings
 
class  ControlMapTargeting
 
class  CounterChanceBonusType
 
class  CounterChanceRandomBonusType
 
class  CraftingAudioSettings
 
class  CraftingInventory
 
class  CraftingNotification
 
class  CraftingNotificationSettings
 
class  CraftingRecipe
 
class  CraftingRecipeAsset
 
class  CraftingRecipeItemSelection
 
class  CraftingRecipeLayout
 
class  CraftingRecipeOutcome
 
class  CraftingRecipeShortcut
 
class  CraftingRecipesSettings
 
class  CraftingSchematics
 
class  CraftingSettings
 
class  CraftingType
 
class  CraftingTypeAsset
 
class  CraftingTypesSettings
 
class  CriticalChance
 
class  CriticalChanceBonusType
 
class  CriticalChanceRandomBonusType
 
class  CubeCoord
 
class  CurrenciesSettings
 
class  Currency
 
class  CurrencyAsset
 
class  CurrencyInventory
 
class  CurrencyItemSelection
 
class  CurrencyShortcut
 
class  CurrencyStealChanceBonusType
 
class  CurrencyStealChanceRandomBonusType
 
class  CursorChange
 
class  CursorInput
 
class  CursorSettings
 
class  CursorTypeSorter
 
class  CustomLootSettings
 
class  CustomLootShortcut
 
class  DamageDealerAction
 
class  DamageDealerActivation
 
class  DamageType
 
class  DamageTypeAsset
 
class  DeathAction
 
class  DefaultBattleAnimations
 
class  DefaultButtonSettings
 
class  DefaultTargetSelections
 
class  DefenceModifierAsset
 
class  DefenceModifierAttributeChangeNotifyMachineStart
 
class  DefenceModifierAttributeSelection
 
class  DefenceModifierAttributeSetting
 
class  DefenceModifierBonusType
 
class  DefenceModifierFactorBonusType
 
class  DefenceModifierFactorRandomBonusType
 
class  DefenceModifierID
 
class  DefenceModifierIDChangeNotifyMachineStart
 
class  DefenceModifierMultiplier
 
class  DefenceModifierRandomBonusType
 
class  DefenceModifierSetting
 
class  DefenceModifiersSettings
 
class  DefenceModifierStartValue
 
class  DefenceModifierValueCombatantSortOption
 
class  DefenceModifierValues
 
class  DefenceModifierValueSorter
 
class  DefendAction
 
class  DefendShortcut
 
class  DelayTime
 
class  DelayTimeSettings
 
class  DevelopmentLeaf
 
class  DifficultiesSettings
 
class  Difficulty
 
class  DifficultyAsset
 
class  DifficultyCheck
 
class  DifficultyComponentCondition
 
class  DifficultyFaction
 
class  DifficultyGeneralCondition
 
class  DirectionalTargetSelection
 
class  DisableComponentSettings
 
class  DistanceCondition
 
class  DistanceHelper
 
class  DistancePositionCombatantSortOption
 
class  DistanceUserCombatantSortOption
 
class  DoubleContentQuestionControl
 
class  DragShortcutWrapper
 
class  DropInfo
 
class  DropItemCollectorSettings
 
class  DummyTurnSorter
 
class  DurabilityNotification
 
class  EffectActionCheckSettings
 
class  EffectAppliedDurationCheck
 
class  EffectChangeUseOn
 
class  EffectPrefab
 
class  EffectStatusChange
 
class  EnemyCount
 
class  EquipAbilityShortcut
 
class  EquipableOn
 
class  EquipConditions
 
class  Equipment
 
class  EquipmentAbility
 
class  EquipmentAsset
 
class  EquipmentConditionalPrefab
 
class  EquipmentConditionNextNode
 
class  EquipmentInventory
 
class  EquipmentItemSelection
 
class  EquipmentLevel
 
class  EquipmentPrefab
 
class  EquipmentPrefabSettings
 
class  EquipmentSchematics
 
class  EquipmentSettings
 
class  EquipmentSlot
 
class  EquipmentSlotAsset
 
class  EquipmentSlotSet
 
class  EquipmentSlotSetTemplate
 
class  EquipmentSlotSetTemplateAsset
 
class  EquipmentSlotSetting
 
class  EquipmentSlotsSettings
 
class  EquipShortcut
 
class  EquipSlotWrapperShortcut
 
class  EquipStatusValueSorter
 
class  EscapeAction
 
class  EscapeChanceBonusType
 
class  EscapeChanceRandomBonusType
 
class  EscapeShortcut
 
class  ExperienceFactorBonusType
 
class  ExperienceFactorChanceRandomBonusType
 
class  ExperienceLoot
 
class  ExperienceReward
 
class  FactionAsset
 
class  FactionBenefit
 
class  FactionBenefitAsset
 
class  FactionHandler
 
class  FactionSchematicSetting
 
class  FactionSetting
 
class  FactionsSettings
 
class  FactionSympathy
 
class  FactionText
 
class  FadeColorCombatantHighlightType
 
class  FadeHUDColorCombatantHighlightType
 
class  FieldMode
 
class  FindGroundSettings
 
class  FirstPersonCameraSettings
 
class  FloatValue_CombatantAttackModifierAttributeType
 
class  FloatValue_CombatantClassLevelDefinedType
 
class  FloatValue_CombatantClassLevelType
 
class  FloatValue_CombatantClassSlotLevelType
 
class  FloatValue_CombatantDefenceModifierAttributeType
 
class  FloatValue_CombatantLevelType
 
class  FloatValue_CombatantStatusEffectCountAllType
 
class  FloatValue_CombatantStatusEffectCountType
 
class  FloatValue_CombatantStatusEffectCountTypeType
 
class  FloatValue_CombatantStatusValueType
 
class  FloatVariableSorter
 
class  FlyingTextContent
 
class  FollowCameraSettings
 
class  Formation
 
class  FormationAsset
 
class  FormationPosition
 
class  FormationsSettings
 
class  GameObjectTargetRaycastType
 
class  GameOverControl
 
class  GameStatistic
 
class  GeneralConditionExtensions
 
class  GridActionRangeHelper
 
class  GridCellAreaSettings
 
class  GridCellEvent
 
class  GridCellEventCall
 
class  GridCellEventHandler
 
class  GridCellInfoControl
 
class  GridCellMoveCostSettings
 
class  GridCellPrefab
 
class  GridCellSelectionSettings
 
class  GridCellTypeChance
 
class  GridCellTypeCost
 
class  GridCombatantPlacementInfo
 
class  GridCombatantPlacementSettings
 
class  GridCustomCellSelectionSettings
 
class  GridDeploymentCell
 
class  GridDistanceSorter
 
class  GridDistanceUserCombatantSortOption
 
class  GridExamineBestiaryControl
 
class  GridExamineSettings
 
class  GridExamineShortcut
 
class  GridHighlight
 
class  GridHighlightSetting
 
class  GridHighlightType
 
class  GridLineOfSight
 
class  GridMoveAction
 
class  GridMoveCommandSettings
 
class  GridMoveHeightLimit
 
class  GridMoveRangeBonusType
 
class  GridMoveRangeRandomBonusType
 
class  GridMoveSettings
 
class  GridMoveShortcut
 
class  GridOrientationSelectionSettings
 
class  GridOrientationShortcut
 
class  GridPath
 
class  GridPathFinder
 
class  GridRangeSetting
 
class  GridShapeCell
 
class  GridShapeMask
 
class  GridTargetCellSelectionSettings
 
class  GridTargetRaycastType
 
class  Group
 
class  GroupAbilities
 
class  GroupAccessHandler
 
class  GroupAdvantage
 
class  GroupClasses
 
class  GroupGridFormation
 
class  GroupGridFormationPosition
 
class  GroupGridFormationSorter
 
class  GroupLeaderSorter
 
class  GroupMemberSelection
 
class  GroupSelection
 
class  GroupShortcutList
 
class  GroupShortcuts
 
class  GroupShortcutSlot
 
class  GUIDCollection
 
class  GUIDHelper
 
class  HexagonalGridHelper
 
class  HighlightCombatantSetting
 
class  HitChance
 
class  HitChanceBonusType
 
class  HitChanceRandomBonusType
 
class  HUDActionCombatantSettings
 
class  HUDAttackModifierAttributeWrapper
 
class  HUDCombatantWrapper
 
class  HUDDefenceModifierAttributeWrapper
 
class  HUDPreviewAttackModifierAttributeWrapper
 
class  HUDPreviewDefenceModifierAttributeWrapper
 
class  HUDPreviewDefenceModifierIDWrapper
 
class  HUDStatusEffectOrigin
 
class  HUDStatusOrigin
 
interface  IAddRandomStatusBonus
 
interface  ICastTime
 
interface  ICombatantHighlightCursorPrefab
 
interface  IContentCombatantInfo
 
interface  IGridHelper
 
interface  IGUID
 
interface  IInventoryExchange
 
interface  IInventoryShortcut
 
interface  IKeySchematicStarter
 
interface  ILevel
 
interface  ILevelUpCostText
 
interface  ILevelUpSpend
 
interface  IMarkNewContent
 
class  InfoBoxControl
 
class  InitialClassSlot
 
class  IntVariableSorter
 
class  Inventory
 
class  InventoryAccessHandler
 
class  InventoryAccessSettings
 
class  InventoryAddSimpleStatusChangeType
 
class  InventoryAddStatusChangeType
 
class  InventoryAIBehaviourChangeNotifyMachineStart
 
class  InventoryAIRulesetChangeNotifyMachineStart
 
class  InventoryCollection
 
class  InventoryContainer
 
class  InventoryContainerAsset
 
class  InventoryContainerNotification
 
class  InventoryContainerNotifications
 
class  InventoryContainerSetting
 
class  InventoryContainerSlotOrigin
 
class  InventoryContainerSlotSelection
 
class  InventoryContainersSettings
 
class  InventoryCraftingRecipeChangeNotifyMachineStart
 
class  InventoryCurrencyChangeNotifyMachineStart
 
class  InventoryEquipmentChangeNotifyMachineStart
 
class  InventoryFullStatusEffect
 
class  InventoryItemChangeNotifyMachineStart
 
class  InventoryNotification
 
class  InventoryNotificationSettings
 
class  InventoryQuantityLimit
 
class  InventoryRemoveSimpleStatusChangeType
 
class  InventoryRemoveStatusChangeType
 
class  InventorySchematics
 
class  InventorySchematicsSettings
 
class  InventorySettings
 
class  InventorySlotBonusType
 
class  InventorySlotRandomBonusType
 
class  InventorySpace
 
class  InventorySpaceSorter
 
class  InventoryStackLimit
 
class  InvertCombatantSortOption
 
interface  IPreviewable
 
interface  IRenameable
 
interface  IReuseTime
 
interface  IShortcut
 
interface  IStatusBonus
 
interface  IStatusChanged
 
interface  IStatusEffectCast
 
interface  ISubTypeHandler
 
interface  ITargetRange
 
interface  ITargetRaycastCursorPrefab
 
interface  ITargetSelectionCursorPrefab
 
class  Item
 
class  ItemAction
 
class  ItemAsset
 
class  ItemBoxControl
 
class  ItemBoxData
 
class  ItemBoxInventory
 
class  ItemCollectionAnimation
 
class  ItemCollectionControl
 
class  ItemCollectionEndGameStateChangeType
 
class  ItemCollectionStartGameStateChangeType
 
class  ItemConditionalPrefab
 
class  ItemDropCondition
 
class  ItemGain
 
class  ItemGainNextNode
 
class  ItemInventory
 
class  ItemItemSelection
 
class  ItemLimitBonusType
 
class  ItemLimitRandomBonusType
 
class  ItemPrefab
 
class  ItemPrefabSettings
 
class  ItemResearchItem
 
class  ItemSelection
 
class  ItemShortcut
 
class  ItemsSettings
 
class  ItemStealChanceBonusType
 
class  ItemStealChanceRandomBonusType
 
class  ItemType
 
class  ItemTypeAsset
 
class  ItemTypeItemSelection
 
class  ItemTypesSettings
 
interface  ITimestamp
 
interface  IUseCostDisplay
 
class  JoinBattleAction
 
class  KeyFactionSchematicSetting
 
class  KeySchematicSetting
 
class  KeyValuePairKeySorter
 
class  LearnAbility
 
class  LearnAbilitySetting
 
class  LearnCost
 
class  LearnResearchTree
 
class  LearnStatusValue
 
class  LevelDifferenceFactor
 
class  LevelInitSettings
 
class  LevelUpBonus
 
class  LevelUpResearchItem
 
class  LevelValueCheck
 
class  LimitAbility
 
class  LimitItem
 
class  LineGridHighlight
 
class  LineRendererGridHighlightType
 
class  Log
 
class  LogAsset
 
class  LogEntry
 
class  LogHandler
 
class  LogNotification
 
class  LogNotificationSettings
 
class  LogSettings
 
class  LogsSettings
 
class  LogText
 
class  LogTextAsset
 
class  LogTextsSettings
 
class  LogType
 
class  LogTypeAsset
 
class  LogTypesSettings
 
class  LookAtActionBlock
 
class  LookAtRequirement
 
class  LookAtSettings
 
class  LookCameraSettings
 
class  Loot
 
class  LootAsset
 
class  LootTable
 
class  MarkNewContent
 
class  MarkNewContentSettings
 
class  MenuCloseGameStateChangeType
 
class  MenuHandler
 
class  MenuOpenGameStateChangeType
 
class  MenuRequirement
 
class  MenuRequirementAsset
 
class  MenuScreensSettings
 
class  ModifierBonusDisplay
 
class  ModifierBonusTexts
 
class  ModifierChangeInstance
 
class  ModifierTraits
 
class  ModifierValues
 
class  MouseCameraSettings
 
class  MousePlayerControlSettings
 
class  MoveAIStopAngle
 
class  MoveAnimations
 
class  MovementSettings
 
class  MoveRangeEffectStatusChangeType
 
class  MoveRangeStatusChangeType
 
class  NameSorter
 
class  NextActionEffectStatusChangeType
 
class  NoneAction
 
class  NoneCombatantSortOption
 
class  NoneResearchItem
 
class  NoneShortcut
 
class  NormalStatusValueReward
 
class  NotificationAudioSettings
 
class  NotificationBoxSettings
 
class  NotificationControl
 
class  NotificationKeys
 
class  NotificationQueueSettings
 
class  NotificationSettings
 
class  NotifyMachineStartCombatantSource
 
class  NumberFormatConditionalText
 
class  NumberFormatSettings
 
class  NumberFormatText
 
class  ObjectSelectionExtensions
 
class  ORK
 Holds all ORK project and in-game data. Use it to access everything ORK related data and procedures. More...
 
class  ORKButtonContentLayout
 
class  ORKComponentHelper
 
class  ORKControlHandler
 
class  ORKDataHandlerCache
 
class  ORKGameControlsSettings
 
class  ORKGameHandler
 The game handler is managing data related to a running game, e.g. the player groups, factions, game time, language, difficulty, ... More...
 
class  ORKGameSettings
 
class  ORKHandler
 
class  ORKMakinomDataExtension
 
class  ORKPlayerHandler
 
class  ORKPlayerPrefsGameOptions
 
class  ORKSaveGameHandler
 
class  ORKSaveGameSettings
 
class  ORKSceneData
 
class  ORKSceneHandler
 
class  ORKSelectedDataHelper
 
class  ORKSlotButtonContentLayout
 
class  ORKTextCode
 
class  ORKTextHelper
 
class  ORKTooltipSettings
 
class  ORKTransformHelper
 
class  ORKUISettings
 
class  OtherExtensions
 
class  OverrideLanguageContent
 
class  PassiveAbility
 
class  PassiveAbilityToggleSettings
 
class  PerformingActionEndGameStateChangeType
 
class  PerformingActionStartGameStateChangeType
 
class  PhaseBattleSystem
 
class  PhaseCombatantControl
 
class  PhaseSorter
 
class  PlayAudioCombatant
 
class  PlayerControlSettings
 
class  PlayerGroupNotifications
 
class  PlayerGroupSettings
 
class  PlayerInputIDSettings
 
class  PositionTargetRaycastType
 
class  PrefabCombatantHighlightType
 
class  PrefabGridHighlightType
 
class  PreviewAttackModifierChange
 
class  PreviewDefenceModifierChange
 
class  PreviewHandler
 
class  PreviewSelection
 
class  PreviewSettings
 
class  PreviewStatusValue
 
class  PreviewValues
 
class  PriceSettings
 
class  QuantityQuestionControl
 
class  QuantitySelectionsSettings
 
class  Quest
 
class  QuestAsset
 
class  QuestComponentCondition
 
class  QuestCondition
 
class  QuestControl
 
class  QuestCountRequirement
 
class  QuestEnemyKillRequirement
 
class  QuestExperienceReward
 
class  QuestGeneralCondition
 
class  QuestHandler
 
class  QuestItemRequirement
 
class  QuestLayout
 
class  QuestNotification
 
class  QuestNotificationSettings
 
class  QuestResearchItem
 
class  QuestReward
 
class  QuestSetting
 
class  QuestSettings
 
class  QuestShortcut
 
class  QuestsSettings
 
class  QuestStateTypeCondition
 
class  QuestStatusIconSettings
 
class  QuestTask
 
class  QuestTaskAsset
 
class  QuestTaskChangeNotification
 
class  QuestTaskComponentCondition
 
class  QuestTaskGeneralCondition
 
class  QuestTaskNotification
 
class  QuestTaskRequirements
 
class  QuestTaskSelection
 
class  QuestTaskSetting
 
class  QuestTasksSettings
 
class  QuestTaskStatusIconSettings
 
class  QuestType
 
class  QuestTypeAsset
 
class  QuestTypeComponentCondition
 
class  QuestTypeGeneralCondition
 
class  QuestTypesSettings
 
class  RandomBattleFactorBonusType
 
class  RandomBattleFactorRandomBonusType
 
class  RandomBonusRandomBonusType
 
class  RandomFloat
 
class  RandomInt
 
class  RandomStatusBonusSelection
 
class  RandomStatusBonusSettings
 
class  RandomVector3
 
class  RaycastUseSettings
 
class  RealTimeBattleSystem
 
class  RemoveTemporaryAbility
 
class  ResearchHandler
 
class  ResearchItem
 
class  ResearchItemNotification
 
class  ResearchItemQuestionControl
 
class  ResearchItemSetting
 
class  ResearchSchematicSettings
 
class  ResearchTree
 
class  ResearchTreeAsset
 
class  ResearchTreeNotification
 
class  ResearchTreeSetting
 
class  ResearchTreesSettings
 
class  ResearchType
 
class  ResearchTypeAsset
 
class  ResearchTypesSettings
 
class  ReuseSettings
 
class  ReuseTime
 
class  ReuseTimeSettings
 
class  RunSpeedBonusType
 
class  RunSpeedRandomBonusType
 
class  RuntimeLineGridHighlight
 
class  SceneIDChange
 
class  SchematicCombatantHighlightType
 
class  SchematicEffectStatusChangeType
 
class  SchematicExtensions
 
class  SchematicGridHighlightType
 
class  SchematicSimpleStatusChangeType
 
class  SchematicStatusChangeType
 
class  SearchCombatantSettings
 
class  SelectCombatantSettings
 
class  SelectedDataControl
 
class  SelectedTargets
 
class  SelectedTargetsSettings
 
class  SellPriceSorter
 
class  ShopAbilityShortcut
 
class  ShopClassShortcut
 
class  ShopCloseGameStateChangeType
 
class  ShopData
 
class  ShopLayoutsSettings
 
class  ShopOpenGameStateChangeType
 
class  ShopWrapperShortcut
 
class  ShortcutCheck
 
class  ShortcutHelper
 
class  ShortcutListContentInformation
 
class  ShortcutSelection
 
class  ShortcutSettings
 
class  ShortcutSlot
 
class  ShortcutSlotAssignment
 
class  ShortcutSlotContentInformation
 
class  ShortcutSlotOrigin
 
class  ShortcutSlotValue
 
class  ShortcutSlotValueAssignment
 
class  ShortcutVariableChanges
 
class  SimpleStatusChange
 
class  SimpleStatusChangeType
 
class  SortingOptionSettings
 
class  SortOption
 
class  SpawnerCombatant
 
class  SpawnOrigin
 
class  SpeedControl
 
class  SprintSpeedBonusType
 
class  SprintSpeedRandomBonusType
 
class  SquareGridHelper
 
class  StartEquipment
 
class  StartEquipmentSlot
 
class  StartInventory
 
class  StartMenuControl
 
class  StartMenuSettings
 
class  StartStatusValue
 
class  StatisticSelection
 
class  StatusBonus
 
class  StatusBonusAsset
 
class  StatusBonusInstance
 
class  StatusBonusSelection
 
class  StatusBonusSetting
 
class  StatusChange
 
class  StatusChangeDisplaySettings
 
class  StatusChangeInformation
 
class  StatusChangeType
 
class  StatusCondition
 
class  StatusConditionNextNode
 
class  StatusConditionSettings
 
class  StatusConditionTemplate
 
class  StatusConditionTemplateAsset
 
class  StatusDevelopment
 
class  StatusDevelopmentAsset
 
class  StatusDevelopmentRecord
 
class  StatusEffect
 
class  StatusEffectAsset
 
class  StatusEffectBonusDisplay
 
class  StatusEffectBonusTexts
 
class  StatusEffectChange
 
class  StatusEffectChangeDisplay
 
class  StatusEffectChangeNotifyMachineStart
 
class  StatusEffectChangeSimple
 
class  StatusEffectEffectStatusChangeType
 
class  StatusEffectFlyingTextSettings
 
class  StatusEffectSetting
 
class  StatusEffectSimpleStatusChangeType
 
class  StatusEffectSorter
 
class  StatusEffectsSettings
 
class  StatusEffectStatusChangeType
 
class  StatusEffectType
 
class  StatusEffectTypeAsset
 
class  StatusPreview
 
class  StatusPreviewInformation
 
class  StatusType
 
class  StatusTypeAsset
 
class  StatusTypesSettings
 
class  StatusValue
 
class  StatusValueAsset
 
class  StatusValueBonusDisplay
 
class  StatusValueBonusInstance
 
class  StatusValueBonusTexts
 
class  StatusValueBonusType
 
class  StatusValueChange
 
class  StatusValueChangeDisplay
 
class  StatusValueChangedState
 
class  StatusValueChangedStateSettings
 
class  StatusValueChangeModifierBonusType
 
class  StatusValueChangeModifierRandomBonusType
 
class  StatusValueChangeNotifyMachineStart
 
class  StatusValueChangeSchematic
 
class  StatusValueChangeSource
 
class  StatusValueCombatantSortOption
 
class  StatusValueDistributionPoints
 
class  StatusValueEffectStatusChangeType
 
class  StatusValueFactor
 
class  StatusValueFactorSettings
 
class  StatusValueFader
 
class  StatusValueFlyingTextContent
 
class  StatusValueFlyingTextOverride
 
class  StatusValueFlyingTextSettings
 
class  StatusValueLeaf
 
class  StatusValueLeafShortcut
 
class  StatusValueModifierChange
 
class  StatusValueMultiplier
 
class  StatusValuePercentBonusType
 
class  StatusValuePercentRandomBonusType
 
class  StatusValueRandomBonusType
 
class  StatusValueResearchItem
 
class  StatusValueSetting
 
class  StatusValueSimpleStatusChangeType
 
class  StatusValueSorter
 
class  StatusValuesSettings
 
class  StatusValueStatusChangeType
 
class  StealChance
 
class  StealContent
 
class  StoredCell
 
class  StringValue_CombatantCustomContentType
 
class  StringValue_CombatantDescriptionType
 
class  StringValue_CombatantNameType
 
class  StringValue_CombatantShortNameType
 
class  SubTypeHandler
 
class  SwitchEquipment
 
class  TargetAffectRangeSettings
 
class  TargetConfirmationControl
 
class  TargetHelper
 
class  TargetHighlight
 
class  TargetInformationControl
 
class  TargetMenuSettings
 
class  TargetOrientationSettings
 
class  TargetRangeAction
 
class  TargetRaycast
 
class  TargetRaycastSetting
 
class  TargetSelection
 
class  TargetSelectionEndGameStateChangeType
 
class  TargetSelectionSettings
 
class  TargetSelectionStartGameStateChangeType
 
class  TargetSelectionTemplate
 
class  TargetSelectionTemplateAsset
 
class  TargetStatusChange
 
class  TargetUseRangeSettings
 
class  Teleport
 
class  TeleportAsset
 
class  TeleportsSettings
 
class  TemporaryAbilitySettings
 
class  TemporaryGridCellEvent
 
class  TextDisplaySettings
 
class  TimebarCost
 
class  TimeFormatConditionalText
 
class  TimeFormatSettings
 
class  TimeFormatText
 
class  TimestampSorter
 
class  TopDown2DPlayerController
 
class  TopDown2DPlayerControlSettings
 
class  TopDownBorderCameraSettings
 
class  Tuple
 
class  TurnBasedBattleSystem
 
class  TurnBasedOrderChanges
 
class  TurnSorter
 
class  TypePrefabViewPortrait
 
class  TypeSorter
 
class  UseBlock
 
class  UseCostDisplay
 
class  UseCountSettings
 
class  UseRange
 
class  UseRangeCheck
 
class  UseRangeSettings
 
class  VariableEffectStatusChangeType
 
class  VariableSimpleStatusChangeType
 
class  VariableStatusChangeType
 
class  WalkSpeedBonusType
 
class  WalkSpeedRandomBonusType
 

Enumerations

enum  BattleCameraType { None, BlockSchematics, AllowSchematics }
 
enum  GridSelectionType {
  None, Placement, Orientation, Move,
  Examine, Target, Custom
}
 
enum  SlotInventoryType { Disable, Enable, PlayerOnly }
 
enum  ShortcutOncePerListMode { None, Prevent, Remove }
 
enum  MarkNewContentType { None, FirstAdd, EachAdd, EachChange }
 
enum  UnmarkNewContentType { None, View, Selection }
 
enum  BattleControlBlock { None, Battle, AllActions, PlayerActions }
 
enum  AllowTurnControl { None, Always, WhileChoosing, WhileInAction }
 
enum  StatusValueOrigin { Base, Current, Maximum, ToMaximum }
 
enum  StatDevType { None, Curve, Formula, Percent }
 
enum  LevelUpType { None, Auto, Spend, Uses }
 
enum  LearnCostType { StatusValue, Item }
 
enum  ResearchItemDuration { None, Manual, Time }
 
enum  ResearchTreeStateCheck { Known, Unknown, Complete }
 
enum  ResearchItemState { Unresearched, InResearch, Researched, Complete }
 
enum  ResearchSelection { All, ResearchType, ResearchTree, ResearchItem }
 
enum  ResearchDisplayType {
  Researchable, LimitFail, CostsFail, RequirementsFail,
  InResearch, Complete
}
 
enum  CombatantScope { Group, Individual }
 
enum  InventoryAddType { Add, AutoStack, AutoSplit }
 
enum  LootVariableOrigin { Global, Combatant, Spawner }
 
enum  PlayerSpawnTarget {
  SpawnPoint, Position, Object, LastPosition,
  ScenePosition
}
 
enum  StoreGridCellType { BattleRangeTemplate, Custom, Path }
 
enum  DataStoreType { Save, Load, Clear }
 
enum  ActorAlliedCheckType { Player, MachineObject, StartingObject }
 
enum  CombatantSelectionDialogueType {
  Defined, BattleGroup, NonBattleGroup, LockedBattleGroup,
  Members, InactiveMembers, HiddenMembers, BattleReserve
}
 
enum  MoveAnimationMode {
  None, Idle, Walk, Run,
  Sprint, Jump, Fall, Land,
  ActionChooseIdle, ActionWaitIdle, ActionCastIdle, TurnEndedIdle
}
 
enum  MecanimRotationType { FullDegree, Direction4, Direction8 }
 
enum  SceneIDChangeType { Item, Battle }
 
enum  CursorType {
  Custom, Default, TargetSelfValid, TargetAllyValid,
  TargetEnemyValid, TargetAllValid, TargetSelfInvalid, TargetAllyInvalid,
  TargetEnemyInvalid, TargetAllInvalid, TargetSelfNone, TargetAllyNone,
  TargetEnemyNone, TargetAllNone, AttackRange, InActionPlayer,
  InActionAlly, InActionEnemy, GridPlacementSelection, GridNoPlacementSelection,
  GridMoveSelection, GridNoMoveSelection, GridOrientationSelection, GridExamineSelection,
  GridExamineSelectionBlocked
}
 
enum  MenuCombatantScope {
  Current, Battle, Group, NonBattle,
  BattleReserve, GroupBattleSorted, NonBattleReserve
}
 
enum  GroupMenuCombatantScope { Battle, NonBattle, Both }
 
enum  MenuTypeDisplay { None, UIBox, Merged, Tabs }
 
enum  MenuTypeDisplayNoMerge { None, UIBox, Tabs }
 
enum  MenuBoxDisplay { Same, One, Multi, Sequence }
 
enum  MenuStatus { Opening, Opened, Closing, Closed }
 
enum  CraftingListCreationType { Exact, One, Multi, ExactOrder }
 
enum  MenuDetailsBoxMode { None, Use, Info, HUD }
 
enum  QuantitySelectionMode {
  Remove, Drop, Give, Buy,
  Sell
}
 
enum  QuantityType { Default, One, All, Select }
 
enum  BMTypeDisplay { Combined, Type, List }
 
enum  BattleMenuMode {
  None, List, AbilityType, Ability,
  ItemType, Item, Target, EquipmentSlot,
  Equipment, Command, ChangeMember, AIType,
  AIBehaviourSlot, AIBehaviour, AIRulesetSlot, AIRuleset,
  GridMove, GridOrientation, GridExamine, Reset,
  Back, ClassSlot, ClassSlotClass, ClassSingle
}
 
enum  BattleMenuTargetSelectionMode { AfterAction, BeforeAction }
 
enum  BestiaryLearnType {
  None, Encounter, Attack, AttackedBy,
  Death
}
 
enum  ShopMode { Buy, Sell, Exit }
 
enum  ShopTypeDisplay { UIBox, Tabs, Merged }
 
enum  StatisticType {
  TotalKilled, SingleKilled, TotalUsed, SingleUsed,
  TotalCreated, SingleCreatedItem, SingleCreatedEquipment, TotalBattles,
  WonBattles, LostBattles, EscapedBattles, Custom,
  SingleCreatedAIBehaviour, SingleCreatedAIRuleset, SingleCreatedCraftingRecipes, TotalGained,
  SingleGainedItem, SingleGainedEquipment, SingleGainedAIBehaviour, SingleGainedAIRuleset,
  SingleGainedCraftingRecipes
}
 
enum  ValueSetter { Percent, Value }
 
enum  Consider { Yes, No, Ignore }
 
enum  ShortcutListChange { Next, Previous, DefinedIndex }
 
enum  RequirementTargetType { None, User, Target }
 
enum  GroupMemberSelectionType { Combatant, Leader, Index, Offset }
 
enum  SimpleChangeType { Add, Remove }
 
enum  StatusValueType { Normal, Consumable, Experience }
 
enum  StatusValueDeathType { None, OnMinimum, OnMaximum }
 
enum  ExperienceType { None, Level, ClassLevel }
 
enum  StatusValueGetValue {
  CurrentValue, BaseValue, MinValue, MaxValue,
  DisplayValue, PreviewValue, PreviewMaxValue, PreviewMinValue,
  LastChangeValue, LastCombinedChangeValue, LastCombinedChangeValuePositive, LastCombinedChangeValueNegative
}
 
enum  UpgradeDisplayType { Upgradeable, CostsFail, ConditionsFail, NoUpgrade }
 
enum  NoneExperienceMaxType { NextLevel, CurrentLevel, MaxValue }
 
enum  EndAfterType {
  None, TurnStart, TurnEnd, Time,
  ActionStart, ActionEnd, BattleTurnStart, BattleTurnEnd,
  PhaseStart, PhaseEnd, Custom
}
 
enum  EffectRecast { Add, Reset, None }
 
enum  EffectStacking { None, Enabled, OncePerCombatant }
 
enum  EffectStatusValueSetOn {
  Apply, Remove, TurnStart, TurnEnd,
  Time, ActionStart, ActionEnd, BattleTurnStart,
  BattleTurnEnd, PhaseStart, PhaseEnd, Custom
}
 
enum  EffectRemoveOrigin {
  Duration, EndWithBattle, EndOnAttack, EndOnDeath,
  EndOnAbility, EndOnItem, Other
}
 
enum  EffectLocalDataType { Cast, CopyCast, CopyCastNew, New }
 
enum  ChangeBlock { None, Negative, Positive, All }
 
enum  EffectCast { Add, Remove, Toggle }
 
enum  EffectTypeRemoveType { All, Random, First, Last }
 
enum  TargetType { Self, Ally, Enemy, All }
 
enum  TargetRange { None, Single, Group }
 
enum  UseableIn { Field, Battle, Both, None }
 
enum  AbilityCheckType { Known, Learned, GroupAbility, Temporary }
 
enum  IncludeCheckType { Yes, No, Only }
 
enum  ItemAbilityType { None, Learn, Use }
 
enum  UseCostAutoConsumeType { No, WithoutTargets, Always, OnSelection }
 
enum  BattleRangeType { None, Template, Custom }
 
enum  AffectRangeType { None, Calculation, Execution }
 
enum  ActionReuseStartType { Start, Calculation, End }
 
enum  TargetSelectionSortType { None, Distance, ScreenPosition }
 
enum  EquipType { Single, Multi }
 
enum  EquipmentDurabilityType {
  NoBonuses, Unequip, Destroy, None,
  Schematic
}
 
enum  BlockedSlotDisplayType { Show, Inactive, Hidden }
 
enum  AggressionType { Always, OnDamage, OnSelection, OnAction }
 
enum  CombatantAffiliationType { Player, Ally, Enemy }
 
enum  CombatantDeathState { Alive, Dying, Dead }
 
enum  FoundTargets { Keep, Check, Clear, CheckKeep }
 
enum  MoveDetectionType { Sight, Movement, CombatantTrigger }
 
enum  MoveAIMode {
  Idle, Waypoint, Follow, GiveWay,
  Hunt, Flee, CautionHunt, CautionFlee,
  Protect
}
 
enum  MoveAIUseMode {
  Auto, Idle, Hunt, Flee,
  Caution, Protect
}
 
enum  BattleAITargetType {
  Self, Ally, Enemy, All,
  None
}
 
enum  BattleAISelectedDataUser {
  Self, Ally, Enemy, All,
  FoundTargets
}
 
enum  AIGridMove {
  MoveTowardTarget, FleeFromTarget, Random, GridFormation,
  GridCellType
}
 
enum  AIGridMoveTargetType {
  Nearest, North, East, South,
  West, Front, Back, Left,
  Right
}
 
enum  AIGridMoveRangeType { Distance, BattleRangeTemplate, Custom, UseRange }
 
enum  AIRuleType {
  Action, BattleAI, BlockAbility, BlockAttack,
  BlockCounterAttack, BlockItem, Target, MoveAI
}
 
enum  AIRuleTargetType {
  Self, Ally, Enemy, All,
  MemberTarget, TargetingMember
}
 
enum  BattleAITargetOrigin {
  User, Leader, Group, Allies,
  Enemies, FoundTargets, SelectedData
}
 
enum  WeightedGroupType { Smallest, Largest }
 
enum  DistanceType {
  Nearest, NearestAverage, Farthest, FarthestAverage,
  All
}
 
enum  BattleSystemType { TurnBased, ActiveTime, RealTime, Phase }
 
enum  TurnBasedMode { Classic, Active, MultiTurns }
 
enum  TargetRayOrigin { User, Screen }
 
enum  EnemyCounting { None, Letters, Numbers }
 
enum  EnemyCountingType { ID, Name }
 
enum  UseTimebarAction { ActionBorder, MaxTimebar, EndTurn }
 
enum  GroupAdvantageType { None, Player, Enemy }
 
enum  BattleOutcome {
  None, Victory, Escape, Defeat,
  LeaveArena
}
 
enum  ActionTimeDecreaseType { Always, WhileChoosing, WhileInAction }
 
enum  PhaseTurnStartType { None, PhaseStart, PhaseEnd }
 
enum  BattleGridType { Square, Hexagonal }
 
enum  HexagonalGridType { VerticalEven, VerticalOdd, HorizontalEven, HorizontalOdd }
 
enum  GridBaseHighlight { Area, Selection, NoSelection }
 
enum  GridCellHighlight {
  None, Placement, PlacementSelection, NoPlacementSelection,
  PlacementSelectionPlayer, PlacementSelectionAlly, PlacementSelectionEnemy, MoveRange,
  MoveRangeBlocked, MoveRangePassable, MoveSelection, NoMoveSelection,
  MovePath, MoveSelectionPlayer, MoveSelectionAlly, MoveSelectionEnemy,
  OrientationSelection, OrientationSelectionPlayer, OrientationSelectionAlly, OrientationSelectionEnemy,
  MarkedCell, UseRange, AffectRange, AvailableTargetPlayer,
  AvailableTargetAlly, AvailableTargetEnemy, SelectedTargetPlayer, SelectedTargetAlly,
  SelectedTargetEnemy, TargetCellSelection, NoTargetCellSelection, TargetCellSelectionPlayer,
  TargetCellSelectionAlly, TargetCellSelectionEnemy, ExamineSelection, ExamineSelectionBlocked,
  ExamineMoveRange, ExamineMoveRangeBlocked, ExamineMoveRangePassable, ExamineUseRange,
  ExamineSelectionPlayer, ExamineSelectionAlly, ExamineSelectionEnemy, SelectingPlayer,
  SelectingAlly, SelectingEnemy, CellPlayer, CellPlayerTurnEnded,
  CellAlly, CellAllyTurnEnded, CellEnemy, CellEnemyTurnEnded,
  GridFormation, GridFormationPosition, Custom1, Custom2,
  Custom3, Custom4, Custom5
}
 
enum  GridShapeType {
  None, All, Range, Mask,
  Ring
}
 
enum  GridUseBattleType { NoGrid, NearestGrid, DefinedGrid }
 
enum  GridPathCellSelection { Next, Last, All }
 
enum  GridDirectionRotationType { Nearest, Left, Right, Target }
 
enum  GridCellEventStartType {
  None, Any, MoveTo, MoveOver,
  StartTurn, EndTurn, MoveFrom
}
 
enum  SetCellCombatantType { Combatant, Guest, Move, Remove }
 
enum  GridMoveState { Available, Selected, Performed }
 
enum  AutoGridMoveType { None, FirstAction, Always }
 
enum  ActionSelectType {
  Attack, CounterAttack, Ability, Item,
  Defend, Escape, Death, None,
  ChangeMember, ClassAbility, Shortcut, AbilityType,
  ItemType, InventoryContainerSlot
}
 
enum  ActionType {
  Attack, CounterAttack, Ability, Item,
  Defend, Escape, Death, None,
  ChangeMember, Join, GridMove
}
 
enum  AbilityActionType { Ability, BaseAttack, CounterAttack }
 
enum  AutoAttackTargetType { All, GroupTargets, IndividualTargets, GroupAndIndividual }
 
enum  BattleActionAddType { Try, NextAction, SubAction, OutsideBattleOrder }
 
enum  NextBattleActionChange { Add, Set, First }
 
enum  BaseAttackScope { Current, Index, All }
 
enum  CombatantActionState { Available, Casting, InAction, EndingAction }
 
enum  CombatantTurnState { BeforeTurn, InTurn, AfterTurn }
 
enum  CastingScopeCheck { Single, Type, RootType, All }
 
enum  QuestStatusType { Inactive, Active, Finished, Failed }
 
enum  QuestCheckType {
  Inactive, Active, Finished, Failed,
  NotAdded
}
 
enum  QuestRemoveType { Quest, QuestType, All, SelectedData }
 
enum  ControlMapKeyType { Action, AutoAttack, GlobalMachine, Schematic }
 
enum  CameraControlType {
  None, Follow, Look, Mouse,
  FirstPerson, TopDownBorder
}
 
enum  ButtonControlMoveType { CharacterController, NavMeshAgent, CombatantMovementComponent, AnimatorRootMotion }
 
enum  MouseControlMoveType { CharacterController, NavMeshAgent, CombatantMovementComponent }
 
enum  PlayerControlType { None, Button, Mouse, TopDown2D }
 
enum  CombatantLevelCheckType { None, Base, Class }
 
enum  StatusConditionType { Status, Conditions, Template }
 
enum  SelectCombatantType {
  Combatant, GroupTarget, IndividualTarget, LastTarget,
  AttackedBy, KilledBy, Linked
}
 
enum  UseTargetChanges { All, One, None }
 
enum  BattleActionResult { Hit, Critical, Miss, Block }
 
enum  CombatantBattleActionResult {
  None, Hit, Critical, Miss,
  Block
}
 
enum  BattleCameraDistanceOrigin { User, CameraControlTarget, Player, Arena }
 
enum  CameraLookAtType { SimpleLook, CameraPosition, CameraControlTarget, Schematic }
 
enum  LootStoreType { BattleLoot, ItemBoxID, ItemBoxObject, SelectedData }
 
enum  GridCellEventType { Ability, StatusEffect, Schematic }
 
enum  GridDeploymentType {
  None, Player, Ally, Enemy,
  All, Faction, Combatant
}
 
enum  BattleGridFormationLeaderDeath { Keep, Break, Select }
 
enum  BattleGridFormationRotation { None, Leader, Select }
 
enum  ConsiderFormationCombatants { None, All, IgnoreFormation }
 
enum  MoveRangeType { Current, Max, All }
 
enum  DamageDealerAutoActivationType { None, SetAction, Activate }
 
enum  BattleAnimationType {
  Ability, Item, Defend, Escape,
  Death, None, Retreat, EnterBattle,
  JoinBattle, GridMove, AbilityStart, AbilityEnd,
  ItemStart, ItemEnd
}
 
enum  ReuseType { Turn, Time, BattleStart, BattleEnd }
 
enum  UseRangeOriginType {
  Attack, CounterAttack, Ability, ClassAbility,
  Item, ShortcutSlot, BattleRangeTemplate, Custom,
  SelectedData
}
 
enum  TargetRaycastAutoTargetType { Screen, User, Target }
 
enum  TargetRaycastType { None, Default, Custom }
 
enum  TargetSelectionType {
  Template, Custom, DefaultEnemySingle, DefaultEnemyGroup,
  DefaultEnemyNone, DefaultAllySingle, DefaultAllyGroup, DefaultAllyNone,
  DefaultAllSingle, DefaultAllGroup, DefaultAllNone, DefaultSelf
}
 
enum  UseBlockType { Ability, Item, Both }
 
enum  UseBlockScope {
  Single, Type, RootType, All,
  Custom
}
 
enum  BodyPartObjectType { Parent, Empty, Prefab }
 
enum  FindGroundType { None, CharacterController, Raycast }
 
enum  GroupSelectionType { ActivePlayerGroup, PlayerGroupID, Combatant }
 
enum  CombatantLootOrigin { None, StartInventory, Loot, Both }
 
enum  DropItemPrefabType { None, Use, CollectorSpawn }
 
enum  AvailableEquipmentSelectionType {
  Default, All, Template, Custom,
  None
}
 
enum  EquipmentSlotSetType { Template, Custom }
 
enum  InventorySpaceCheckType {
  IsEmpty, IsFull, OccupiedSpace, TotalSpace,
  RemainingSpace
}
 
enum  AbilityState {
  None, BaseAttack, CounterAttack, Class,
  Learned, Equipment, Temporary, Group,
  LearnedClassSlot, GroupClassSlot
}
 
enum  ShortcutCheckType { Any, Type, Defined }
 
enum  ShortcutType {
  Empty, Item, Equipment, Currency,
  Ability, Attack, CounterAttack, Defend,
  Escape, None, GridMove, GridOrientation,
  GridExamine, CraftingRecipe, AIBehaviour, AIRuleset
}
 
enum  ShortcutAbilityLinkType { BaseAttack, CounterAttack }
 
enum  PassiveAbilityStateType { AlwaysEnabled, StartEnabled, StartDisabled }
 
enum  AutoAttackType {
  None, BaseAttack, CounterAttack, Ability,
  ShortcutSlotAbility
}
 
enum  TemporaryAbilityRemoveType {
  None, Turn, Time, BattleStart,
  BattleEnd
}
 
enum  AddRandomBonus { All, Random, First, ChanceSelection }
 
enum  CombatantLevelInitType {
  Default, Player, Random, Variable,
  Formula
}
 
enum  StatusValueDistributionPointsType { Value, Experience, Item }
 
enum  ModifierListType {
  Defined, Strength, Weakness, Immunity,
  Recovery, All
}
 
enum  ModifierAttributeListType {
  All, Strength, Weakness, Immunity,
  Recovery
}
 
enum  ModifierTraitType {
  None, Strength, Weakness, Immunity,
  Recovery
}
 
enum  ModifierGetValue {
  CurrentValue, BaseValue, MinValue, MaxValue,
  StartValue, PreviewValue
}
 
enum  EffectModifierUseType { None, Add, Replace, AddReplace }
 
enum  ModifierCalculationType {
  Continuously, PerAttribute, PerAttributeDivided, Highest,
  Lowest
}
 
enum  EffectAppliedDurationCheckType {
  Turns, BattleTurns, Time, Actions,
  Phases, Custom
}
 
enum  StatusValueNotificationType {
  NormalSet, NormalAdd, CriticalSet, CriticalAdd,
  Blocked
}
 
enum  UseCountResetType {
  All, BattleStart, BattleEnd, TurnStart,
  TurnEnd
}
 
enum  QuestTaskSelectionType { QuestTask, Quest, QuestType, All }
 
enum  HUDActionCombatantType { User, Target }
 
enum  HUDStatusEffectOriginType { Current, Preview, OnlyPreviewAdd, OnlyPreviewRemove }
 
enum  HUDStatusOriginType {
  Current, Preview, PreviewHide, PreviewHideNoChange,
  PreviewHideChange
}
 
enum  NumberFormatType { Int, Float }
 
enum  NumberFormatManipulator { None, Operator, Formula }
 

Functions

delegate void GUIDIterate< T > (T content)
 
delegate string GetName (int index)
 
delegate void ActionFinished (BaseAction action)
 
delegate void ActionCalculationFinished (ActionResults results)
 
delegate bool CheckAction (BaseAction action)
 
delegate void SelectGridCell (BattleGridCellComponent cell)
 
delegate void SelectGridCellBool (BattleGridCellComponent cell, bool isHover)
 
delegate void SelectGridDirection (int direction)
 
delegate bool GridCellCheck (BattleGridCellComponent cell)
 
delegate bool GridCellCheck2 (BattleGridCellComponent origin, BattleGridCellComponent cell)
 
delegate bool GridCellOriginCheck (Combatant user, BattleGridCellComponent origin, BattleGridCellComponent cell)
 
delegate void NotifyCellList (List< BattleGridCellComponent > list)
 
delegate void UsePathCell (BattleGridCellComponent cell, int direction)
 
delegate bool CheckReuseKey (string reuseKey)
 
delegate bool RangeCheck (Combatant user, Combatant target, IVariableSource variableSource)
 
delegate bool RangeCheckCell (Combatant user, BattleGridCellComponent target, IVariableSource variableSource)
 
delegate bool RangeCheckPosition (Combatant user, Vector3 target, IVariableSource variableSource)
 
delegate void InventoryAdded (Inventory inventory, IInventoryShortcut shortcut, int quantity, bool showNotification, bool showConsole, bool markNewContent)
 
delegate void InventoryChanged (Inventory inventory, int quantity, IInventoryShortcut shortcut, bool showNotification, bool showConsole)
 
delegate void ItemListChange (IInventoryShortcut item)
 
delegate void NotifyString2 (string value, string value2)
 
delegate void NotifyIntString (int value, string value2)
 
delegate void NotifyShortcut (IShortcut shortcut)
 
delegate void NotifyCombatant (Combatant combatant)
 
delegate bool CheckCombatant (Combatant combatant)
 
delegate bool CheckCombatant2 (Combatant user, Combatant target)
 
delegate bool CheckCombatantCell (Combatant user, BattleGridCellComponent target)
 
delegate void NotifyCombatantShortcut (Combatant combatant, IShortcut shortcut)
 
delegate void NotifyGroup (Group group)
 
delegate void NotifyFaction (FactionSetting faction)
 
delegate void NotifyFaction2 (FactionSetting changed, FactionSetting origin)
 
delegate bool CheckCombatantAbilityShortcut (Combatant combatant, AbilityShortcut shortcut)
 
delegate bool CheckCombatantItemShortcut (Combatant combatant, ItemShortcut shortcut)
 
delegate void NotifyCombatantInt (Combatant combatant, int id)
 
delegate void NotifyCombatantInt2 (Combatant combatant, int id, int change)
 
delegate void NotifyCombatantInt2Float (Combatant combatant, int id, int id2, float change)
 
delegate void NotifyCombatantStatusEffect (Combatant combatant, StatusEffect effect)
 
delegate void NotifyCombatantAbilityShortcut (Combatant combatant, AbilityShortcut effect)
 
delegate void NotifyCombatantClassShortcut (Combatant combatant, ClassShortcut instance)
 
delegate void NotifyStatusValueChanged (Combatant combatant, StatusValue statusValue, int change)
 
delegate void NotifyStatusValueNotification (Combatant combatant, int id, int change, StatusValueNotificationType type, bool showFlyingText, bool showConsole, StatusValueChangeSource source)
 
delegate void QuestAutoCheck (bool showNotification, bool showConsole)
 
delegate void ConsoleLineAdded (ConsoleTypeAsset consoleType, string text)
 
delegate void PlayerObjectChanged (GameObject newPlayer, GameObject oldPlayer)
 
delegate void PlayerChanged (Combatant newPlayer, Combatant oldPlayer)
 
delegate void QuestTaskFinished (QuestTaskSetting task)
 
delegate bool NearestCheck< T > (T component)
 
delegate string DelegateFormatValue (int value)