Difference between revisions of "Script/HeroParty"
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| style = 'color: #505050; line-height: 0.5;' |''enable experience gain'' | | style = 'color: #505050; line-height: 0.5;' |''enable experience gain'' | ||
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+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|uint]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''GetLevel''' () const | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''get current hero party level'' | ||
|- | |- | ||
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../string|string[]@]] | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../string|string[]@]] | ||
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| style = 'color: #505050; line-height: 0.5;' |''check whether the hero party is currently gathered at the target's position. | | style = 'color: #505050; line-height: 0.5;' |''check whether the hero party is currently gathered at the target's position. | ||
(if _bShowGatherNotification is true, a notification telling the player to gather their party will be shown)'' | (if _bShowGatherNotification is true, a notification telling the player to gather their party will be shown)'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''Gather''' (const [[../Entity|Entity]]&in ''_Target'' = Entity ( )) | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''forcibly gather the hero party around the target and revive them if necessary (if not target is provided, they will be gathered around the party leader)'' | ||
|- | |- | ||
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
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| style = 'color: #505050; line-height: 0.5;' |''modify attribute of the given hero by the given value (note: this will only work when enough attribute points are available)'' | | style = 'color: #505050; line-height: 0.5;' |''modify attribute of the given hero by the given value (note: this will only work when enough attribute points are available)'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''ResetHeroAttributes''' (const [[../Creature|Creature]]&in ''_Creature'') | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''reset hero attributes (returning spent attribute points)'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''SetAbilityUnavailable''' (const [[../Creature|Creature]]&in ''_Creature'', const [[../BasicDataTypes|string]]&in ''_sAbilityName'', const [[../BasicDataTypes|bool]] ''_bUnavailable'') | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''set the given ability for the given hero as unavailable'' | ||
|- | |- | ||
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
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| style = 'color: #505050; line-height: 0.5;' |''prepare the given ability for the given hero, provided the hero has learned this ability'' | | style = 'color: #505050; line-height: 0.5;' |''prepare the given ability for the given hero, provided the hero has learned this ability'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''ResetHeroAbilities''' (const [[../Creature|Creature]]&in ''_Creature'') | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''reset hero abilities (returning spent ability points)'' | ||
|- | |- | ||
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
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| style = 'color: #505050; line-height: 0.5;' |''deselect all avatar ability trees'' | | style = 'color: #505050; line-height: 0.5;' |''deselect all avatar ability trees'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|uint]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''GetCurrentRevivalCharges''' () const | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''get current number of available revival charges'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|uint]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''GetMaxRevivalCharges''' () const | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''get maximum number of revival charges the party can have'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''ModifyCurrentRevivalCharges''' (const [[../BasicDataTypes|int]] ''_iCharges'') | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''modify number of available revival charges by the given value'' | ||
+ | |- | ||
+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''ModifyMaxRevivalCharges''' (const [[../BasicDataTypes|int]] ''_iCharges'') | ||
+ | |- | ||
+ | | | ||
+ | | style = 'color: #505050; line-height: 0.5;' |''modify maximum number of revival charges by the given value'' | ||
|- | |- | ||
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] |
Latest revision as of 21:52, 8 December 2017
class HeroParty
An interface which can be used to interact with a player's hero characters.
Class Methods
bool | AreAutoAttacksEnabled () const |
are auto attacks currently enabled for the hero party? | |
void | EnableAutoAttacks (const bool _bEnable) |
enable or disable auto attacks for the hero party | |
void | EnableExperienceGain (const bool _bEnable) |
enable experience gain | |
uint | GetLevel () const |
get current hero party level | |
string[]@ | GetAllItems () const |
get a list of all items in the party's inventory (does not include items currently equipped by heroes; duplicate items will not be included) | |
void | AddItems (const string&in _sItemTechnicalName, const uint _uAmount) |
add an item to the hero party's inventory | |
void | RemoveItems (const string&in _sItemTechnicalName, const uint _uAmount) |
remove the given amount of the given item from the hero party's inventory | |
bool | HasItems (const string&in _sItemTechnicalName, const uint _uAmount) const |
check whether the hero party has at least _uAmount of the given item in their inventory | |
uint | GetItemAmount (const string&in _sItemTechnicalName) const |
get the number of items of the given type currently in the party inventory | |
void | AddGold (const uint _uAmount) |
add the given amount of gold coins to the party's coin pouch | |
uint | RemoveGold (const uint _uAmount) |
remove up to _uAmount of gold coins from the party's coin pouch (may be less if there is not enough available). returns actual amount removed. | |
uint | GetGold () const |
get current amount of gold in the party's coin pouch | |
bool | IsMember (const Creature&in _Creature) const |
check whether the given creature is currently a member of the hero party | |
void | AddMember (const Creature&in _Creature) |
add creature to hero party | |
void | RemoveMember (const Creature&in _Creature) |
remove creature from hero party | |
Creature[]@ | GetMembers () const |
get all current members of the party | |
void | SetHeroOwned (const string&in _sHeroTechnicalName, const bool _bAdjustLevel) |
set hero owned | |
bool | IsGathered (const bool _bShowGatherNotification) const |
check whether the hero party is currently gathered (if _bShowGatherNotification is true, a notification telling the player to gather their party will be shown) | |
bool | IsGathered (const Entity&in _Target, const bool _bShowGatherNotification) const |
check whether the hero party is currently gathered at the target's position.
(if _bShowGatherNotification is true, a notification telling the player to gather their party will be shown) | |
void | Gather (const Entity&in _Target = Entity ( )) |
forcibly gather the hero party around the target and revive them if necessary (if not target is provided, they will be gathered around the party leader) | |
void | AddExperience (const uint _uAmount) |
award experience to the hero party | |
void | ModifyHeroAttribute (const Creature&in _Creature, const ECreatureAttribute _Attribute, const int8 _iValue) |
modify attribute of the given hero by the given value (note: this will only work when enough attribute points are available) | |
void | ResetHeroAttributes (const Creature&in _Creature) |
reset hero attributes (returning spent attribute points) | |
void | SetAbilityUnavailable (const Creature&in _Creature, const string&in _sAbilityName, const bool _bUnavailable) |
set the given ability for the given hero as unavailable | |
void | UnlockHeroAbility (const Creature&in _Creature, const string&in _sAbilityName) |
unlock the given ability for the given hero, provided the hero has enough ability points available | |
void | PrepareHeroAbility (const Creature&in _Creature, const string&in _sAbilityName, const uint _uSlot) |
prepare the given ability for the given hero, provided the hero has learned this ability | |
void | ResetHeroAbilities (const Creature&in _Creature) |
reset hero abilities (returning spent ability points) | |
void | SelectAvatarAbilityTree (const string&in _sAbilityTreeName) |
select avatar ability tree | |
void | DeselectAvatarAbilityTree (const string&in _sAbilityTreeName) |
deselect avatar ability tree | |
void | DeselectAllAvatarAbilityTrees () |
deselect all avatar ability trees | |
uint | GetCurrentRevivalCharges () const |
get current number of available revival charges | |
uint | GetMaxRevivalCharges () const |
get maximum number of revival charges the party can have | |
void | ModifyCurrentRevivalCharges (const int _iCharges) |
modify number of available revival charges by the given value | |
void | ModifyMaxRevivalCharges (const int _iCharges) |
modify maximum number of revival charges by the given value | |
void | Stop () |
stop the entire hero party dead in their tracks. |