Difference between revisions of "Script/Creature"
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| style = 'color: #505050; line-height: 0.5;' |''revive the creature if it's dead and refill its health'' | | style = 'color: #505050; line-height: 0.5;' |''revive the creature if it's dead and refill its health'' | ||
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+ | | style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]] | ||
+ | | style='color: black; width: 90%; line-height: 1.0;' | '''ReviveInstant''' ([[../LevelReference|LevelReference@]] ''_Level'') | ||
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+ | | style = 'color: #505050; line-height: 0.5;' |''instantly revive the creature'' | ||
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| 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]] |
Revision as of 11:26, 7 December 2017
Contents
class Creature
Represents a reference to a creature in the game world. An instance of this class acts like a weak pointer to an existing creature in the game world and provides an interface to interact with it. Before interacting with the creature, you should call Exists() in order to check if the creature actually (still) exists. IMPORTANT: This class must NOT be stored as a class member. If you want to store the creature for later reference, store the id obtained by GetId instead. You can then later retrieve the creature from the LevelReference class by calling GetCreatureById.
Inherits from: Entity
Class Methods
Basic Information
string | GetDescriptionName () const |
get creature description name | |
ECreatureType | GetCreatureType () const |
get creature type | |
Sector@ | GetCurrentSector (LevelReference@ _Level) const |
get the sector the creature is currently in, MAY RETURN NULL! |
Status
Functions for checking or manipulating the creature's status.
int | GetCurrentHP () const |
get current creature health | |
int | GetMaxHP () const |
get maximum creature health | |
void | Heal (const uint _uHP) |
heal the creature for _uHP health points | |
bool | Damage (const EDamageType _DamageType, const uint _uAmount) |
damage the creature for _uAmount HP of the given damage type, returns true if killed | |
void | Kill () |
immediately kill the creature | |
void | KillAndPreserve (LevelReference@ _Level) |
immediately kill the creature and preserve its body (prevent it from vanishing after the usual timer) | |
void | Revive () |
revive the creature if it's dead and refill its health | |
void | ReviveInstant (LevelReference@ _Level) |
instantly revive the creature | |
void | EnableHealthRegen (const bool _bEnableHealthRegen) |
enable health regen | |
void | EnableFocusRegen (const bool _bEnableFocusRegen) |
enable focus regen | |
bool | IsImmovable () const |
can the creature be pushed around by others while idle? | |
void | SetImmovable (const bool _bImmovable) |
set whether the creature can be pushed around by others while idle (only valid until the creature gets another command). | |
bool | IsImmortal () const |
can the creature die (this does not mean invincibility, the creature can simply never fall below 1 HP) | |
void | SetImmortal (const bool _bImmortal) |
set whether the creature is immortal (immortality will prevent the creature from falling below 1 HP but will still alow it to take damage) | |
bool | DoesAutoRevive () const |
will this creature automatically revive after death (and after any potential help up time has run out)? | |
void | SetAutoRevive (const bool _bRevive) |
set whether this creature should revive automatically after death (and after any potential help up time has run out) | |
bool | ShouldPreserveBody () const |
whether the body of this creature will be prevented from vanishing after its death | |
void | SetPreserveBody (const bool _bPreserve) |
set whether the body of this creature should be preserved (i.e. never vanish) after its death | |
bool | IsHeroDespawnPrevented () const |
if this is true, this hero will not be despawned when entering the level, even if he is not in the player's party | |
void | PreventHeroDespawn (const bool _bPrevent) |
prevent this hero from being despawned when the player enters the level without him in the party | |
bool | IsHelpUpAllowed () const |
are heroes allowed to revive this creature after its HP have reached 0? | |
void | SetHelpUpAllowed (const bool _bAllow) |
set whether heroes are allowed to revive this creature after its HP have reached 0. | |
bool | HasCondition (const uint _uDescriptionId) |
check if creature has condition with given _uDescriptionId | |
bool | ApplyCondition (const uint _uDescriptionId, const int _iDuration, const uint8 _Faction = kMaxFactions) |
try to apply condition with given _uDescriptionId to creature for the defined _uDuration in seconds (-1 for infinite) - returns true if applied | |
bool | RemoveCondition (const uint _uDescriptionId) |
try to remove condition with given _uDescriptionId from creature - returns true if removed | |
void | RemoveAllConditions () |
remove all current conditions from this creature |
RPG
Functions for manipulating values relevant to the game's RPG mechanics.
string | GetClass () const |
get technical name of this character's class (if they have one) | |
string[]@ | GetAbilityTrees (const LevelReference@ _Level) const |
get list of ability tree names of this character | |
Creature[]@ | GetSummonedCreatures (const LevelReference@ _Level) const |
get a list of currently alive creatures this creature has summoned | |
int8 | GetAttribute (const ECreatureAttribute _Attribute) const |
get current attribute value | |
void | AddAttributePoints (const uint8 _uNumPoints) |
give the creature attribute points that the player can spend however they wish (only works for heroes) | |
void | AddAbilityPoints (const uint8 _uNumPoints) |
give the creature ability points that the player can spend however they wish (only works for heroes) | |
void | ModifyBaseAttribute (const ECreatureAttribute _Attribute, const int8 _iAmount) |
modify the creature's base attribute value by the given number of points | |
int | GetResistance (const EDamageType _DamageType) const |
get resistance to a given damage type (usually in the range [-100;100]) | |
void | AddSpell (const LevelReference@ _Level, const string&in _sSpellName) |
unlock the given spell for this creature | |
void | RemoveSpell (const LevelReference@ _Level, const string&in _sSpellName) |
remove the given spell from this creature | |
void | AddPerk (const LevelReference@ _Level, const string&in _sPerkName) |
add the given perk to this creature | |
void | RemovePerk (const LevelReference@ _Level, const string&in _sPerkName) |
add the given perk to this creature |
Dialogues
Functions concerning dialogues
bool | IsInDialogue () const |
is the creature currently engaged in a dialogue? | |
void | CancelDialogue () |
cancel whatever dialogue the creature is currently participating in | |
Creature[]@ | GetDialogueParticipants (LevelReference@ _Level) const |
get a list of all creatures participating in this creature's current dialogue |
Equipment and Loot
Functions for manipulating the creature's equipment and loot.
bool | AreWeaponsHidden () const |
are the creature's weapons currently hidden? | |
void | HideWeapons (const bool _bHide) |
hide or show the creature's weapons | |
void | PreventLootDrops (const bool _bPrevent) |
prevent or allow the creature to drop loot upon death | |
bool | GetEquipment (const EItemSlot _Slot, string&out _sOutItemName) const |
get the item currently equipped in the given slot of the creature. returns false if there was no item in the given slot. | |
bool | Equip (LevelReference@ _Level, const EItemSlot _Slot, const string&in _sItemName, const ECreatureEquipMode _Mode, const uint16 _uAmount = 1) |
equip the given item in the given slot. returns true if successful. | |
bool | Unequip (LevelReference@ _Level, const EItemSlot _Slot, const ECreatureUnequipMode _Mode, const uint16 _uAmount = uint16 ( - 1 )) |
unequip the item currently in the given slot. returns false if there was no item in the given slot. | |
void | ChangeEquipmentSet (const string&in _sSetName) |
change the equipment of the creature to the given set built in the data editor. use set index -1 to unequip everything. | |
void | ChangeEquipmentSet (const int _iSetIndex) |
change the equipment of the creature to the given set built in the data editor. use empty set name to unequip everything. | |
bool | IsItemSlotLocked (const EItemSlot _Slot) const |
check wether the given item slot is currently locked | |
void | LockItemSlot (const EItemSlot _Slot, const bool _bLock) |
lock a specific item slot (can't be equipped/unequipped/consumed/used etc.) | |
void | UseEquippedItem (LevelReference@ _Level, const Entity&in _Target = Entity ( )) |
use item currently equipped in the creature's Item slot (only valid for heroes!) | |
void | DropItem (LevelReference@ _Level, const string&in _sItemName, const uint _uAmount) |
drop the given item at the creature's feet |
Behavior
Functions for controlling a creature's behavior.
bool | AreAttacksAllowed () const |
can the creature perform attacks? | |
void | AllowAttacks (const bool _bAllow) |
set whether the creature can perform attacks | |
bool | CanVisitPOIs () const |
can the creature visit POIs? | |
bool | IsPOIVisitingBehaviorEnabled () const |
is the creature's POI visiting behavior currently enabled? | |
void | EnablePOIVisitingBehavior (const bool _bEnable) |
enable or disable POI visiting behavior (only works for creatures where CanVisitPOIs is true) | |
void | SetPOICategories (const LevelReference@ _Level, const string[]&in _CategoryNames) |
set the POI categories to be visited by this creature | |
bool | IsTrader () const |
is trading possible for this character? | |
bool | IsTradeEnabled () const |
is trading allowed for this character? | |
void | EnableTrade (const bool _bEnable) |
set whether this character is allowed to trade (only works if the character is already a trader) |
Commands
Functions for controlling the creature's actions.
bool | IsPlayerControllable () const |
can the creature be given commands by the player? | |
void | SetPlayerControllable (const bool _bControllable) |
set whether the creature can be controlled by the player | |
void | Stop (LevelReference@ _Level) |
stop the creature dead in its tracks immediately. cancels any pending orders. | |
void | FollowPath (LevelReference@ _Level, const string&in _sPathName, const bool _bForward, const bool _bQueued, const bool _bWalk = false) |
make the creature walk along the given path (creature will go to the closest point on the given path and follow it from there) | |
void | FollowPathFromBeginning (LevelReference@ _Level, const string&in _sPathName, const bool _bForward, const bool _bQueued, const bool _bWalk = false) |
make the creature walk along the given path (creature will go to the beginning of the path and follow it from there) | |
void | FollowPathWait (LevelReference@ _Level, const string&in _sPathName, const bool _bForward, const bool _bFromBeginning, const uint8 _WaitForHeroesFaction, const EFollowPathWaitMode _WaitMode, const bool _bQueued = false, const bool _bWalk = false) |
make the creature walk along the given path, but wait for heroes of the given party to be nearby before continuing to the next waypoint | |
void | Patrol (LevelReference@ _Level, const string&in _sPathName, const bool _bPingPong, const bool _bForward, const bool _bSmooth, const bool _bQueued = false, const bool _bWalk = false) |
make the creature continuously patrol along the given path. if _bPingPong is true, the group will alternate between walking the path forward and backward. otherwise, it will start over from the beginning after reaching the end. | |
void | FollowCreature (LevelReference@ _Level, const Creature&in _Target, const uint _uMaxDistance, const uint _uMinDistance, const bool _bQueued, const bool _bWalk = false) |
make the creature follow another creature | |
void | Attack (LevelReference@ _Level, const Entity&in _Target, const bool _bQueued) |
attack the given target entity | |
void | AttackPosition (LevelReference@ _Level, const Entity&in _Target, const bool _bQueued, const bool _bWalk = false) |
attack everything in the general vicinity of the target entity (if _bWalk is true, the creature will walk to the target area and only start running once it spots an enemy) | |
void | Cast (LevelReference@ _Level, const string&in _sSpellName, const Entity&in _Target, const bool _bQueued) |
make the creature cast a spell at the given target (_Target may be Entity()/invalid if the spell is self-cast) | |
void | ForceCast (LevelReference@ _Level, const string&in _sSpellName, const Entity&in _Target, const bool _bQueued) |
forced version of Cast that skips all CheckCaster calls (spellbook, silence, etc.) | |
void | GoTo (LevelReference@ _Level, const Entity&in _Target, const uint _uMinDistance, const uint _uMaxDistance, const bool _bQueued, const bool _bWalk = false) |
make the creature walk to the given target | |
void | GoToPosition (LevelReference@ _Level, const Entity&in _Target, const bool _bQueued, const bool _bWalk = false) |
make the creature go to the CURRENT POSITION of the given target. | |
void | ForceGoTo (LevelReference@ _Level, const Entity&in _Target, const uint _uMinDistance, const uint _uMaxDistance, const bool _bQueued, const bool _bWalk = false) |
forced version of GoTo that cannot be aborted by anything other than the creature's death | |
void | Teleport (LevelReference@ _Level, const Entity&in _Target) |
teleport the creature next to the given target | |
void | StartTimedAction (LevelReference@ _Level, const ECreatureAnimation _Animation, const uint _uDurationMS, const Entity&in _TargetEntity = Entity ( ), const uint _uTargetDistance = 10, const bool _bCancelOnDamage = true, const bool _bCanCancel = true, const bool _bQueued = false) |
start a timed action with the creature. Note: _uDurationMS is the duration of the action in milliseconds! | |
bool | Interact (LevelReference@ _Level, const Entity&in _Target, const bool _bQueued, const uint8 _uFaction = kMaxFactions, const uint8 _uControlIndex = 0) |
make the creature interact with the given target | |
void | Trade (LevelReference@ _Level, const Creature&in _Target, const bool _bQueued, const uint8 _uFaction = kMaxFactions, const uint8 _uControlIndex = 0) |
make creature start a trade with the given target character | |
bool | Talk (LevelReference@ _Level, const Entity&in _Target, const string&in _sContainerName, const string&in _sTopicName, const bool _bQueued, const uint8 _uFaction = kMaxFactions, const uint8 _uControlIndex = 0) |
make the creature talk to the given target | |
bool | Shoutout (LevelReference@ _Level, const string&in _sContainerName, const string&in _sTopicName, const bool _bQueued, const uint8 _uFaction = kMaxFactions, const uint8 _uControlIndex = 0) |
make the creature talk to itself. | |
void | PlayAnimation (LevelReference@ _Level, const ECreatureAnimation _Animation, const int8 _iVariant, const uint _uDurationMS, const bool _bLoop, const bool _bQueued, const Entity&in _EntityToFace = Entity ( ), const bool _bAllowAutoAttacks = false) |
play the given animation for _uDurationMS milli(!)seconds. If _iVariant is < 0, a random animation variant will be played. | |
void | PlayCommandFeedback (LevelReference@ _Level, const ECreatureCommand _CommandType) |
play audio command feedback as if the player issued the given command to the creature |
Operators
Creature& | operator= (const Creature&in) |
bool | operator== (const Creature&in) |
Inherited Functions
Functions inherited from Entity.
bool | operator== (const Entity&in) |
bool | Exists () const |
does the entity actually exist? (always check this before doing anything with the entity!) | |
uint | GetId () const |
get persistent entity id, use this to save the entity for later reference. | |
uint8 | GetFaction () const |
get owner faction | |
void | SetFaction (const uint8 _Faction) |
set owner faction | |
EEntityType | GetEntityType () const |
get entity type | |
bool | IsEnabled () const |
whether the entity is currently enabled (i.e. is visible in the game world) | |
void | Enable (const bool _bEnabled) |
enabled or disable the entity | |
bool | IsInteractive () const |
can the entity be interacted with? | |
void | SetInteractive (const bool _bInteractive) |
set whether the entity can be interacted with | |
bool | IsSelectable () const |
can the entity (theoretically) be selected by the player? | |
void | SetSelectable (const bool _bSelectable) |
set whether the entity can be selected by the player
(note that depending on the type of entity, there may be additional checks preventing the entity from being selected) | |
bool | IsBusy () const |
is the entity currently marked as busy? | |
void | SetBusy (const bool _bBusy) |
mark the entity as busy | |
bool | HasInspectionText () const |
check whether the entity currently has an inspection text | |
void | SetInspectionText (const uint _uTextId) |
make the entity inspectable and set the text to be displayed upon inspection | |
bool | CanBeAttacked () const |
can the entity be attacked? | |
void | SetAttackable (const bool _bAttackable) |
set whether the entity can be attacked | |
Entity | opImplConv () const |