ORK Framework  2.25.2
API Documentation
ORKFramework.Combatants.CombatantEquipment Class Reference
Inheritance diagram for ORKFramework.Combatants.CombatantEquipment:
ORKFramework.ISaveData

Public Member Functions

 CombatantEquipment (Combatant owner)
 
void FireChanged ()
 
void CheckAvailableParts (bool reset)
 Checks the available equipment parts. More...
 
void CheckViewerBlocks (bool notify)
 
bool CanEquip (EquipType equipType, bool[] parts)
 
bool IsEquipped (EquipSet equipSet, int id, int level, int partID)
 
bool IsTypeEquipped (EquipSet equipSet, int index, int partID)
 
List< int > GetAvailableParts ()
 Gets the available equipment parts. More...
 
void AddEquipmentPart (int partID)
 
void RemoveEquipmentPart (int partID)
 
void AddBlockedEquipmentPart (int partID)
 
void RemoveBlockedEquipmentPart (int partID)
 
void AddBlockedViewer (int partID)
 
void RemoveBlockedViewer (int partID)
 
void GetStatusChanges (ref StatusPreviewInformation info)
 
void SetStartEffects ()
 
bool CanApplyEffect (int effectID)
 
bool CanRemoveEffect (int effectID)
 
void UseAttackEffects (Combatant target)
 
void UseDefenceEffects (Combatant target)
 
void GetAnimationSettings (ref List< AnimationSetting > list)
 
bool Equip (int partID, EquipShortcut equip, Inventory fromInventory, Inventory unequipToInventory, bool reset)
 
void UnequipAll (Inventory inventory)
 
void Unequip (EquipShortcut equip, Inventory inventory)
 
void Unequip (int partID, Inventory inventory, bool reset)
 
void Unequip (int partID, Inventory inventory, bool reset, bool force)
 
EquipPartSlot [] GetFakeEquip (int partID, EquipShortcut equip)
 
void LockAll (bool lockParts)
 
bool IsPartLocked (int partID)
 
DataObject SaveGame ()
 Used to save the data - you need to add the data to a ORKFramework.DataObject. More...
 
void LoadGame (DataObject data)
 Used to load the data - you need to get the data from the ORKFramework.DataObject. More...
 

Static Public Member Functions

static void GetStatusChanges (EquipPartSlot[] equips, ref StatusPreviewInformation info)
 

Properties

CombatantChanged Changed
 
EquipPartSlot this[int index] [get]
 Gets the EquipPartSlot at the specified index. This lets you access an equipment part of the combatant. More...
 
AvailableEquipment Settings [get]
 

Member Function Documentation

◆ CheckAvailableParts()

void ORKFramework.Combatants.CombatantEquipment.CheckAvailableParts ( bool  reset)

Checks the available equipment parts.

◆ GetAvailableParts()

List<int> ORKFramework.Combatants.CombatantEquipment.GetAvailableParts ( )

Gets the available equipment parts.

Returns
A list of IDs (indexes) of the equipment parts.

◆ LoadGame()

void ORKFramework.Combatants.CombatantEquipment.LoadGame ( DataObject  data)

Used to load the data - you need to get the data from the ORKFramework.DataObject.

Parameters
dataA ORKFramework.DataObject containing the data.

Implements ORKFramework.ISaveData.

◆ SaveGame()

DataObject ORKFramework.Combatants.CombatantEquipment.SaveGame ( )

Used to save the data - you need to add the data to a ORKFramework.DataObject.

Returns
A ORKFramework.DataObject containing the data.

Implements ORKFramework.ISaveData.

Property Documentation

◆ this[int index]

EquipPartSlot ORKFramework.Combatants.CombatantEquipment.this[int index]
get

Gets the EquipPartSlot at the specified index. This lets you access an equipment part of the combatant.

Parameters
indexThe ID (index) of the equipment part.