ORK Framework  2.24.0
API Documentation
ORKFramework.Group Class Reference
Inheritance diagram for ORKFramework.Group:
ORKFramework.ISaveData

Public Member Functions

 Group (int fid)
 
 Group (DataObject data)
 
void FireChanged ()
 
void Tick (float time, float battleTime)
 
void ClearTargets ()
 
List< CombatantGetGroup ()
 
void GetGroup (ref List< Combatant > list)
 
List< CombatantGetBattle ()
 
void GetBattle (ref List< Combatant > list)
 
List< CombatantGetLockedBattle ()
 
void GetLockedBattle (ref List< Combatant > list)
 
List< CombatantGetNonBattle ()
 
void GetNonBattle (ref List< Combatant > list)
 
List< CombatantGetInactiveGroup ()
 
void GetInactiveGroup (ref List< Combatant > list)
 
List< CombatantGetHiddenGroup ()
 
void GetHiddenGroup (ref List< Combatant > list)
 
void GetMembers (MenuCombatantScope scope, ref List< Combatant > list)
 
bool IsPlayerControlled ()
 
bool IsEnemy (Combatant c)
 
bool IsEnemy (int id)
 
void SetLeader (Combatant newLeader, bool moveOldBack)
 
void FindNewBattleLeader ()
 
Combatant GetSpawnedBattleLeader ()
 
int MemberCount (int id)
 
bool IsMember (int id)
 
bool IsMember (Combatant c)
 
bool IsBattleMember (int id)
 
bool IsBattleMember (Combatant c)
 
bool IsInactive (int id)
 
bool IsInactive (Combatant c)
 
bool AllDeadBattle ()
 
bool AllDead ()
 
void Join (Combatant c, bool showNotification, bool showConsole)
 
void Leave (int id, bool destroyPrefab, bool showNotification, bool showConsole)
 
void Leave (Combatant c, bool destroyPrefab, bool showNotification, bool showConsole)
 
void Remove (int id, bool setGroup, bool destroyPrefab, bool showNotification, bool showConsole)
 
void Remove (Combatant c, bool setGroup, bool destroyPrefab, bool showNotification, bool showConsole)
 
void Regenerate (bool onlyBattle, bool revive)
 
void MarkHUDUpdate ()
 
void SetBattleGroup (List< Combatant > list)
 
void JoinBattle (Combatant combatant)
 
void LeaveBattle (Combatant combatant, bool destroyPrefab)
 
void ChangeBattle (Combatant oldCombatant, Combatant newCombatant)
 
void PlayerChangeCheck (Combatant combatant)
 
void CheckMaxBattleGroup ()
 
Combatant GetOffset (Combatant c, int offset, bool battleGroup)
 
Combatant GetOffsetControllable (Combatant c, int offset, bool battleGroup, bool notDead)
 
int GetMemberIndex (Combatant combatant)
 
Combatant MemberAt (int index)
 
int GetBattleMemberIndex (Combatant combatant)
 
Combatant BattleMemberAt (int index)
 
Combatant NonBattleMemberAt (int index)
 
Combatant Get (int id)
 
Combatant GetBattle (int id)
 
Combatant GetInactive (int id)
 
Combatant GetMember (int id)
 
Combatant GetFirstAlive ()
 
void LockBattleMember (Combatant c)
 
void UnlockBattleMember (Combatant c)
 
bool IsLockedBattleMember (Combatant c)
 
bool HasLockedBattleMembers ()
 
void HideMember (Combatant combatant)
 
void UnhideMember (Combatant combatant)
 
bool IsHiddenMember (Combatant combatant)
 
Combatant GetFirstNonHiddenMember ()
 
void SetSpawner (CombatantSpawner spawner, int spawnerIndex, bool respawn)
 
void CheckSpawner (bool force)
 
void RespawnGroup ()
 
void SpawnGroup (bool onlyBattle, bool onlyNonCreated)
 
void SpawnGroup (Combatant leader, bool onlyBattle, bool onlyNonCreated)
 
void DestroySpawnedGroup ()
 
void DestroyInstances ()
 
void AggressionChangeGroup (Combatant combatant)
 
void AggressionChangeFaction (Combatant combatant)
 
int GetAbilityCount (AbilityShortcut shortcut)
 
List< CombatantGetAbilityOwners (AbilityShortcut shortcut)
 
void SortVisual (List< Combatant > list)
 
void ChangeVisualSorting (int index, int newIndex)
 
void ChangeVisualSorting (Combatant combatant, Combatant otherCombatant)
 
void RemoveFromSort (Combatant combatant)
 
void ChangeBattleSort (Combatant combatant, Combatant otherCombatant)
 
void ChangeMemberSort (Combatant combatant, Combatant otherCombatant)
 
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...
 
void LoadMembers (DataObject data, bool loadPositions)
 

Properties

GroupChanged Changed
 
int FactionID [get, set]
 
Inventory Inventory [get]
 
bool HasLoot [get]
 
List< IShortcutLoot [get]
 
int Size [get]
 
int BattleSize [get]
 
int NonBattleSize [get]
 
GroupAbilities Abilities [get]
 
GroupShortcuts Shortcuts [get]
 
GroupGridFormation GridFormation [get]
 
bool InFormation [get]
 
SelectedTargets SelectedTargets [get]
 
int AverageLevel [get]
 
int AverageBattleLevel [get]
 
int AverageMaxLevel [get]
 
int AverageBattleMaxLevel [get]
 
int AverageClassLevel [get]
 
int AverageBattleClassLevel [get]
 
int AverageMaxClassLevel [get]
 
int AverageBattleMaxClassLevel [get]
 
int AverageTurn [get]
 
int AverageBattleTurn [get]
 
float AverageTurnValue [get]
 
float AverageBattleTurnValue [get]
 
float AverageActionBar [get]
 
float AverageBattleActionBar [get]
 
float AverageUsedActionBar [get]
 
float AverageBattleUsedActionBar [get]
 
float AverageBattleActionTime [get]
 
float AverageActionTime [get]
 
float AverageBattleActionTimeMax [get]
 
float AverageActionTimeMax [get]
 
float AverageBattleGridMoveRange [get]
 
float AverageGridMoveRange [get]
 
float AverageBattleGridMoveRangeMax [get]
 
float AverageGridMoveRangeMax [get]
 
Combatant Leader [get]
 
Combatant FieldLeader [get]
 
Combatant BattleLeader [get]
 
BattleSystemType BattleType [get, set]
 
CombatantSpawner Spawner [get]
 
int SpawnerIndex [get]
 

Member Function Documentation

void ORKFramework.Group.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.

DataObject ORKFramework.Group.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.