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| override void | PrintWhamHitObj (IArtifact artifact) |
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| override void | PrintSmashesToPieces (IRoom room, IArtifact artifact, bool spillContents) |
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| virtual void | PrintAttack (IRoom room, IMonster actorMonster, IMonster dobjMonster, IArtifact weapon, long attackNumber, WeaponRevealType weaponRevealType) |
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| virtual void | PrintMiss (IMonster monster, IArtifact weapon) |
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| virtual void | PrintFumble () |
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| virtual void | PrintRecovered () |
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| virtual void | PrintWeaponDropped (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType) |
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| virtual void | PrintWeaponHitsUser () |
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| virtual void | PrintSparksFly (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType) |
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| virtual void | PrintWeaponDamaged () |
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| virtual void | PrintWeaponBroken () |
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| virtual void | PrintBrokenWeaponHitsUser () |
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| virtual void | PrintStarPlus (IMonster monster) |
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| virtual void | PrintHit () |
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| virtual void | PrintCriticalHit () |
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| virtual void | PrintBlowTurned (IMonster monster, bool omitBboaPadding) |
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| virtual void | PrintBlowDoesDamage (bool useCurlyBraces, bool omitBboaPadding, long damage, bool appendNewLine) |
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| virtual void | PrintHealthStatus (IRoom room, IMonster actorMonster, IMonster dobjMonster, bool blastSpell, bool nonCombat) |
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| virtual void | PrintZapDirectHit () |
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| virtual void | PrintHackToBits (IArtifact artifact, IMonster monster, bool blastSpell) |
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| virtual void | PrintAlreadyBrokeIt (IArtifact artifact) |
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| virtual void | PrintNothingHappens () |
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| virtual void | PrintWeaponAbilityIncreases (Weapon w, IWeapon weapon) |
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| virtual void | PrintArmorExpertiseIncreases () |
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| virtual void | PrintSpellOverloadsBrain (Spell s, ISpell spell) |
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| virtual void | PrintSpellAbilityIncreases (Spell s, ISpell spell) |
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| virtual void | PrintSpellCastFailed (Spell s, ISpell spell) |
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| virtual void | PrintHealthImproves (IMonster monster) |
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| virtual void | PrintHealthStatus (IMonster monster, bool includeUninjuredGroupMonsters) |
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| virtual void | PrintFeelNewAgility () |
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| virtual void | PrintSonicBoom (IRoom room) |
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| virtual void | PrintFortuneCookie () |
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| virtual void | PrintTunnelCollapses (IRoom room) |
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| virtual void | PrintAllWoundsHealed () |
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| virtual void | PrintTeleportToRoom () |
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| virtual void | PrintArmorThickens () |
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| virtual void | PrintMagicSkillsIncrease () |
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| | ComponentImpl () |
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| virtual IComponent | Component [get, set] |
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| virtual Action< IState > | SetNextStateFunc [get, set] |
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| virtual Action< ICommand > | CopyCommandDataFunc [get, set] |
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| virtual IMonster | ActorMonster [get, set] |
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| virtual IRoom | ActorRoom [get, set] |
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| virtual IGameBase | Dobj [get, set] |
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| virtual IArtifact | DobjArtifact [get] |
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| virtual IMonster | DobjMonster [get] |
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| virtual IGameBase | Iobj [get, set] |
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| virtual IArtifact | IobjArtifact [get] |
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| virtual IMonster | IobjMonster [get] |
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| virtual ICommand | RedirectCommand [get, set] |
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| virtual IArtifactCategory | DobjArtAc [get, set] |
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| virtual bool | OmitSkillGains [get, set] |
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| virtual bool | OmitFinalNewLine [get, set] |
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| virtual string | ActorMonsterName [get, set] |
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| virtual string | DobjMonsterName [get, set] |
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| virtual string | AttackDesc [get, set] |
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| virtual string | MissDesc [get, set] |
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| virtual string | ArmorDesc [get, set] |
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| IComponent | Component [get, set] |
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| Action< IState > | SetNextStateFunc [get, set] |
| | Gets or sets the function used to set the NextState property of the Eamon CS game engine's current State or Command. More...
|
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| Action< ICommand > | CopyCommandDataFunc [get, set] |
| | Gets or sets the function used to copy the data of the Eamon CS game engine's current Command. More...
|
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| IMonster | ActorMonster [get, set] |
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| IRoom | ActorRoom [get, set] |
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| IGameBase | Dobj [get, set] |
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| IArtifact | DobjArtifact [get] |
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| IMonster | DobjMonster [get] |
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| IGameBase | Iobj [get, set] |
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| IArtifact | IobjArtifact [get] |
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| IMonster | IobjMonster [get] |
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| ICommand | RedirectCommand [get, set] |
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| IArtifactCategory | DobjArtAc [get, set] |
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| bool | OmitSkillGains [get, set] |
| | Gets or sets a value indicating whether this Component should omit skill gains if the player character's action is successful. More...
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| bool | OmitFinalNewLine [get, set] |
| | Gets or sets a value indicating whether this Component should print a final newline after processing completes. More...
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