Eamon CS  3.1.0
Eamon.Framework.IMonster Interface Reference

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Inheritance diagram for Eamon.Framework.IMonster:
Eamon.Framework.IGameBase AlternateBeginnersCave.Game.Monster ARuncibleCargo.Game.Monster BeginnersCaveII.Game.Monster Dharmaquest.Game.Monster Eamon.Game.Monster LandOfTheMountainKing.Game.Monster OrbOfMyLife.Game.Monster StrongholdOfKahrDur.Game.Monster TheBeginnersCave.Game.Monster TheDeepCanyon.Game.Monster ThePyramidOfAnharos.Game.Monster TheSubAquanLaboratory.Framework.IMonster TheTempleOfNgurct.Game.Monster TheTrainingGround.Game.Monster TheVileGrimoireOfJaldial.Framework.IMonster TheWayfarersInn.Game.Monster WrenholdsSecretVigil.Framework.IMonster

Public Member Functions

bool IsDead ()
 Indicates whether this Monster is dead. More...
 
bool IsCarryingWeapon ()
 
bool IsWeaponless (bool includeWeaponFumble)
 
bool HasDeadBody ()
 
bool HasWornInventory ()
 
bool HasCarriedInventory ()
 
bool HasHumanNaturalAttackDescs ()
 
bool HasMoved (long oldLocation, long newLocation)
 
bool IsInRoom ()
 
bool IsInLimbo ()
 
bool IsInRoomUid (long roomUid)
 
bool IsInRoom (IRoom room)
 
bool IsAttackable (IMonster monster)
 
bool CanMoveToRoomUid (long roomUid, bool fleeing)
 
bool CanMoveToRoom (IRoom room, bool fleeing)
 
bool CanMoveInDirection (Direction dir, bool fleeing)
 
bool CanAttackWithMultipleWeapons ()
 Indicates whether this Monster is allowed to attack with multiple Artifact weapons in a single combat round, if certain other conditions are met. More...
 
bool CanCarryArtifactWeight (IArtifact artifact)
 
long GetCarryingWeaponUid ()
 
long GetDeadBodyUid ()
 
long GetInRoomUid ()
 
IRoom GetInRoom ()
 
void SetInRoomUid (long roomUid)
 
void SetInLimbo ()
 
void SetInRoom (IRoom room)
 
bool IsInRoomLit ()
 
bool IsInRoomViewable ()
 
bool ShouldFleeRoom ()
 
bool ShouldCastSpell (ref Enums.Spell spellCast, ref IGameBase spellTarget)
 
bool ShouldReadyWeapon ()
 
bool ShouldShowContentsWhenExamined ()
 
bool ShouldShowHealthStatusWhenExamined ()
 
bool ShouldShowHealthStatusWhenInventoried ()
 
bool ShouldShowVerboseNameStateDesc ()
 
bool ShouldCheckToAttackNonEnemy ()
 
bool ShouldProcessInGameLoop ()
 
bool ShouldRefuseToAcceptGold ()
 
bool ShouldRefuseToAcceptGift (IArtifact artifact)
 
bool ShouldRefuseToAcceptDeadBody (IArtifact artifact)
 
bool ShouldPreferNaturalWeaponsToWeakerWeapon (IArtifact artifact)
 
bool ShouldCombatStanceChangedConsumeTurn (long oldParry, long newParry)
 
bool ShouldPrintCombatStanceChanged (long oldParry, long newParry)
 
bool CheckNBTLHostility ()
 
bool CheckCourage ()
 
bool CheckParryAdjustment ()
 
EvalReaction< T > (T enemyValue, T neutralValue, T friendValue)
 Evaluates this Monster's Reaction, returning a value of type T. More...
 
EvalGender< T > (T maleValue, T femaleValue, T neutralValue)
 Evaluates this Monster's Gender, returning a value of type T. More...
 
EvalPlural< T > (T singularValue, T pluralValue)
 Evaluates this Monster's CurrGroupCount, returning a value of type T. More...
 
EvalInRoomLightLevel< T > (T darkValue, T lightValue)
 Evaluates the LightLvl of this Monster's Room (as determined by its Location), returning a value of type T. More...
 
EvalInRoomViewability< T > (T nonviewableValue, T viewableValue)
 
void ResolveReaction (long charisma)
 
void ResolveReaction (ICharacter character)
 
void CalculateGiftFriendliness (long value, bool isArtifactValue)
 
bool IsCharacterMonster ()
 Indicates whether this Monster represents the player character. More...
 
bool IsStateDescSideNotes ()
 
long GetWeightCarryableGronds ()
 
long GetFleeingMemberCount ()
 
long GetMaxMemberActionCount ()
 
long GetMaxMemberAttackCount ()
 
long GetInitParryResetOdds ()
 
long GetCombatStanceIndex (long parry)
 
long GetTrendToPreferredOdds ()
 
long GetTrendToPreferredRange ()
 
double GetTrendToPreferredMultiplier ()
 
long GetCrowdAwareBonus ()
 
long GetProgressivelyAggressiveModifier ()
 
bool GetAbilityDependentReady ()
 
long GetParryAdjustment ()
 
IMonsterSpell GetMonsterSpell (Enums.Spell spell)
 
IList< IArtifactGetCarriedList (Func< IArtifact, bool > monsterFindFunc=null, Func< IArtifact, bool > artifactFindFunc=null, bool recurse=false)
 
IList< IArtifactGetWornList (Func< IArtifact, bool > monsterFindFunc=null, Func< IArtifact, bool > artifactFindFunc=null, bool recurse=false)
 
IList< IArtifactGetContainedList (Func< IArtifact, bool > monsterFindFunc=null, Func< IArtifact, bool > artifactFindFunc=null, bool recurse=false)
 
RetCode EnforceFullInventoryWeightLimits (Func< IArtifact, bool > monsterFindFunc=null, Func< IArtifact, bool > artifactFindFunc=null, bool recurse=false)
 
RetCode GetFullInventoryWeight (ref long weight, Func< IArtifact, bool > monsterFindFunc=null, Func< IArtifact, bool > artifactFindFunc=null, bool recurse=false)
 
void AddHealthStatus (StringBuilder buf, bool appendNewLine=true)
 
string[] GetWeaponAttackDescs (IArtifact artifact)
 
string[] GetHumanAttackDescs ()
 
string[] GetNaturalAttackDescs ()
 
string GetAttackDescString (IRoom room, IArtifact artifact)
 
string[] GetWeaponMissDescs (IArtifact artifact)
 
string[] GetNaturalMissDescs ()
 
string GetMissDescString (IArtifact artifact)
 
string GetArmorDescString ()
 
string GetCantFindExitDescString (IRoom room, string monsterName, bool isPlural, bool fleeing)
 
string GetMembersExitRoomDescString (IRoom room, string monsterName, bool isPlural, bool fleeing)
 
string GetExitRoomDescString (IRoom room, string monsterName, bool isPlural, bool fleeing, Direction exitDirection)
 
string GetEnterRoomDescString (IRoom room, string monsterName, bool isPlural, bool fleeing, Direction enterDirection)
 
string GetParryCombatStanceString ()
 
string GetAssumeCombatStanceString ()
 
string GetAssumeCombatStanceString01 ()
 
string GetCombatStanceString ()
 
string GetPovString (string youString, string maleString, string femaleString, string neutralString, string groupString)
 
- Public Member Functions inherited from Eamon.Framework.IGameBase
void SetParentReferences ()
 
string GetPluralName (string fieldName)
 
string GetPluralName01 ()
 
string GetDecoratedName (string fieldName, ArticleType articleType, bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
string GetNoneName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
string GetArticleName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
string GetTheName (bool upshift=false, bool showCharOwned=true, bool showStateDesc=false, bool showContents=false, bool groupCountOne=false)
 
RetCode BuildPrintedFullDesc (StringBuilder buf, bool showName, bool showVerboseName)
 

Properties

string StateDesc [get, set]
 Gets or sets a description shown after this Monster's Name in various lists that indicates its state. More...
 
bool IsListed [get, set]
 Gets or sets a value indicating whether this Monster should be displayed in various lists. More...
 
PluralType PluralType [get, set]
 Gets or sets a value indicating how this Monster's singular Name is modified to produce its plural Name. More...
 
long Hardiness [get, set]
 Gets or sets this Monster's Hardiness Stat. More...
 
long Agility [get, set]
 Gets or sets this Monster's Agility Stat. More...
 
long GroupCount [get, set]
 Gets or sets the original number of members in this Monster's group at the beginning of the game (will be 1 for individuals). More...
 
long AttackCount [get, set]
 Gets or sets the number of attacks each member in this Monster's group can make every combat round. More...
 
long Courage [get, set]
 
long Location [get, set]
 Gets or sets the location of this Monster in the game (typically a Room Uid). More...
 
CombatCode CombatCode [get, set]
 Gets or sets a value indicating this Monster's behavior when in combat. More...
 
ParryCode ParryCode [get, set]
 Gets or sets a value indicating this Monster's parrying behavior in combat. More...
 
long Parry [get, set]
 
long ParryOdds [get, set]
 
long ParryTurns [get, set]
 
long Armor [get, set]
 
long Weapon [get, set]
 Gets or sets the ArtifactUid for this Monster's readied weapon (may be 0 or negative if none exists). More...
 
long NwDice [get, set]
 Gets or sets the hit dice done per attack, for Monsters that can use natural attacks (based on CombatCode). More...
 
long NwSides [get, set]
 Gets or sets the hit dice sides done per attack, for Monsters that can use natural attacks (based on CombatCode). More...
 
long DeadBody [get, set]
 Gets or sets the ArtifactUid for this Monster's dead body (may be 0 if none exists). More...
 
Friendliness Friendliness [get, set]
 
Gender Gender [get, set]
 Gets or sets this Monster's gender. More...
 
long InitGroupCount [get, set]
 Gets or sets the initial number of members in this Monster's group at the beginning of the current combat round (will be 1 for individuals). More...
 
long CurrGroupCount [get, set]
 Gets or sets the current number of members in this Monster's group (will be 1 for individuals). More...
 
long InitParry [get, set]
 
Friendliness Reaction [get, set]
 
long DmgTaken [get, set]
 Gets or sets the number of hit points of damage taken by this Monster, either in combat or otherwise. More...
 
long Field1 [get, set]
 Gets or sets a value that is unused by Eamon CS, but provided for game developer usage. More...
 
long Field2 [get, set]
 Gets or sets a value that is unused by Eamon CS, but provided for game developer usage. More...
 
IMonsterSpell[] Spells [get, set]
 Gets or sets an array of MonsterSpell objects that define this Monster's spellcasting ability (NPC only). More...
 
- Properties inherited from Eamon.Framework.IGameBase
long Uid [get, set]
 Gets or sets a unique Id that distinguishes this Record from others of its type. More...
 
string Name [get, set]
 Gets or sets the name of this Record as shown in various lists or the Record's full description. More...
 
string Desc [get, set]
 Gets or sets the detailed description of this Record shown when the Record is first Seen or later examined. More...
 
string[] Synonyms [get, set]
 Gets or sets a string array containing Name synonyms for this Record (may be null). More...
 
bool Seen [get, set]
 Gets or sets a value indicating whether this Record has been seen by the player character. More...
 
bool Moved [get, set]
 Gets or sets a value indicating whether this Record has been moved from its original Location. More...
 
ArticleType ArticleType [get, set]
 Gets or sets a value indicating how this Record's Name is prefixed to produce its listed Name. More...
 
string ParserMatchName [get, set]
 Gets or sets the name or synonym of this Record matched in the FilterRecordList method. More...
 

Detailed Description

Member Function Documentation

◆ AddHealthStatus()

void Eamon.Framework.IMonster.AddHealthStatus ( StringBuilder  buf,
bool  appendNewLine = true 
)

◆ CalculateGiftFriendliness()

void Eamon.Framework.IMonster.CalculateGiftFriendliness ( long  value,
bool  isArtifactValue 
)

Parameters
value
isArtifactValue

Implemented in Eamon.Game.Monster, TheVileGrimoireOfJaldial.Game.Monster, and TheDeepCanyon.Game.Monster.

◆ CanAttackWithMultipleWeapons()

bool Eamon.Framework.IMonster.CanAttackWithMultipleWeapons ( )

Indicates whether this Monster is allowed to attack with multiple Artifact weapons in a single combat round, if certain other conditions are met.

This method allows support for Monsters that can multi-attack and also multi-wield. The conditions that need to be met to trigger this behavior include: the Monster is an individual, it is armed and carrying more than one Artifact weapon and this method must return true. By default, it returns false.

Returns
If so then true, otherwise false.

Implemented in Eamon.Game.Monster.

◆ CanCarryArtifactWeight()

bool Eamon.Framework.IMonster.CanCarryArtifactWeight ( IArtifact  artifact)

Parameters
artifact
Returns

Implemented in Eamon.Game.Monster.

◆ CanMoveInDirection()

bool Eamon.Framework.IMonster.CanMoveInDirection ( Direction  dir,
bool  fleeing 
)

Parameters
dir
fleeing
Returns

Implemented in Eamon.Game.Monster, and ThePyramidOfAnharos.Game.Monster.

◆ CanMoveToRoom()

bool Eamon.Framework.IMonster.CanMoveToRoom ( IRoom  room,
bool  fleeing 
)

Parameters
room
fleeing
Returns

Implemented in Eamon.Game.Monster.

◆ CanMoveToRoomUid()

◆ CheckCourage()

bool Eamon.Framework.IMonster.CheckCourage ( )

◆ CheckNBTLHostility()

bool Eamon.Framework.IMonster.CheckNBTLHostility ( )

Returns

Implemented in Eamon.Game.Monster.

◆ CheckParryAdjustment()

bool Eamon.Framework.IMonster.CheckParryAdjustment ( )

Returns

Implemented in Eamon.Game.Monster.

◆ EnforceFullInventoryWeightLimits()

RetCode Eamon.Framework.IMonster.EnforceFullInventoryWeightLimits ( Func< IArtifact, bool >  monsterFindFunc = null,
Func< IArtifact, bool >  artifactFindFunc = null,
bool  recurse = false 
)

Parameters
monsterFindFunc
artifactFindFunc
recurse
Returns

Implemented in Eamon.Game.Monster.

◆ EvalGender< T >()

T Eamon.Framework.IMonster.EvalGender< T > ( maleValue,
femaleValue,
neutralValue 
)

Evaluates this Monster's Gender, returning a value of type T.

Parameters
maleValue
femaleValue
neutralValue
Returns

Implemented in Eamon.Game.Monster.

◆ EvalInRoomLightLevel< T >()

T Eamon.Framework.IMonster.EvalInRoomLightLevel< T > ( darkValue,
lightValue 
)

Evaluates the LightLvl of this Monster's Room (as determined by its Location), returning a value of type T.

Parameters
darkValue
lightValue
Returns

Implemented in Eamon.Game.Monster.

◆ EvalInRoomViewability< T >()

T Eamon.Framework.IMonster.EvalInRoomViewability< T > ( nonviewableValue,
viewableValue 
)

Parameters
nonviewableValue
viewableValue
Returns

Implemented in Eamon.Game.Monster.

◆ EvalPlural< T >()

T Eamon.Framework.IMonster.EvalPlural< T > ( singularValue,
pluralValue 
)

Evaluates this Monster's CurrGroupCount, returning a value of type T.

Parameters
singularValue
pluralValue
Returns

Implemented in Eamon.Game.Monster.

◆ EvalReaction< T >()

T Eamon.Framework.IMonster.EvalReaction< T > ( enemyValue,
neutralValue,
friendValue 
)

Evaluates this Monster's Reaction, returning a value of type T.

Parameters
enemyValue
neutralValue
friendValue
Returns

Implemented in Eamon.Game.Monster.

◆ GetAbilityDependentReady()

bool Eamon.Framework.IMonster.GetAbilityDependentReady ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetArmorDescString()

◆ GetAssumeCombatStanceString()

string Eamon.Framework.IMonster.GetAssumeCombatStanceString ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetAssumeCombatStanceString01()

string Eamon.Framework.IMonster.GetAssumeCombatStanceString01 ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetAttackDescString()

string Eamon.Framework.IMonster.GetAttackDescString ( IRoom  room,
IArtifact  artifact 
)

Parameters
room
artifact
Returns

Implemented in Eamon.Game.Monster.

◆ GetCantFindExitDescString()

string Eamon.Framework.IMonster.GetCantFindExitDescString ( IRoom  room,
string  monsterName,
bool  isPlural,
bool  fleeing 
)

Parameters
room
monsterName
isPlural
fleeing
Returns

Implemented in Eamon.Game.Monster.

◆ GetCarriedList()

IList<IArtifact> Eamon.Framework.IMonster.GetCarriedList ( Func< IArtifact, bool >  monsterFindFunc = null,
Func< IArtifact, bool >  artifactFindFunc = null,
bool  recurse = false 
)

Parameters
monsterFindFunc
artifactFindFunc
recurse
Returns

Implemented in Eamon.Game.Monster.

◆ GetCarryingWeaponUid()

long Eamon.Framework.IMonster.GetCarryingWeaponUid ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetCombatStanceIndex()

long Eamon.Framework.IMonster.GetCombatStanceIndex ( long  parry)

Parameters
parry
Returns

Implemented in Eamon.Game.Monster.

◆ GetCombatStanceString()

string Eamon.Framework.IMonster.GetCombatStanceString ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetContainedList()

IList<IArtifact> Eamon.Framework.IMonster.GetContainedList ( Func< IArtifact, bool >  monsterFindFunc = null,
Func< IArtifact, bool >  artifactFindFunc = null,
bool  recurse = false 
)

Parameters
monsterFindFunc
artifactFindFunc
recurse
Returns

Implemented in Eamon.Game.Monster.

◆ GetCrowdAwareBonus()

long Eamon.Framework.IMonster.GetCrowdAwareBonus ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetDeadBodyUid()

long Eamon.Framework.IMonster.GetDeadBodyUid ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetEnterRoomDescString()

string Eamon.Framework.IMonster.GetEnterRoomDescString ( IRoom  room,
string  monsterName,
bool  isPlural,
bool  fleeing,
Direction  enterDirection 
)

Parameters
room
monsterName
isPlural
fleeing
enterDirection
Returns

Implemented in Eamon.Game.Monster.

◆ GetExitRoomDescString()

string Eamon.Framework.IMonster.GetExitRoomDescString ( IRoom  room,
string  monsterName,
bool  isPlural,
bool  fleeing,
Direction  exitDirection 
)

Parameters
room
monsterName
isPlural
fleeing
exitDirection
Returns

Implemented in Eamon.Game.Monster.

◆ GetFleeingMemberCount()

long Eamon.Framework.IMonster.GetFleeingMemberCount ( )

◆ GetFullInventoryWeight()

RetCode Eamon.Framework.IMonster.GetFullInventoryWeight ( ref long  weight,
Func< IArtifact, bool >  monsterFindFunc = null,
Func< IArtifact, bool >  artifactFindFunc = null,
bool  recurse = false 
)

Parameters
weight
monsterFindFunc
artifactFindFunc
recurse
Returns

Implemented in Eamon.Game.Monster.

◆ GetHumanAttackDescs()

string [] Eamon.Framework.IMonster.GetHumanAttackDescs ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetInitParryResetOdds()

long Eamon.Framework.IMonster.GetInitParryResetOdds ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetInRoom()

IRoom Eamon.Framework.IMonster.GetInRoom ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetInRoomUid()

long Eamon.Framework.IMonster.GetInRoomUid ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetMaxMemberActionCount()

long Eamon.Framework.IMonster.GetMaxMemberActionCount ( )

Returns

Implemented in Eamon.Game.Monster, and TheWayfarersInn.Game.Monster.

◆ GetMaxMemberAttackCount()

long Eamon.Framework.IMonster.GetMaxMemberAttackCount ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetMembersExitRoomDescString()

string Eamon.Framework.IMonster.GetMembersExitRoomDescString ( IRoom  room,
string  monsterName,
bool  isPlural,
bool  fleeing 
)

Parameters
room
monsterName
isPlural
fleeing
Returns

Implemented in Eamon.Game.Monster.

◆ GetMissDescString()

string Eamon.Framework.IMonster.GetMissDescString ( IArtifact  artifact)

Parameters
artifact
Returns

Implemented in Eamon.Game.Monster.

◆ GetMonsterSpell()

IMonsterSpell Eamon.Framework.IMonster.GetMonsterSpell ( Enums.Spell  spell)

Parameters
spell
Returns

Implemented in Eamon.Game.Monster.

◆ GetNaturalAttackDescs()

string [] Eamon.Framework.IMonster.GetNaturalAttackDescs ( )

◆ GetNaturalMissDescs()

string [] Eamon.Framework.IMonster.GetNaturalMissDescs ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetParryAdjustment()

long Eamon.Framework.IMonster.GetParryAdjustment ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetParryCombatStanceString()

string Eamon.Framework.IMonster.GetParryCombatStanceString ( )

Returns

Implemented in Eamon.Game.Monster, and TheBeginnersCave.Game.Monster.

◆ GetPovString()

string Eamon.Framework.IMonster.GetPovString ( string  youString,
string  maleString,
string  femaleString,
string  neutralString,
string  groupString 
)

Parameters
youString
maleString
femaleString
neutralString
groupString
Returns

Implemented in Eamon.Game.Monster.

◆ GetProgressivelyAggressiveModifier()

long Eamon.Framework.IMonster.GetProgressivelyAggressiveModifier ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetTrendToPreferredMultiplier()

double Eamon.Framework.IMonster.GetTrendToPreferredMultiplier ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetTrendToPreferredOdds()

long Eamon.Framework.IMonster.GetTrendToPreferredOdds ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetTrendToPreferredRange()

long Eamon.Framework.IMonster.GetTrendToPreferredRange ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetWeaponAttackDescs()

string [] Eamon.Framework.IMonster.GetWeaponAttackDescs ( IArtifact  artifact)

◆ GetWeaponMissDescs()

string [] Eamon.Framework.IMonster.GetWeaponMissDescs ( IArtifact  artifact)

Parameters
artifact
Returns

Implemented in Eamon.Game.Monster, and StrongholdOfKahrDur.Game.Monster.

◆ GetWeightCarryableGronds()

long Eamon.Framework.IMonster.GetWeightCarryableGronds ( )

Returns

Implemented in Eamon.Game.Monster.

◆ GetWornList()

IList<IArtifact> Eamon.Framework.IMonster.GetWornList ( Func< IArtifact, bool >  monsterFindFunc = null,
Func< IArtifact, bool >  artifactFindFunc = null,
bool  recurse = false 
)

Parameters
monsterFindFunc
artifactFindFunc
recurse
Returns

Implemented in Eamon.Game.Monster.

◆ HasCarriedInventory()

◆ HasDeadBody()

bool Eamon.Framework.IMonster.HasDeadBody ( )

Returns

Implemented in Eamon.Game.Monster.

◆ HasHumanNaturalAttackDescs()

◆ HasMoved()

bool Eamon.Framework.IMonster.HasMoved ( long  oldLocation,
long  newLocation 
)

Parameters
oldLocation
newLocation
Returns

Implemented in Eamon.Game.Monster.

◆ HasWornInventory()

◆ IsAttackable()

bool Eamon.Framework.IMonster.IsAttackable ( IMonster  monster)

Parameters
monster
Returns

Implemented in Eamon.Game.Monster, TheWayfarersInn.Game.Monster, and OrbOfMyLife.Game.Monster.

◆ IsCarryingWeapon()

bool Eamon.Framework.IMonster.IsCarryingWeapon ( )

Returns

Implemented in Eamon.Game.Monster.

◆ IsCharacterMonster()

bool Eamon.Framework.IMonster.IsCharacterMonster ( )

Indicates whether this Monster represents the player character.

Returns
If so then true, otherwise false.

Implemented in Eamon.Game.Monster.

◆ IsDead()

bool Eamon.Framework.IMonster.IsDead ( )

Indicates whether this Monster is dead.

By default, to determine dead status the system compares DmgTaken with Hardiness.

Returns
If so then true, otherwise false.

Implemented in Eamon.Game.Monster.

◆ IsInLimbo()

bool Eamon.Framework.IMonster.IsInLimbo ( )

Returns

Implemented in Eamon.Game.Monster.

◆ IsInRoom() [1/2]

bool Eamon.Framework.IMonster.IsInRoom ( )

Returns

Implemented in Eamon.Game.Monster.

◆ IsInRoom() [2/2]

bool Eamon.Framework.IMonster.IsInRoom ( IRoom  room)

Parameters
room
Returns

Implemented in Eamon.Game.Monster.

◆ IsInRoomLit()

bool Eamon.Framework.IMonster.IsInRoomLit ( )

Returns

Implemented in Eamon.Game.Monster.

◆ IsInRoomUid()

bool Eamon.Framework.IMonster.IsInRoomUid ( long  roomUid)

Parameters
roomUid
Returns

Implemented in Eamon.Game.Monster.

◆ IsInRoomViewable()

bool Eamon.Framework.IMonster.IsInRoomViewable ( )

Returns

Implemented in Eamon.Game.Monster.

◆ IsStateDescSideNotes()

bool Eamon.Framework.IMonster.IsStateDescSideNotes ( )

Returns

Implemented in Eamon.Game.Monster.

◆ IsWeaponless()

bool Eamon.Framework.IMonster.IsWeaponless ( bool  includeWeaponFumble)

Parameters
includeWeaponFumble
Returns

Implemented in Eamon.Game.Monster.

◆ ResolveReaction() [1/2]

void Eamon.Framework.IMonster.ResolveReaction ( ICharacter  character)

Parameters
character

Implemented in Eamon.Game.Monster.

◆ ResolveReaction() [2/2]

void Eamon.Framework.IMonster.ResolveReaction ( long  charisma)

Parameters
charisma

Implemented in Eamon.Game.Monster, and TheVileGrimoireOfJaldial.Game.Monster.

◆ SetInLimbo()

void Eamon.Framework.IMonster.SetInLimbo ( )

Implemented in Eamon.Game.Monster.

◆ SetInRoom()

void Eamon.Framework.IMonster.SetInRoom ( IRoom  room)

Parameters
room

Implemented in Eamon.Game.Monster.

◆ SetInRoomUid()

void Eamon.Framework.IMonster.SetInRoomUid ( long  roomUid)

Parameters
roomUid

Implemented in Eamon.Game.Monster.

◆ ShouldCastSpell()

bool Eamon.Framework.IMonster.ShouldCastSpell ( ref Enums.Spell  spellCast,
ref IGameBase  spellTarget 
)

Parameters
spellCast
spellTarget
Returns

Implemented in Eamon.Game.Monster.

◆ ShouldCheckToAttackNonEnemy()

bool Eamon.Framework.IMonster.ShouldCheckToAttackNonEnemy ( )

Returns

Implemented in Eamon.Game.Monster, and OrbOfMyLife.Game.Monster.

◆ ShouldCombatStanceChangedConsumeTurn()

bool Eamon.Framework.IMonster.ShouldCombatStanceChangedConsumeTurn ( long  oldParry,
long  newParry 
)

Parameters
oldParry
newParry
Returns

Implemented in Eamon.Game.Monster, and TheBeginnersCave.Game.Monster.

◆ ShouldFleeRoom()

bool Eamon.Framework.IMonster.ShouldFleeRoom ( )

◆ ShouldPreferNaturalWeaponsToWeakerWeapon()

bool Eamon.Framework.IMonster.ShouldPreferNaturalWeaponsToWeakerWeapon ( IArtifact  artifact)

Parameters
artifact
Returns

Implemented in Eamon.Game.Monster, and TheWayfarersInn.Game.Monster.

◆ ShouldPrintCombatStanceChanged()

bool Eamon.Framework.IMonster.ShouldPrintCombatStanceChanged ( long  oldParry,
long  newParry 
)

Parameters
oldParry
newParry
Returns

Implemented in Eamon.Game.Monster, and TheBeginnersCave.Game.Monster.

◆ ShouldProcessInGameLoop()

bool Eamon.Framework.IMonster.ShouldProcessInGameLoop ( )

◆ ShouldReadyWeapon()

bool Eamon.Framework.IMonster.ShouldReadyWeapon ( )

◆ ShouldRefuseToAcceptDeadBody()

bool Eamon.Framework.IMonster.ShouldRefuseToAcceptDeadBody ( IArtifact  artifact)

Parameters
artifact
Returns

Implemented in Eamon.Game.Monster, and TheDeepCanyon.Game.Monster.

◆ ShouldRefuseToAcceptGift()

◆ ShouldRefuseToAcceptGold()

◆ ShouldShowContentsWhenExamined()

bool Eamon.Framework.IMonster.ShouldShowContentsWhenExamined ( )

Returns

Implemented in Eamon.Game.Monster.

◆ ShouldShowHealthStatusWhenExamined()

bool Eamon.Framework.IMonster.ShouldShowHealthStatusWhenExamined ( )

Returns

Implemented in Eamon.Game.Monster, and TheWayfarersInn.Game.Monster.

◆ ShouldShowHealthStatusWhenInventoried()

bool Eamon.Framework.IMonster.ShouldShowHealthStatusWhenInventoried ( )

◆ ShouldShowVerboseNameStateDesc()

bool Eamon.Framework.IMonster.ShouldShowVerboseNameStateDesc ( )

Returns

Implemented in Eamon.Game.Monster.

Property Documentation

◆ Agility

long Eamon.Framework.IMonster.Agility
getset

Gets or sets this Monster's Agility Stat.

◆ Armor

long Eamon.Framework.IMonster.Armor
getset

◆ AttackCount

long Eamon.Framework.IMonster.AttackCount
getset

Gets or sets the number of attacks each member in this Monster's group can make every combat round.

◆ CombatCode

CombatCode Eamon.Framework.IMonster.CombatCode
getset

Gets or sets a value indicating this Monster's behavior when in combat.

◆ Courage

long Eamon.Framework.IMonster.Courage
getset

◆ CurrGroupCount

long Eamon.Framework.IMonster.CurrGroupCount
getset

Gets or sets the current number of members in this Monster's group (will be 1 for individuals).

◆ DeadBody

long Eamon.Framework.IMonster.DeadBody
getset

Gets or sets the ArtifactUid for this Monster's dead body (may be 0 if none exists).

◆ DmgTaken

long Eamon.Framework.IMonster.DmgTaken
getset

Gets or sets the number of hit points of damage taken by this Monster, either in combat or otherwise.

◆ Field1

long Eamon.Framework.IMonster.Field1
getset

Gets or sets a value that is unused by Eamon CS, but provided for game developer usage.

◆ Field2

long Eamon.Framework.IMonster.Field2
getset

Gets or sets a value that is unused by Eamon CS, but provided for game developer usage.

◆ Friendliness

Friendliness Eamon.Framework.IMonster.Friendliness
getset

◆ Gender

Gender Eamon.Framework.IMonster.Gender
getset

Gets or sets this Monster's gender.

◆ GroupCount

long Eamon.Framework.IMonster.GroupCount
getset

Gets or sets the original number of members in this Monster's group at the beginning of the game (will be 1 for individuals).

◆ Hardiness

long Eamon.Framework.IMonster.Hardiness
getset

Gets or sets this Monster's Hardiness Stat.

◆ InitGroupCount

long Eamon.Framework.IMonster.InitGroupCount
getset

Gets or sets the initial number of members in this Monster's group at the beginning of the current combat round (will be 1 for individuals).

◆ InitParry

long Eamon.Framework.IMonster.InitParry
getset

◆ IsListed

bool Eamon.Framework.IMonster.IsListed
getset

Gets or sets a value indicating whether this Monster should be displayed in various lists.

◆ Location

long Eamon.Framework.IMonster.Location
getset

Gets or sets the location of this Monster in the game (typically a Room Uid).

◆ NwDice

long Eamon.Framework.IMonster.NwDice
getset

Gets or sets the hit dice done per attack, for Monsters that can use natural attacks (based on CombatCode).

In the XdY nomenclature used by roleplaying games, this is X.

◆ NwSides

long Eamon.Framework.IMonster.NwSides
getset

Gets or sets the hit dice sides done per attack, for Monsters that can use natural attacks (based on CombatCode).

In the XdY nomenclature used by roleplaying games, this is Y.

◆ Parry

long Eamon.Framework.IMonster.Parry
getset

◆ ParryCode

ParryCode Eamon.Framework.IMonster.ParryCode
getset

Gets or sets a value indicating this Monster's parrying behavior in combat.

◆ ParryOdds

long Eamon.Framework.IMonster.ParryOdds
getset

◆ ParryTurns

long Eamon.Framework.IMonster.ParryTurns
getset

◆ PluralType

PluralType Eamon.Framework.IMonster.PluralType
getset

Gets or sets a value indicating how this Monster's singular Name is modified to produce its plural Name.

◆ Reaction

Friendliness Eamon.Framework.IMonster.Reaction
getset

◆ Spells

IMonsterSpell [] Eamon.Framework.IMonster.Spells
getset

Gets or sets an array of MonsterSpell objects that define this Monster's spellcasting ability (NPC only).

◆ StateDesc

string Eamon.Framework.IMonster.StateDesc
getset

Gets or sets a description shown after this Monster's Name in various lists that indicates its state.

◆ Weapon

long Eamon.Framework.IMonster.Weapon
getset

Gets or sets the ArtifactUid for this Monster's readied weapon (may be 0 or negative if none exists).


The documentation for this interface was generated from the following file: