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void | ExecuteCalculateDamage (long numDice, long numSides, long mod=0, bool nonCombat=true) |
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void | ExecuteCheckMonsterStatus () |
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void | ExecuteAttack () |
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void | PrintAttack (IRoom room, IMonster actorMonster, IMonster dobjMonster, IArtifact weapon, long attackNumber, WeaponRevealType weaponRevealType) |
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void | PrintMiss (IMonster monster, IArtifact weapon) |
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void | PrintFumble () |
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void | PrintRecovered () |
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void | PrintWeaponDropped (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType) |
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void | PrintWeaponHitsUser () |
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void | PrintSparksFly (IRoom room, IMonster monster, IArtifact weapon, WeaponRevealType weaponRevealType) |
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void | PrintWeaponDamaged () |
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void | PrintWeaponBroken () |
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void | PrintBrokenWeaponHitsUser () |
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void | PrintStarPlus (IMonster monster) |
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void | PrintHit () |
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void | PrintCriticalHit () |
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void | PrintBlowTurned (IMonster monster, bool omitBboaPadding) |
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void | PrintBlowDoesDamage (bool useCurlyBraces, bool omitBboaPadding, long damage, bool appendNewLine) |
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void | PrintHealthStatus (IRoom room, IMonster actorMonster, IMonster dobjMonster, bool blastSpell, bool nonCombat) |
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void | PrintZapDirectHit () |
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void | PrintHackToBits (IArtifact artifact, IMonster monster, bool blastSpell) |
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void | PrintAlreadyBrokeIt (IArtifact artifact) |
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void | PrintNothingHappens () |
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void | PrintWhamHitObj (IArtifact artifact) |
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void | PrintSmashesToPieces (IRoom room, IArtifact artifact, bool spillContents) |
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void | PrintWeaponAbilityIncreases (Weapon w, IWeapon weapon) |
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void | PrintArmorExpertiseIncreases () |
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void | PrintSpellOverloadsBrain (Spell s, ISpell spell) |
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void | PrintSpellAbilityIncreases (Spell s, ISpell spell) |
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void | PrintSpellCastFailed (Spell s, ISpell spell) |
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void | PrintHealthImproves (IMonster monster) |
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void | PrintHealthStatus (IMonster monster, bool includeUninjuredGroupMonsters) |
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void | PrintFeelNewAgility () |
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void | PrintSonicBoom (IRoom room) |
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void | PrintFortuneCookie () |
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void | PrintTunnelCollapses (IRoom room) |
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void | PrintAllWoundsHealed () |
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void | PrintTeleportToRoom () |
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void | PrintArmorThickens () |
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void | PrintMagicSkillsIncrease () |
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long | MemberNumber [get, set] |
| Gets or sets which member of ActorMonster's group is attacking (always 1 for single Monsters). More...
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long | AttackNumber [get, set] |
| Gets or sets which attack number the ActorMonster's group member is performing (may be >= 1 based on AttackCount). More...
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bool | BlastSpell [get, set] |
| Gets or sets a value indicating whether this CombatComponent was created to inflict Blast spell damage. More...
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bool | MaxDamage [get, set] |
| Gets or sets a value indicating whether this CombatComponent always calculates initial damage done to be the maximum allowed. More...
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bool | OmitArmor [get, set] |
| Gets or sets a value indicating whether DobjMonster's armor should be omitted from damage calculations. More...
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bool | OmitMonsterStatus [get, set] |
| Gets or sets a value indicating whether this CombatComponent should omit printing DobjMonster's health status after damage is calculated. More...
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AttackResult | FixedResult [get, set] |
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WeaponRevealType | WeaponRevealType [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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