Elin Decompiled Documentation EA 23.102 Nightly
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AI_TendAnimal Member List

This is the complete list of members for AI_TendAnimal, including all inherited members.

_mapEClassstatic
_sourceElement
_WriteNote(UINote n, Chara c, Act act)Elementinline
_WriteNote(UINote n, ElementContainer owner, Action< UINote > onWriteNote, bool isRef, bool addHeader=true)Elementinline
_zoneEClassstatic
actElement
actionIconAIAct
AddHeaderAbility(UINote n)Elementinline
AdvModeEClassstatic
Bigger(int a, int b)EClassinlinestatic
bitchAI_Fuck
BranchEClassstatic
BranchOrHomeBranchEClassstatic
CanAutofireAct
Cancel()AIActinlinevirtual
CancelOnAggroAI_Fuck
CancelWhenDamagedAI_Fuck
CancelWhenMovedAIAct
CanGainExpElement
CanLink(ElementContainer owner)Elementinlinevirtual
CanManualCancel()AIActinlinevirtual
CanPerform()Actinlinevirtual
CanPerform(Chara _cc, Card _tc=null, Point _tp=null)Actinline
CanPressRepeatAct
CanProgress()AIActinlinevirtual
CanRapidFireAct
CCActstatic
CheckLevelBonus(ElementContainer owner, UINote n=null)Elementinline
childAIAct
CloseLayersAct
ColorsEClassstatic
coreEClassstatic
CostLearnElement
CostTrainElement
CostType enum nameAct
Create(int id, int v=0)Elementinlinestatic
Create(string id, int v=1)Elementinlinestatic
CreateProgress()AIActinlinevirtual
CurrentAIAct
CurrentProgressAI_Fuck
CursorIconAct
curve(int a, int start, int step, int rate=75)EClassinlinestatic
debugEClassstatic
DisplayValueElement
DivElementstatic
Do(AIAct _seq, Func< Status > _onChildFail=null)AIActinline
DoGoto(Point pos, int dist=0, bool ignoreConnection=false, Func< Status > _onChildFail=null)AIActinline
DoGoto(Card card, Func< Status > _onChildFail=null)AIActinline
DoGoto(Card card, int dist, Func< Status > _onChildFail=null)AIActinline
DoGoto< T >(Func< Status > _onChildFail=null)AIActinline
DoGotoInteraction(Point pos, Func< Status > _onChildFail=null)AIActinline
DoGotoSpot(Card card, Func< Status > _onChildFail=null)AIActinline
DoGotoSpot< T >(Func< Status > _onChildFail=null, bool ignoreAccessType=false)AIActinline
DoGrab(Card card, int num=-1, bool pickHeld=false, Func< Status > _onChildFail=null)AIActinline
DoGrab< T >()AIActinline
DoIdle(int repeat=3)AIActinline
DoProgress()AIActinline
DoWait(int count=1)AIActinline
DropHeldOnStartAct
editorSourcesEClassstatic
ElementPowerModAct
EnumeratorAIAct
ExpToNextElement
Finish()AI_Fuckinline
forcePtActstatic
FuckType enum nameAI_Fuck
FullNameElement
gameEClassstatic
gamedataEClassstatic
Get(int id)Elementinlinestatic
GetActPlanColor()Actinlinevirtual
GetCost(Chara c)Elementinlinevirtual
GetCurrentActionText()AIActinline
GetCursorIcon(Card c)Actinlinevirtual
GetDestination()AIActinlinevirtual
GetDetail()Elementinlinevirtual
GetElementMap(int[] list)Elementinlinestatic
GetElementMap(int[] list, Dictionary< int, int > map)Elementinlinestatic
GetHintText(string str="")Actinlinevirtual
GetIcon(string suffix="")Elementinlinevirtual
GetId(string alias)Elementinlinestatic
GetMaterialSourceValue(Thing t, int v)Elementinline
GetName(string alias)Elementinlinestatic
GetParent(Card c)Elementinline
GetPower(Card c)Elementinlinevirtual
GetProgress()AIActinline
GetRandomElement(int lv=1)Elementinlinestatic
GetResistDamage(int dmg, int v, int power=0)Elementinlinestatic
GetResistLv(int v)Elementinlinestatic
GetSortVal(UIList.SortMode m)Elementinline
GetSource()Elementinlinevirtual
GetSourcePotential(int v)Elementinlinevirtual
GetSourceValue(int v, int lv, SourceValueType type)Elementinlinevirtual
GetSprite()Actinlinevirtual
GetStateIcon()AIActinlinevirtual
GetText(string str="")Actinlinevirtual
GetTextSmall(Card c)Actinlinevirtual
HasProgressAIAct
HasTag(string tag)Elementinline
HaveLongPressActionAct
HideRightInfoAct
HomeEClassstatic
IDAct
idElement
InformCancelAIAct
IsActAIAct
IsActive(Card c)Elementinline
IsAutoTurnAI_Fuck
IsChildRunningAIAct
IsCrimeAct
IsFactionElement(Chara c)Elementinline
IsFactionWideElementElement
isFailAIAct
IsFlagElement
IsFoodTraitElement
IsFoodTraitMainElement
IsGlobalElementElement
IsHostileActAct
IsIdleAIAct
IsMainAttributeElement
IsMoveAIAIAct
IsNoGoalAIAct
IsPartyWideElementElement
IsPurchaseFeatReqMet(ElementContainer owner, int lv=-1)Elementinlinevirtual
IsRunningAIAct
IsTargetHostileParty()Actinline
IsToolValid()AIActinlinevirtual
IsTraitElement
IsValidTC(Card c)Actinlinevirtual
KeepRunning()AIActinline
LeftHandAct
List_BodyElementstatic
List_MainAttributesElementstatic
List_MainAttributesMajorElementstatic
List_MindElementstatic
ListAttackElementsElementstatic
ListElementsElementstatic
LocalActAct
MaxProgressAI_Fuck
maxProgressAI_Fuck
MaxRadiusAct
MaxRestartAIAct
MinPotentialElement
MinValueElement
NameAIAct
ntrAI_Fuck
OnBeforeProgress()AIActinlinevirtual
OnCancel()AIActinlinevirtual
OnCancelOrSuccess()AIActinlinevirtual
OnChangeValue()Elementinlinevirtual
onChildFailAIAct
OnCreateProgress(Progress_Custom p)AIActinlinevirtual
OnMarkMapHighlights()Actinlinevirtual
OnProgress()AIActinlinevirtual
OnProgressComplete()AIActinlinevirtual
OnReset()AIActinlinevirtual
OnSetOwner()AIActinlinevirtual
OnSimulatePosition()AIActinlinevirtual
OnSimulateZone(int days)AIActinlinevirtual
OnStart()AIActinlinevirtual
OnSuccess()AIActinlinevirtual
OnWriteNote(UINote n, ElementContainer owner)Elementinlinevirtual
ownerAIAct
parentAIAct
pcEClassstatic
Perform()AIActinlinevirtual
Act.Perform(Chara _cc, Card _tc=null, Point _tp=null)Actinline
PerformDistanceAct
PickHeldOnStartAct
playerEClassstatic
PotentialElement
PotentialAsStockElement
powerModActstatic
progressAI_Fuck
PushCharaAI_Fuck
RadiusAct
RapidDelayAct
RenderThingAIAct
RequireToolAct
Reset()AIActinline
ResetAxisAct
Restart()AIActinline
restartCountAIAct
RightHandAct
rnd(int a)EClassinlinestatic
rndf(float a)EClassinlinestatic
rndHalf(int a)EClassinlinestatic
rndSqrt(int a)EClassinlinestatic
Run()AI_Fuckinlinevirtual
sceneEClassstatic
screenEClassstatic
sellAI_Fuck
SetChild(AIAct seq, Func< Status > _onChildFail=null)AIActinline
SetImage(Image image)Actinline
SetOwner(Chara c)AIActinline
SetReference(Chara _cc, Card _tc=null, Point _tp=null)Actinlinestatic
SetTextValue(UIText text)Elementinlinevirtual
settingEClassstatic
SetTool(Thing t)Actinlinestatic
ShortNameElement
ShouldAllyAttack(Chara tg)AI_TendAnimalinlinevirtual
ShouldMapHighlight(Point p)Actinlinevirtual
ShowAutoAct
ShowBonusesElement
ShowCursorAIAct
ShowEncNumberElement
ShowMapHighlightAct
ShowMapHighlightBlockAct
ShowMouseHint(Card c)Actinlinevirtual
ShowMsgOnValueChangedElement
ShowPotentialAIAct
ShowProgressAIAct
ShowRelativeAttributeAIAct
ShowValueElement
ShowXPElement
SimulateZone(int days)AIActinline
Smaller(int a, int b)EClassinlinestatic
SortVal(bool charaSheet=false)Elementinline
SoundEClassstatic
sourceElement
sourcesEClassstatic
Start()AIActinline
stateIconAIActprotected
Status enum nameAIAct
statusAIAct
Success(Action action=null)AIActinline
succubusAI_Fuck
targetAI_Fuck
TargetTypeAI_Fuck
TCActstatic
Tick()AIActinline
TickChild()AIActinline
TOOLActstatic
ToString()AIActinline
totalAffinityAI_Fuck
TPActstatic
TryCancel(Card c)AIActinline
TypeAI_TendAnimal
uiEClassstatic
UseExpModElement
UsePotentialAIAct
UseTurboAIAct
ValueElement
ValueWithoutLinkElement
vBaseElement
vExpElement
vLinkElement
VoidElementstatic
vPotentialElement
vSourceElement
vSourcePotentialElement
vTempPotentialElement
Wait(float a, Card c)EClassinlinestatic
Wait(float a, Point p)EClassinlinestatic
WildsEClassstatic
WillEndTurnAct
worldEClassstatic
WriteNote(UINote n, ElementContainer owner=null, Action< UINote > onWriteNote=null)Elementinline
WriteNoteWithRef(UINote n, ElementContainer owner, Action< UINote > onWriteNote, Element refEle)Elementinline
WritePurchaseReq(UINote n, int lv=1)Elementinlinevirtual