Elin Decompiled Documentation EA 23.229 Stable 1st Anniversary Patch 2
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CardBlueprint Class Reference
Inheritance diagram for CardBlueprint:
EClass

Static Public Member Functions

static CardBlueprint Chara (int lv, Rarity rarity=Rarity.Normal)
 
static void Set (CardBlueprint _bp=null)
 
static void SetNormalRarity (bool fixedMat=false)
 
static void SetRarity (Rarity q=Rarity.Normal)
 
- Static Public Member Functions inherited from EClass
static int rndSeed (int a, int seed)
 
static int rnd (long a)
 
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 

Public Attributes

int lv = -999
 
int qualityBonus
 
string idRace
 
string idJob
 
string idEle
 
Rarity rarity = Rarity.Random
 
BlessedStateblesstedState
 
bool fixedMat
 
bool tryLevelMatTier
 
bool fixedQuality
 
bool isCraft
 

Static Public Attributes

static CardBlueprint current
 
static CardBlueprint _Default = new CardBlueprint()
 
static CardBlueprint CharaGenEQ
 
static CardBlueprint DebugEQ
 
- Static Public Attributes inherited from EClass
static Core core
 

Additional Inherited Members

- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Detailed Description

Definition at line 1 of file CardBlueprint.cs.

Member Function Documentation

◆ Chara()

static CardBlueprint CardBlueprint.Chara ( int  lv,
Rarity  rarity = Rarity::Normal 
)
inlinestatic

Definition at line 41 of file CardBlueprint.cs.

42 {
43 return new CardBlueprint
44 {
45 rarity = rarity,
46 lv = lv
47 };
48 }

References lv, and rarity.

Referenced by Game.AddAdventurers().

◆ Set()

◆ SetNormalRarity()

static void CardBlueprint.SetNormalRarity ( bool  fixedMat = false)
inlinestatic

Definition at line 55 of file CardBlueprint.cs.

56 {
58 {
59 rarity = Rarity.Normal,
61 });
62 }
Rarity
Definition: Rarity.cs:2
static void Set(CardBlueprint _bp=null)

References fixedMat, rarity, and Set().

Referenced by InvOwner.Init(), Trait.OnBarter(), DramaManager.ParseLine(), DramaOutcome.QuestDefense_0(), and ActionMode.UpdateInput().

◆ SetRarity()

static void CardBlueprint.SetRarity ( Rarity  q = Rarity::Normal)
inlinestatic

Definition at line 64 of file CardBlueprint.cs.

65 {
67 {
68 rarity = q
69 });
70 }

References rarity, and Set().

Referenced by Trait.CreateStock(), and Card.SpawnLoot().

Member Data Documentation

◆ _Default

CardBlueprint CardBlueprint._Default = new CardBlueprint()
static

Definition at line 27 of file CardBlueprint.cs.

Referenced by Card.Create(), and Set().

◆ blesstedState

BlessedState? CardBlueprint.blesstedState

Definition at line 15 of file CardBlueprint.cs.

Referenced by Thing.OnCreate().

◆ CharaGenEQ

CardBlueprint CardBlueprint.CharaGenEQ
static
Initial value:
{
}
bool tryLevelMatTier

Definition at line 29 of file CardBlueprint.cs.

Referenced by Chara.SetEQQuality().

◆ current

CardBlueprint CardBlueprint.current
static

Definition at line 25 of file CardBlueprint.cs.

Referenced by Card.Create(), ActEffect.ProcAt(), and Set().

◆ DebugEQ

CardBlueprint CardBlueprint.DebugEQ
static
Initial value:
{
rarity = Rarity.Mythical,
lv = int.MaxValue,
blesstedState = ((EClass.rnd(3) == 0) ? BlessedState.Blessed : BlessedState.Cursed)
}
BlessedState
Definition: BlessedState.cs:2
BlessedState? blesstedState
Definition: EClass.cs:5
static int rnd(long a)
Definition: EClass.cs:58

Definition at line 34 of file CardBlueprint.cs.

Referenced by CoreDebug.QuickStart().

◆ fixedMat

bool CardBlueprint.fixedMat

Definition at line 17 of file CardBlueprint.cs.

Referenced by Card.Create(), and SetNormalRarity().

◆ fixedQuality

bool CardBlueprint.fixedQuality

Definition at line 21 of file CardBlueprint.cs.

Referenced by Card.Create().

◆ idEle

string CardBlueprint.idEle

Definition at line 11 of file CardBlueprint.cs.

Referenced by Chara.OnCreate(), and ActEffect.ProcAt().

◆ idJob

string CardBlueprint.idJob

Definition at line 9 of file CardBlueprint.cs.

Referenced by Chara.OnBeforeCreate().

◆ idRace

string CardBlueprint.idRace

Definition at line 7 of file CardBlueprint.cs.

Referenced by Chara.OnBeforeCreate().

◆ isCraft

bool CardBlueprint.isCraft

Definition at line 23 of file CardBlueprint.cs.

◆ lv

int CardBlueprint.lv = -999

Definition at line 3 of file CardBlueprint.cs.

Referenced by Chara(), Card.Create(), and Chara.OnCreate().

◆ qualityBonus

int CardBlueprint.qualityBonus

Definition at line 5 of file CardBlueprint.cs.

Referenced by Thing.OnCreate().

◆ rarity

Rarity CardBlueprint.rarity = Rarity.Random

Definition at line 13 of file CardBlueprint.cs.

Referenced by Chara(), Card.Create(), Thing.OnCreate(), SetNormalRarity(), and SetRarity().

◆ tryLevelMatTier

bool CardBlueprint.tryLevelMatTier

Definition at line 19 of file CardBlueprint.cs.

Referenced by Card.Create().


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