Elin Decompiled Documentation EA 23.102 Nightly
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CellEffect Class Reference
Inheritance diagram for CellEffect:
EClass

Public Attributes

int[] ints = new int[8]
 
string[] strs = new string[1]
 
SourceCellEffect.Row _source
 

Properties

int id [get, set]
 
int amount [get, set]
 
EffectId idEffect [get, set]
 
int power [get, set]
 
int color [get, set]
 
bool isHostileAct [get, set]
 
bool isBlessed [get, set]
 
bool isCursed [get, set]
 
int idEle [get, set]
 
string n1 [get, set]
 
SourceCellEffect.Row source [get]
 
bool IsFire [get]
 
bool IsLiquid [get]
 
int FireAmount [get]
 
int LiquidAmount [get]
 
bool WillFade [get]
 
- 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]
 

Additional Inherited Members

- Static Public Member Functions inherited from EClass
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)
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 3 of file CellEffect.cs.

Member Data Documentation

◆ _source

SourceCellEffect.Row CellEffect._source

Definition at line 11 of file CellEffect.cs.

◆ ints

int [] CellEffect.ints = new int[8]

Definition at line 6 of file CellEffect.cs.

◆ strs

string [] CellEffect.strs = new string[1]

Definition at line 9 of file CellEffect.cs.

Property Documentation

◆ amount

int CellEffect.amount
getset

Definition at line 25 of file CellEffect.cs.

26 {
27 get
28 {
29 return ints[1];
30 }
31 set
32 {
33 ints[1] = value;
34 }
35 }
int[] ints
Definition: CellEffect.cs:6

Referenced by GameUpdater.FastSurfaceUpdater.FixedUpdate(), and Map.ModLiquid().

◆ color

int CellEffect.color
getset

Definition at line 61 of file CellEffect.cs.

62 {
63 get
64 {
65 return ints[4];
66 }
67 set
68 {
69 ints[4] = value;
70 }
71 }

Referenced by BaseTileMap.DrawTile().

◆ FireAmount

int CellEffect.FireAmount
get

Definition at line 149 of file CellEffect.cs.

150 {
151 get
152 {
153 if (id != 3)
154 {
155 return 0;
156 }
157 return amount;
158 }
159 }
int amount
Definition: CellEffect.cs:26

Referenced by BaseTileMap.DrawRoof(), TileMapElona.DrawTile(), and Map.ModFire().

◆ id

int CellEffect.id
getset

Definition at line 13 of file CellEffect.cs.

14 {
15 get
16 {
17 return ints[0];
18 }
19 set
20 {
21 ints[0] = value;
22 }
23 }

Referenced by Chara._Move(), ActMelee.Attack(), ActRanged.Perform(), and Chara.Tick().

◆ idEffect

EffectId CellEffect.idEffect
getset

Definition at line 37 of file CellEffect.cs.

38 {
39 get
40 {
41 return ints[2].ToEnum<EffectId>();
42 }
43 set
44 {
45 ints[2] = (int)value;
46 }
47 }
EffectId
Definition: EffectId.cs:2

Referenced by Chara.Tick().

◆ idEle

int CellEffect.idEle
getset

Definition at line 109 of file CellEffect.cs.

110 {
111 get
112 {
113 return ints[6];
114 }
115 set
116 {
117 ints[6] = value;
118 }
119 }

◆ isBlessed

bool CellEffect.isBlessed
getset

Definition at line 85 of file CellEffect.cs.

86 {
87 get
88 {
89 return (ints[5] & 4) != 0;
90 }
91 set
92 {
93 ints[5] = (value ? (ints[5] | 4) : (ints[5] & -5));
94 }
95 }

Referenced by Chara.Tick().

◆ isCursed

bool CellEffect.isCursed
getset

Definition at line 97 of file CellEffect.cs.

98 {
99 get
100 {
101 return (ints[5] & 8) != 0;
102 }
103 set
104 {
105 ints[5] = (value ? (ints[5] | 8) : (ints[5] & -9));
106 }
107 }

Referenced by Chara.Tick().

◆ IsFire

bool CellEffect.IsFire
get

◆ isHostileAct

bool CellEffect.isHostileAct
getset

Definition at line 73 of file CellEffect.cs.

74 {
75 get
76 {
77 return (ints[5] & 2) != 0;
78 }
79 set
80 {
81 ints[5] = (value ? (ints[5] | 2) : (ints[5] & -3));
82 }
83 }

Referenced by Chara.Tick().

◆ IsLiquid

bool CellEffect.IsLiquid
get

Definition at line 137 of file CellEffect.cs.

138 {
139 get
140 {
141 if (id != 1 && id != 2)
142 {
143 return id == 4;
144 }
145 return true;
146 }
147 }

Referenced by BaseTileMap.DrawTile(), and TileMapElona.DrawTile().

◆ LiquidAmount

int CellEffect.LiquidAmount
get

Definition at line 161 of file CellEffect.cs.

162 {
163 get
164 {
165 if (!IsLiquid)
166 {
167 return 0;
168 }
169 return amount;
170 }
171 }
bool IsLiquid
Definition: CellEffect.cs:138

◆ n1

string CellEffect.n1
getset

Definition at line 121 of file CellEffect.cs.

122 {
123 get
124 {
125 return strs[0];
126 }
127 set
128 {
129 strs[0] = value;
130 }
131 }
string[] strs
Definition: CellEffect.cs:9

◆ power

int CellEffect.power
getset

Definition at line 49 of file CellEffect.cs.

50 {
51 get
52 {
53 return ints[3];
54 }
55 set
56 {
57 ints[3] = value;
58 }
59 }

Referenced by Chara._Move(), and Chara.Tick().

◆ source

SourceCellEffect.Row CellEffect.source
get

Definition at line 133 of file CellEffect.cs.

Referenced by BaseTileMap.DrawTile(), and TileMapElona.DrawTile().

◆ WillFade

bool CellEffect.WillFade
get

Definition at line 173 of file CellEffect.cs.

Referenced by GameUpdater.FastSurfaceUpdater.FixedUpdate().


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