Elin Decompiled Documentation EA 23.102 Nightly
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GoalHobby Member List

This is the complete list of members for GoalHobby, 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
BranchEClassstatic
BranchOrHomeBranchEClassstatic
CanAutofireAct
Cancel()AIActinlinevirtual
CancelOnAggroAIAct
CancelWhenDamagedAIAct
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
CurrentProgressAIAct
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
Duplicate()Goalinline
editorSourcesEClassstatic
ElementPowerModAct
EnumeratorAIAct
ExpToNextElement
FindWork(Chara c, bool setAI=true)GoalWorkinline
forcePtActstatic
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
GetWorks()GoalHobbyinlinevirtual
HasProgressAIAct
HasTag(string tag)Elementinline
HaveLongPressActionAct
HideRightInfoAct
HomeEClassstatic
IDAct
idElement
InformCancelGoal
IsActAIAct
IsActive(Card c)Elementinline
IsAutoTurnAIAct
IsChildRunningAIAct
IsCrimeAct
IsFactionElement(Chara c)Elementinline
IsFactionWideElementElement
isFailAIAct
IsFlagElement
IsFoodTraitElement
IsFoodTraitMainElement
IsGlobalElementElement
IsHobbyGoalHobby
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
MaxProgressAIAct
MaxRadiusAct
MaxRestartAIAct
MinPotentialElement
MinValueElement
NameAIAct
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()GoalWorkinlinevirtual
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
PushCharaAIAct
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()GoalWorkinlinevirtual
sceneEClassstatic
screenEClassstatic
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)AIActinlinevirtual
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
TargetTypeAct
TCActstatic
Tick()AIActinline
TickChild()AIActinline
TOOLActstatic
ToString()AIActinline
TPActstatic
TryCancel(Card c)AIActinline
TryWork(BaseArea destArea, bool setAI=true)GoalWorkinline
TryWork(BaseArea destArea, Hobby h, bool setAI)GoalWorkinline
uiEClassstatic
UseExpModElement
UsePotentialAIAct
UseTurboAIAct
ValidateHobby(Chara c)GoalWorkinline
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