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| | NpcStats () |
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| int | getBaseDisposition () const |
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| void | setBaseDisposition (int disposition) |
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| int | getReputation () const |
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| void | setReputation (int reputation) |
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| int | getCrimeId () const |
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| void | setCrimeId (int id) |
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| const SkillValue & | getSkill (int index) const |
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| SkillValue & | getSkill (int index) |
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| void | setSkill (int index, const SkillValue &value) |
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const std::map< std::string,
int > & | getFactionRanks () const |
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| void | raiseRank (const std::string &faction) |
| | Increase the rank in this faction by 1, if such a rank exists. More...
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| void | lowerRank (const std::string &faction) |
| | Lower the rank in this faction by 1, if such a rank exists. More...
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| void | joinFaction (const std::string &faction) |
| | Join this faction, setting the initial rank to 0. More...
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| const std::set< std::string > & | getExpelled () const |
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| bool | getExpelled (const std::string &factionID) const |
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| void | expell (const std::string &factionID) |
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| void | clearExpelled (const std::string &factionID) |
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| bool | isInFaction (const std::string &faction) const |
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| float | getSkillProgressRequirement (int skillIndex, const ESM::Class &class_) const |
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| void | useSkill (int skillIndex, const ESM::Class &class_, int usageType=-1, float extraFactor=1.f) |
| | Increase skill by usage. More...
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| void | increaseSkill (int skillIndex, const ESM::Class &class_, bool preserveProgress, bool readBook=false) |
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| int | getLevelProgress () const |
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| int | getLevelupAttributeMultiplier (int attribute) const |
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| int | getSkillIncreasesForSpecialization (int spec) const |
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| void | levelUp () |
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| void | updateHealth () |
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| void | flagAsUsed (const std::string &id) |
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| bool | hasBeenUsed (const std::string &id) const |
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| int | getBounty () const |
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| void | setBounty (int bounty) |
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| int | getFactionReputation (const std::string &faction) const |
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| void | setFactionReputation (const std::string &faction, int value) |
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| bool | hasSkillsForRank (const std::string &factionId, int rank) const |
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| bool | isWerewolf () const |
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| void | setWerewolf (bool set) |
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| int | getWerewolfKills () const |
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| void | addWerewolfKill () |
| | Increments mWerewolfKills by 1. More...
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| float | getTimeToStartDrowning () const |
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| void | setTimeToStartDrowning (float time) |
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| void | writeState (ESM::NpcStats &state) const |
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| void | readState (const ESM::NpcStats &state) |
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| | CreatureStats () |
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| DrawState_ | getDrawState () const |
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| void | setDrawState (DrawState_ state) |
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| bool | needToRecalcDynamicStats () |
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| void | setNeedRecalcDynamicStats (bool val) |
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| void | addToFallHeight (float height) |
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| float | land (bool isPlayer=false) |
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| const AttributeValue & | getAttribute (int index) const |
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| const DynamicStat< float > & | getHealth () const |
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| const DynamicStat< float > & | getMagicka () const |
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| const DynamicStat< float > & | getFatigue () const |
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| const DynamicStat< float > & | getDynamic (int index) const |
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| const Spells & | getSpells () const |
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| const ActiveSpells & | getActiveSpells () const |
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| const MagicEffects & | getMagicEffects () const |
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| bool | getAttackingOrSpell () const |
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| int | getLevel () const |
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| Spells & | getSpells () |
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| ActiveSpells & | getActiveSpells () |
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| MagicEffects & | getMagicEffects () |
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| void | setAttribute (int index, const AttributeValue &value) |
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| void | setAttribute (int index, int base) |
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| void | setHealth (const DynamicStat< float > &value) |
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| void | setMagicka (const DynamicStat< float > &value) |
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| void | setFatigue (const DynamicStat< float > &value) |
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| void | setDynamic (int index, const DynamicStat< float > &value) |
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| void | modifyMagicEffects (const MagicEffects &effects) |
| | Set Modifier for each magic effect according to effects. Does not touch Base values. More...
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| void | setAttackingOrSpell (bool attackingOrSpell) |
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| void | setLevel (int level) |
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| void | setAiSetting (AiSetting index, Stat< int > value) |
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| void | setAiSetting (AiSetting index, int base) |
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| Stat< int > | getAiSetting (AiSetting index) const |
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| const AiSequence & | getAiSequence () const |
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| AiSequence & | getAiSequence () |
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| float | getFatigueTerm () const |
| | Return effective fatigue. More...
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| bool | isParalyzed () const |
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| bool | isDead () const |
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| bool | isDeathAnimationFinished () const |
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| void | setDeathAnimationFinished (bool finished) |
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| void | notifyDied () |
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| bool | hasDied () const |
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| void | clearHasDied () |
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| bool | hasBeenMurdered () const |
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| void | clearHasBeenMurdered () |
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| void | notifyMurder () |
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| void | resurrect () |
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| bool | hasCommonDisease () const |
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| bool | hasBlightDisease () const |
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| int | getFriendlyHits () const |
| | Number of friendly hits received. More...
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| void | friendlyHit () |
| | Increase number of friendly hits by one. More...
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| bool | hasTalkedToPlayer () const |
| | Has this creature talked with the player before? More...
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| void | talkedToPlayer () |
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| bool | isAlarmed () const |
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| void | setAlarmed (bool alarmed) |
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| bool | getAttacked () const |
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| void | setAttacked (bool attacked) |
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| float | getEvasion () const |
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| void | setKnockedDown (bool value) |
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| bool | getKnockedDown () const |
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| void | setKnockedDownOneFrame (bool value) |
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| bool | getKnockedDownOneFrame () const |
| | Returns true only for the first frame of the actor being knocked out; used for "onKnockedOut" command. More...
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| void | setKnockedDownOverOneFrame (bool value) |
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| bool | getKnockedDownOverOneFrame () const |
| | Returns true for all but the first frame of being knocked out; used to know to not reset mKnockedDownOneFrame. More...
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| void | setHitRecovery (bool value) |
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| bool | getHitRecovery () const |
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| void | setBlock (bool value) |
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| bool | getBlock () const |
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| std::map< SummonKey, int > & | getSummonedCreatureMap () |
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| std::vector< int > & | getSummonedCreatureGraveyard () |
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| bool | getMovementFlag (Flag flag) const |
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| void | setMovementFlag (Flag flag, bool state) |
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| bool | getStance (Stance flag) const |
| | Like getMovementFlag, but also takes into account if the flag is Forced. More...
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| void | setLastHitObject (const std::string &objectid) |
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| const std::string & | getLastHitObject () const |
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| void | setLastHitAttemptObject (const std::string &objectid) |
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| const std::string & | getLastHitAttemptObject () const |
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| void | setHitAttemptActorId (const int actorId) |
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| int | getHitAttemptActorId () const |
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| void | writeState (ESM::CreatureStats &state) const |
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| void | readState (const ESM::CreatureStats &state) |
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| void | setLastRestockTime (MWWorld::TimeStamp tradeTime) |
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| MWWorld::TimeStamp | getLastRestockTime () const |
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| void | setGoldPool (int pool) |
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| int | getGoldPool () const |
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| signed char | getDeathAnimation () const |
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| void | setDeathAnimation (signed char index) |
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| MWWorld::TimeStamp | getTimeOfDeath () const |
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| int | getActorId () |
| | Will generate an actor ID, if the actor does not have one yet. More...
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| bool | matchesActorId (int id) const |
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Additional stats for NPCs.