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CreateActor ( OwningFactions owner, int skillLevel ) : |
Creates an actor owned by a particular faction having a level +- 25% of the level passed. The actual actor will be chosen according to the actual level The worth of the equipment the actor is as described in the database for the chosen actor Actors chosen will be of the warrior profession
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CreateActor ( string enemyType, string enemyTag, bool intelligent, int level, int gearCost, Gender gender, int &enemyID, ActorProfession profession = null ) : |
Creates an Enemy of a paticular type (optional), having a particular tag (optional) and having a particular intelligence (optional). Will return the enemy ID so that you can get the actual item from the crea
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CreateActors ( OwningFactions owner, ActorProfession profession, int total ) : DRObjects.Actor[] |
Creates a number of actors for a particular owner and profession. It will also balance the level and difficulty of acctors, and will create a hierarchy of warriors. Do not use this for animals If there are no actors of that particular type for that profession, will not create anything
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CreateAnimalHerds ( GlobalBiome biome, bool domesticated, string tag, int herds ) : List
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Create a number of herds of particular types of animal. This could be limited to just one animal per herd depending on the type of animal
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GenerateAnatomy ( string race ) : IAnatomy | ||
GenerateAttributes ( string race, ActorProfession profession, int level, |
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GenerateEquippedItems ( int totalCost, ActorProfession profession = null ) : InventoryItem>.Dictionary |
Generates a set of equipped items, not exceeding the total cost. If actor profession is not passed, will assume a balanced warrior, otherwise will emphasise on the profession
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GetEnemyData ( int enemyID ) : |
Gets enemy data for a particular enemy with a particular ID Will also calculate any random effects as required, so this will not be deterministic if you run it more than once.
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GetEnemyType ( bool intelligent ) : string |
Picks a random enemy type which is either intelligent or unintelligent
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ReadRaceData ( int raceID ) : |
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RegenerateBandit ( |
Regenerate the stats of a human bandit such that it retains any missions it has, however it will be of a particular level with a particular gear cost Will also pick the correct bandit icon depending on level
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RegenerateOrc ( |
Regenerates the stats of an orc such that it retains any missions it has, however will be of a particular level with a particular gear cost Will also pick the correct orc icon depending on level
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ReadRaceData ( string race ) : |
Reads the race data for a particular race
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public static CreateActor ( OwningFactions owner, int skillLevel ) : |
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owner | OwningFactions | |
skillLevel | int | |
리턴 |
public static CreateActor ( string enemyType, string enemyTag, bool intelligent, int level, int gearCost, Gender gender, int &enemyID, ActorProfession profession = null ) : |
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enemyType | string | |
enemyTag | string | |
intelligent | bool | |
level | int | The skill level of this enemy |
gearCost | int | The total cost of this unit's equipped items |
gender | Gender | |
enemyID | int | |
profession | ActorProfession | |
리턴 |
public static CreateActors ( OwningFactions owner, ActorProfession profession, int total ) : DRObjects.Actor[] | ||
owner | OwningFactions | |
profession | ActorProfession | |
total | int | |
리턴 | DRObjects.Actor[] |
public static CreateAnimalHerds ( GlobalBiome biome, bool domesticated, string tag, int herds ) : List
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biome | GlobalBiome | The biome the animal lives in. If it is null, it'll be ignored |
domesticated | bool | Whether the animal is domesticated or not. If null, it'll be ignored |
tag | string | If contains a tag, will ignore all other values and generate one having the right tag |
herds | int | The total amount of herds to be created |
리턴 | List
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public static GenerateAnatomy ( string race ) : IAnatomy | ||
race | string | |
리턴 | IAnatomy |
public static GenerateAttributes ( string race, ActorProfession profession, int level, |
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race | string | |
profession | ActorProfession | |
level | int | |
actor | ||
리턴 |
public static GenerateEquippedItems ( int totalCost, ActorProfession profession = null ) : InventoryItem>.Dictionary |
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totalCost | int | |
profession | ActorProfession | |
리턴 | InventoryItem>.Dictionary |
public static GetEnemyData ( int enemyID ) : |
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enemyID | int | |
리턴 |
public static GetEnemyType ( bool intelligent ) : string | ||
intelligent | bool | |
리턴 | string |
public static ReadRaceData ( int raceID ) : |
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raceID | int | |
리턴 |
public static RegenerateBandit ( |
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actor | ||
level | int | |
gearCost | int | |
리턴 | void |
public static RegenerateOrc ( |
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actor | ||
level | int | |
gearCost | int | |
리턴 | void |