프로퍼티 | 타입 | 설명 | |
---|---|---|---|
MaxDiscipline | double | ||
MaxEnergy | double | ||
TotalResourceCostReduction | decimal | ||
TotalSkillCooldownReduction | decimal |
프로퍼티 | 타입 | 설명 | |
---|---|---|---|
ActiveBountyChangedHandler | void | ||
CheckActiveBounty | void | ||
EquippmentChangedHandler | void | ||
OnLevelAreaIDChangedHandler | void | ||
RefreshMovementCache | void | ||
UpdateStaticProperties | void | ||
healthvalueChanged | void | ||
levelareaIDchanged | void | ||
positionChangedHandler | void |
메소드 | 설명 | |
---|---|---|
ActiveHero ( ) : System | ||
DebugString ( ) : string | ||
Update ( bool combat = false, bool force = false ) : void | ||
WaitWhileAnimating ( int iMaxSafetyLoops = 10, bool bWaitForAttacking = false ) : void |
메소드 | 설명 | |
---|---|---|
ActiveBountyChangedHandler ( ) : void | ||
CheckActiveBounty ( ) : void | ||
EquippmentChangedHandler ( ) : void | ||
OnLevelAreaIDChangedHandler ( int ID ) : void | ||
RefreshMovementCache ( ) : void | ||
UpdateStaticProperties ( ) : void | ||
healthvalueChanged ( double oldvalue, double newvalue ) : void | ||
levelareaIDchanged ( int ID ) : void | ||
positionChangedHandler ( System.Vector3 position ) : void |
public Update ( bool combat = false, bool force = false ) : void | ||
combat | bool | |
force | bool | |
리턴 | void |
public WaitWhileAnimating ( int iMaxSafetyLoops = 10, bool bWaitForAttacking = false ) : void | ||
iMaxSafetyLoops | int | |
bWaitForAttacking | bool | |
리턴 | void |
public static decimal TotalResourceCostReduction | ||
리턴 | decimal |