Property | Type | Description | |
---|---|---|---|
ActiveRunes | int[] | ||
CurMana | int | ||
InfiniteMana | bool | ||
InventorySpell | bool | ||
MaxMana | int | ||
ObjectInSlot | GameObject | ||
PlayerRunes | bool[] | ||
ReadiedSpell | string | ||
SpellCost | int | ||
SummonCount | long | ||
playerUW | UWCharacter |
Method | Description | |
---|---|---|
ApplySpellCost ( ) : void |
Deducts the spellcost from the players mana level
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CastEnchantment ( GameObject caster, GameObject target, int EffectID, bool ready, int SpellRule ) : SpellEffect, |
Casts the enchantment based on the spell rules, targets and ready state
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CastEnchantment ( GameObject caster, GameObject target, int EffectID, int SpellRule ) : SpellEffect, |
Casts the enchantment that may need readying
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CastEnchantmentImmediate ( GameObject caster, GameObject target, int EffectID, int SpellRule ) : SpellEffect, |
Casts the enchantment immediately
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CastTheFrog ( GameObject caster, int EffectID ) : void |
Casts bullfrog spell
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Cast_AnCorpMani ( GameObject caster, int EffectID ) : void |
Casts smite undead
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Cast_AnExPor ( GameObject caster, int EffectID ) : void |
Casts Paralyze
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Cast_AnNox ( GameObject caster, int EffectID ) : void |
Casts Cure Poison
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Cast_AnTym ( GameObject caster, int EffectID ) : void |
Casts Time Stop
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Cast_Curse ( GameObject caster, int EffectID ) : void |
Casts curse (generic)
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Cast_CursedItem ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the cursed item spell (generic)
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Cast_DetectMonster ( GameObject caster, int EffectID ) : void |
Casts detect monster.
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Cast_ExYlem ( GameObject caster, bool Ready, int EffectID ) : void |
Casts the magic open
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Cast_FlamHur ( GameObject caster, int EffectID ) : void |
Casts flame wind
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Cast_Flameproof ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the flameproof. (generic)
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Cast_FreezeTime ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts freeze time (generic)
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Cast_GravSanctPor ( GameObject caster, int EffectID ) : void |
Casts Missile Protection
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Cast_Hallucination ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the hallucination effect
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Cast_Heal ( GameObject caster, int EffectID ) : void |
Casts the heal spell (generic)
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Cast_InJux ( GameObject caster, int EffectID ) : void |
Casts rune of warding
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Cast_InManiRel ( GameObject caster, int EffectID ) : void |
Casts ally
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Cast_InManiYlem ( GameObject caster, int EffectID ) : void |
Casts Create Food
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Cast_KalMani ( GameObject caster, int EffectID ) : void |
Create Summon Monster
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Cast_Leap ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the leap spell (generic)
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Cast_Levitate ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the levitate spels (generic)
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Cast_LevitateSpells ( GameObject caster, int EffectID ) : void |
Casts the levitate spells
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Cast_Light ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the light spells (generic)
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Cast_LightSpells ( GameObject caster, int EffectID ) : void |
Casts the light spells (generic).
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Cast_Mana ( GameObject caster, int EffectID ) : void |
Casts the mana spells
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Cast_MazeNavigation ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the maze navigation spell generic
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Cast_NameEnchantment ( GameObject caster, bool Ready, int EffectID ) : void |
Casts name enchantment.
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Cast_NightVision ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the night vision (generic)
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Cast_NoxYlem ( GameObject caster, int EffectID ) : void |
Casts poison other
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Cast_OrtGrav ( GameObject caster, bool Ready, int EffectID ) : void |
Casts electric/lightning bolt.
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Cast_OrtJux ( GameObject caster, bool Ready, int EffectID ) : void |
Casts Magic Arrow/Missile
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Cast_OrtPorWis ( GameObject caster, int EffectID ) : void |
Roaming Sight
|
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Cast_OrtPorYlem ( GameObject caster, int EffectID ) : void |
Casts telekinesis
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Cast_Paralyze ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the paralyze spells (generic)
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Cast_Poison ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the poison spells (generic)
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Cast_PorFlam ( GameObject caster, bool Ready, int EffectID ) : void |
Casts the fireball spell
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Cast_QuasCorp ( GameObject caster, int EffectID ) : void |
Casts fear
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Cast_RelDesPor ( GameObject caster, int EffectID ) : void |
Casts slowfall
|
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Cast_RelTymPor ( GameObject caster, int EffectID ) : void |
Casts Speed
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Cast_Resistance ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the resistance spells (generic)
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Cast_ResistanceAgainstType ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the resistance against type spells (generic)
|
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Cast_ResistanceSpells ( GameObject caster, int EffectID ) : void |
Casts the resistance spells.
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Cast_RoamingSight ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the roaming sight generic
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Cast_RuneOfWarding ( Vector3 pos, int EffectID ) : void |
Casts the rune of warding (generic)
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Cast_SanctFlam ( GameObject caster, int EffectID ) : void |
Casts flame proof
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Cast_SanctJux ( GameObject caster, bool Ready, int EffectID ) : void |
Cast Strengthen Door
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Cast_SlowFall ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the slow fall. generic
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Cast_Speed ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the speed spells generic
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Cast_Stealth ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the stealth spells (generic)
|
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Cast_StealthSpells ( GameObject caster, int EffectID ) : void |
Casts the stealth spells.
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Cast_Telekinesis ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the telekinesis spell generic
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Cast_UusPor ( GameObject caster, int EffectID ) : void |
Cast Leap/Jump
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Cast_VasAnWis ( GameObject caster, int EffectID ) : void |
Cast Confusion
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Cast_VasKalCorp ( GameObject caster, int EffectID ) : void |
Cast Armageddon
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Cast_VasOrtGrav ( GameObject caster, int EffectID ) : void |
Casts sheet lightning
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Cast_VasPorYlem ( GameObject caster, int EffectID ) : void |
Casts tremor
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Cast_VasRelPor ( GameObject caster, int EffectID ) : void |
Casts gate travel
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Cast_WaterWalk ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void |
Casts the water walk spell (generic)
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Cast_YlemPor ( GameObject caster, int EffectID ) : void |
Casts waterwalk
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LaunchProjectile ( GameObject projectile, Ray ray, float dropRange, float force, float spread ) : void |
Launchs the projectile.
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LaunchProjectile ( GameObject projectile, float force ) : void |
Launchs the projectile directly forward
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LaunchProjectile ( GameObject projectile, float force, Vector3 direction ) : void |
Launchs the projectile along the specified vector
|
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OnGUI ( ) : void |
Handles pressing Q to cast the current spell runes
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SetSpellCost ( int SpellCircle ) : void |
Sets the spell cost based on the circle of the spell x 3
|
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SpellIncantationFailed ( GameObject caster ) : void |
Spells incantation failure
|
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TestSpell ( GameObject caster ) : void |
Special spell for testing
|
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TestSpellCast ( UWCharacter casterUW, int Rune1, int Rune2, int Rune3 ) : bool |
Checks if the player can cast the spell.
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TranslateSpellRune ( int Rune1, int Rune2, int Rune3 ) : string |
Translates the spell runes
|
|
Update ( ) : void | ||
castSpell ( GameObject caster, int Rune1, int Rune2, int Rune3, bool ready ) : void |
Casts a magic spell based on the constructed magic rune string
|
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castSpell ( GameObject caster, string MagicWords, bool ready ) : void |
Casts the spell from the selected magic runes
|
Method | Description | |
---|---|---|
CastProjectile ( GameObject caster, GameObject target, SpellProp, spellprop ) : bool |
Casts the projectile at the target
|
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CastProjectile ( GameObject caster, SpellProp, spellprop ) : bool |
Casts a magic projectile.
|
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CastProjectile ( GameObject caster, Vector3 targetV, SpellProp, spellprop ) : bool |
Casts the projectile along a vector
|
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CheckActiveSpellEffect ( GameObject caster ) : int |
Finds the first free spell effect slot for the caster.
|
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CheckPassiveSpellEffectNPC ( GameObject caster ) : int |
Finds the first free passive spell effect slot for an NPC.
|
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CheckPassiveSpellEffectPC ( GameObject caster ) : int |
Finds the first free passive spell effect slot for the player character.
|
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CreateMagicProjectile ( Vector3 Location, GameObject Caster, SpellProp, spellprop ) : GameObject |
Creates the magic projectile.
|
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GetNPCTargetRandom ( GameObject caster, |
Gets a Random NPC target
|
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GetNPCTargetRandom ( GameObject caster, |
Gets a random npc target
|
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SetSpellEffect ( GameObject caster, SpellEffect, ActiveSpellArray, int index, int EffectID ) : SpellEffect, |
Creates and sets the spell effect on the array passed
|
|
getRay ( GameObject caster ) : Ray |
Gets a raycast from the player
|
public CastEnchantment ( GameObject caster, GameObject target, int EffectID, bool ready, int SpellRule ) : SpellEffect, | ||
caster | GameObject | Caster. |
target | GameObject | Target. |
EffectID | int | Effect ID of the spell |
ready | bool | If set to |
SpellRule | int | Spell rule to apply. |
return | SpellEffect, |
public CastEnchantment ( GameObject caster, GameObject target, int EffectID, int SpellRule ) : SpellEffect, | ||
caster | GameObject | Caster. |
target | GameObject | Target. |
EffectID | int | Effect ID of the spell |
SpellRule | int | What spell rule is applicable |
return | SpellEffect, |
public CastEnchantmentImmediate ( GameObject caster, GameObject target, int EffectID, int SpellRule ) : SpellEffect, | ||
caster | GameObject | Caster. |
target | GameObject | Target. |
EffectID | int | Effect ID of the spell |
SpellRule | int | What spell rule is applicable |
return | SpellEffect, |
public CastTheFrog ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_AnCorpMani ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_AnExPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_AnNox ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_AnTym ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Curse ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_CursedItem ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_DetectMonster ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_ExYlem ( GameObject caster, bool Ready, int EffectID ) : void | ||
caster | GameObject | Caster. |
Ready | bool | If set to |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_FlamHur ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Flameproof ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_FreezeTime ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_GravSanctPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Hallucination ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect I. |
EffectSlot | int | Effect slot. |
return | void |
public Cast_Heal ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_InJux ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect I. |
return | void |
public Cast_InManiRel ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_InManiYlem ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_KalMani ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Leap ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_Levitate ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_LevitateSpells ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Light ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_LightSpells ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Mana ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_MazeNavigation ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_NameEnchantment ( GameObject caster, bool Ready, int EffectID ) : void | ||
caster | GameObject | Caster. |
Ready | bool | If set to |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_NightVision ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect I. |
EffectSlot | int | Effect slot. |
return | void |
public Cast_NoxYlem ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_OrtGrav ( GameObject caster, bool Ready, int EffectID ) : void | ||
caster | GameObject | Caster. |
Ready | bool | If set to |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_OrtJux ( GameObject caster, bool Ready, int EffectID ) : void | ||
caster | GameObject | Caster. |
Ready | bool | If set to |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_OrtPorWis ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_OrtPorYlem ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Paralyze ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_Poison ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_PorFlam ( GameObject caster, bool Ready, int EffectID ) : void | ||
caster | GameObject | Caster. |
Ready | bool | If set to |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_QuasCorp ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_RelDesPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_RelTymPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Resistance ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_ResistanceAgainstType ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_ResistanceSpells ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_RoamingSight ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_RuneOfWarding ( Vector3 pos, int EffectID ) : void | ||
pos | Vector3 | Position. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_SanctFlam ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect I. |
return | void |
public Cast_SanctJux ( GameObject caster, bool Ready, int EffectID ) : void | ||
caster | GameObject | Caster. |
Ready | bool | If set to |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_SlowFall ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_Speed ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_Stealth ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_StealthSpells ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_Telekinesis ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_UusPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_VasAnWis ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_VasKalCorp ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_VasOrtGrav ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_VasPorYlem ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_VasRelPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public Cast_WaterWalk ( GameObject caster, SpellEffect, ActiveSpellArray, int EffectID, int EffectSlot ) : void | ||
caster | GameObject | Caster. |
ActiveSpellArray | SpellEffect, | Active spell array. |
EffectID | int | Effect ID of the spell |
EffectSlot | int | Effect slot. |
return | void |
public Cast_YlemPor ( GameObject caster, int EffectID ) : void | ||
caster | GameObject | Caster. |
EffectID | int | Effect ID of the spell |
return | void |
public LaunchProjectile ( GameObject projectile, Ray ray, float dropRange, float force, float spread ) : void | ||
projectile | GameObject | Projectile. |
ray | Ray | Ray. |
dropRange | float | How far away from the caster to launch |
force | float | Force of the projectile |
spread | float | Spread radius |
return | void |
public LaunchProjectile ( GameObject projectile, float force ) : void | ||
projectile | GameObject | Projectile. |
force | float | Force to apply to the projectile |
return | void |
public LaunchProjectile ( GameObject projectile, float force, Vector3 direction ) : void | ||
projectile | GameObject | Projectile. |
force | float | Force. |
direction | Vector3 | Direction to launch the projectile in |
return | void |
public SetSpellCost ( int SpellCircle ) : void | ||
SpellCircle | int | Spell circle. |
return | void |
public SpellIncantationFailed ( GameObject caster ) : void | ||
caster | GameObject | Caster. |
return | void |
public TestSpell ( GameObject caster ) : void | ||
caster | GameObject | Caster. |
return | void |
public TestSpellCast ( UWCharacter casterUW, int Rune1, int Rune2, int Rune3 ) : bool | ||
casterUW | UWCharacter | The player character casting the spell |
Rune1 | int | Rune1. |
Rune2 | int | Rune2. |
Rune3 | int | Rune3. |
return | bool |
public TranslateSpellRune ( int Rune1, int Rune2, int Rune3 ) : string | ||
Rune1 | int | Rune1. |
Rune2 | int | Rune2. |
Rune3 | int | Rune3. |
return | string |
public castSpell ( GameObject caster, int Rune1, int Rune2, int Rune3, bool ready ) : void | ||
caster | GameObject | Caster. |
Rune1 | int | Rune1. |
Rune2 | int | Rune2. |
Rune3 | int | Rune3. |
ready | bool | |
return | void |
public castSpell ( GameObject caster, string MagicWords, bool ready ) : void | ||
caster | GameObject | Caster. |
MagicWords | string | Magic words. |
ready | bool | If set to |
return | void |