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Character.cs
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using System;
using LavishScriptAPI;
namespace Vanguard.ISXVG
{
/// <summary>
/// This Data Type includes all of the data available to ISXVG that can be gathered from the character Information structure.
/// </summary>
public class Character : LavishScriptObject
{
/// <summary>
/// Initializes a new instance of the <see cref="Character"/> class.
/// </summary>
public Character()
: base(LavishScript.Objects.GetObject("Me")) {}
/// <summary>
/// Initializes a new instance of the <see cref="Character"/> class.
/// </summary>
/// <param name="Copy"></param>
public Character(LavishScriptObject Copy)
: base(Copy) {}
/// <summary>
/// Gets the first name of this <see cref="Character"/>
/// </summary>
/// <value>The name of the F.</value>
public string FName { get { return GetMember<string>("FName"); } }
/// <summary>
/// Gets the last name of this <see cref="Character"/>
/// </summary>
/// <value>The name of the L.</value>
public string LName { get { return GetMember<string>("LName"); } }
/// <summary>
/// Gets the class of this <see cref="Character"/>.
/// </summary>
/// <value>The class.</value>
public string Class { get { return GetMember<string>("Class"); } }
/// <summary>
/// Gets the class abreviateion of this <see cref="Character"/>.
/// </summary>
/// <value>The class abrv.</value>
public string ClassAbrv { get { return GetMember<string>("ClassAbrv"); } }
/// <summary>
/// Gets the level of this <see cref="Character"/>.
/// </summary>
/// <value>The level.</value>
public int Level { get { return GetMember<int>("Level"); } }
/// <summary>
/// Gets the crafting level of this <see cref="Character"/>.
/// </summary>
/// <value>The crafting level.</value>
public int CraftingLevel { get { return GetMember<int>("CraftingLevel"); } }
/// <summary>
/// Gets the harvesting level of this <see cref="Character"/>.
/// </summary>
/// <value>The harvesting level.</value>
public int HarvestingLevel { get { return GetMember<int>("HarvestingLevel"); } }
/// <summary>
/// Gets the XP of this <see cref="Character"/>.
/// </summary>
/// <value>The XP.</value>
public int XP { get { return GetMember<int>("XP"); } }
/// <summary>
/// Gets the XP PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The XP PCT.</value>
public int XPPct { get { return GetMember<int>("XPPct"); } }
/// <summary>
/// Gets the XP debt PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The XP debt PCT.</value>
public int XPDebtPct { get { return GetMember<int>("XPDebtPct"); } }
/// <summary>
/// Gets the craft XP of this <see cref="Character"/>.
/// </summary>
/// <value>The craft XP.</value>
public int CraftXP { get { return GetMember<int>("CraftXP"); } }
/// <summary>
/// Gets the craft XP PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The craft XP PCT.</value>
public int CraftXPPct { get { return GetMember<int>("CraftXPPct"); } }
/// <summary>
/// Gets the harvest XP PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The harvest XP PCT.</value>
public int HarvestXPPct { get { return GetMember<int>("HarvestXPPct"); } }
/// <summary>
/// Gets the diplomacy XP PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The diplomacy XP PCT.</value>
public int DiplomacyXPPct { get { return GetMember<int>("DiplomacyXPPct"); } }
/// <summary>
/// Gets the health STR of this <see cref="Character"/>.
/// </summary>
/// <value>The health STR.</value>
public string HealthStr { get { return GetMember<string>("HealthStr"); } }
/// <summary>
/// Gets the health of this <see cref="Character"/>.
/// </summary>
/// <value>The health.</value>
public int Health { get { return GetMember<int>("Health"); } }
/// <summary>
/// Gets the health PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The health PCT.</value>
public int HealthPct { get { return GetMember<int>("HealthPct"); } }
/// <summary>
/// Gets the max health of this <see cref="Character"/>.
/// </summary>
/// <value>The max health.</value>
public int MaxHealth { get { return GetMember<int>("MaxHealth"); } }
/// <summary>
/// Gets the energy STR of this <see cref="Character"/>.
/// </summary>
/// <value>The energy STR.</value>
public string EnergyStr { get { return GetMember<string>("EnergyStr"); } }
/// <summary>
/// Gets the energy of this <see cref="Character"/>.
/// </summary>
/// <value>The energy.</value>
public int Energy { get { return GetMember<int>("Energy"); } }
/// <summary>
/// Gets the energy PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The energy PCT.</value>
public int EnergyPct { get { return GetMember<int>("EnergyPct"); } }
/// <summary>
/// Gets the max energy of this <see cref="Character"/>.
/// </summary>
/// <value>The max energy.</value>
public int MaxEnergy { get { return GetMember<int>("MaxEnergy"); } }
/// <summary>
/// Gets the endurance STR of this <see cref="Character"/>.
/// </summary>
/// <value>The endurance STR.</value>
public string EnduranceStr { get { return GetMember<string>("EnduranceStr"); } }
/// <summary>
/// Gets the endurance of this <see cref="Character"/>.
/// </summary>
/// <value>The endurance.</value>
public int Endurance { get { return GetMember<int>("Endurance"); } }
/// <summary>
/// Gets the endurance PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The endurance PCT.</value>
public int EndurancePct { get { return GetMember<int>("EndurancePct"); } }
/// <summary>
/// Gets the max endurance of this <see cref="Character"/>.
/// </summary>
/// <value>The max endurance.</value>
public int MaxEndurance { get { return GetMember<int>("MaxEndurance"); } }
/// <summary>
/// Gets the X of this <see cref="Character"/>.
/// </summary>
/// <value>The X.</value>
public float X { get { return GetMember<float>("X"); } }
/// <summary>
/// Gets the Y of this <see cref="Character"/>.
/// </summary>
/// <value>The Y.</value>
public float Y { get { return GetMember<float>("Y"); } }
/// <summary>
/// Gets the Z of this <see cref="Character"/>.
/// </summary>
/// <value>The Z.</value>
public float Z { get { return GetMember<float>("Z"); } }
/// <summary>
/// Gets the heading of this <see cref="Character"/>.
/// </summary>
/// <value>The heading.</value>
public float Heading { get { return GetMember<float>("Heading"); } }
/// <summary>
/// Gets the casting of this <see cref="Character"/>.
/// </summary>
/// <value>The casting.</value>
public string Casting { get { return GetMember<string>("Casting"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is casting.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is casting; otherwise, <c>false</c>.
/// </value>
public bool IsCasting { get { return GetMember<bool>("IsCasting"); } }
/// <summary>
/// Gets a value indicating whether [in combat].
/// </summary>
/// <value><c>true</c> if [in combat]; otherwise, <c>false</c>.</value>
public bool InCombat { get { return GetMember<bool>("InCombat"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> has defensive target.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> has defensive target; otherwise, <c>false</c>.
/// </value>
public bool HasDefensiveTarget { get { return GetMember<bool>("HasDefensiveTarget"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> has virtue.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> has virtue; otherwise, <c>false</c>.
/// </value>
public bool HasVirtue { get { return GetMember<bool>("HasVirtue"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> has combat forms.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> has combat forms; otherwise, <c>false</c>.
/// </value>
public bool HasCombatForms { get { return GetMember<bool>("HasCombatForms"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is drowning.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is drowning; otherwise, <c>false</c>.
/// </value>
public bool IsDrowning { get { return GetMember<bool>("IsDrowning"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is camping.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is camping; otherwise, <c>false</c>.
/// </value>
public bool IsCamping { get { return GetMember<bool>("IsCamping"); } }
/// <summary>
/// Gets the breath PCT of this <see cref="Character"/>.
/// </summary>
/// <value>The breath PCT.</value>
public int BreathPct { get { return GetMember<int>("BreathPct"); } }
/// <summary>
/// Gets the copper of this <see cref="Character"/>.
/// </summary>
/// <value>The copper.</value>
public int Copper { get { return GetMember<int>("Copper"); } }
/// <summary>
/// Gets the silver of this <see cref="Character"/>.
/// </summary>
/// <value>The silver.</value>
public int Silver { get { return GetMember<int>("Silver"); } }
/// <summary>
/// Gets the gold of this <see cref="Character"/>.
/// </summary>
/// <value>The gold.</value>
public int Gold { get { return GetMember<int>("Gold"); } }
/// <summary>
/// Gets the platinum of this <see cref="Character"/>.
/// </summary>
/// <value>The platinum.</value>
public int Platinum { get { return GetMember<int>("Platinum"); } }
/// <summary>
/// Gets a value indicating whether [auto follow on].
/// </summary>
/// <value><c>true</c> if [auto follow on]; otherwise, <c>false</c>.</value>
public bool AutoFollowOn { get { return GetMember<bool>("AutoFollowOn"); } }
/// <summary>
/// Gets the adv equip expertise used of this <see cref="Character"/>.
/// </summary>
/// <value>The adv equip expertise used.</value>
public int AdvEquipExpertiseUsed { get { return GetMember<int>("AdvEquipExpertiseUsed"); } }
/// <summary>
/// Gets the craft equip expertise used of this <see cref="Character"/>.
/// </summary>
/// <value>The craft equip expertise used.</value>
public int CraftEquipExpertiseUsed { get { return GetMember<int>("CraftEquipExpertiseUsed"); } }
/// <summary>
/// Gets a value indicating whether [adv equip expertise used as string].
/// </summary>
/// <value>
/// <c>true</c> if [adv equip expertise used as string]; otherwise, <c>false</c>.
/// </value>
public bool AdvEquipExpertiseUsedAsString { get { return GetMember<bool>("AdvEquipExpertiseUsedAsString"); } }
/// <summary>
/// Gets a value indicating whether [craft equip expertise used as string].
/// </summary>
/// <value>
/// <c>true</c> if [craft equip expertise used as string]; otherwise, <c>false</c>.
/// </value>
public bool CraftEquipExpertiseUsedAsString { get { return GetMember<bool>("CraftEquipExpertiseUsedAsString"); } }
/// <summary>
/// Gets the health of this <see cref="Character"/>'s target.
/// </summary>
/// <value>The target H ps.</value>
public int TargetHPs { get { return GetMember<int>("TargetHPs"); } }
/// <summary>
/// Gets the health of this <see cref="Character"/>'s target.
/// </summary>
/// <value>The target health.</value>
public int TargetHealth { get { return GetMember<int>("TargetHealth"); } }
/// <summary>
/// Gets the defensive hitpoints of the target.
/// </summary>
/// <value>The D target H ps.</value>
public int DTargetHPs { get { return GetMember<int>("DTargetHPs"); } }
/// <summary>
/// Gets the defensive hitpoints of the target as a percent.
/// </summary>
/// <value>The D target health.</value>
public int DTargetHealth { get { return GetMember<int>("DTargetHealth"); } }
/// <summary>
/// Gets the num abilities of this <see cref="Character"/>.
/// </summary>
/// <value>The num abilities.</value>
public int NumAbilities { get { return GetMember<int>("NumAbilities"); } }
/// <summary>
/// Gets a value indicating whether [have pet].
/// </summary>
/// <value><c>true</c> if [have pet]; otherwise, <c>false</c>.</value>
public bool HavePet { get { return GetMember<bool>("HavePet"); } }
/// <summary>
/// Gets the type of the pet.
/// </summary>
/// <value>The type of the pet.</value>
public string PetType { get { return GetMember<string>("PetType"); } }
/// <summary>
/// Gets a value indicating whether [have minion].
/// </summary>
/// <value><c>true</c> if [have minion]; otherwise, <c>false</c>.</value>
public bool HaveMinion { get { return GetMember<bool>("HaveMinion"); } }
/// <summary>
/// Gets the weight of this <see cref="Character"/>.
/// </summary>
/// <value>The weight.</value>
public float Weight { get { return GetMember<float>("Weight"); } }
/// <summary>
/// Gets the max weight of this <see cref="Character"/>.
/// </summary>
/// <value>The max weight.</value>
public float MaxWeight { get { return GetMember<float>("MaxWeight"); } }
/// <summary>
/// Gets a value indicating whether [in group].
/// </summary>
/// <value><c>true</c> if [in group]; otherwise, <c>false</c>.</value>
public bool InGroup { get { return GetMember<bool>("InGroup"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is sprinting.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is sprinting; otherwise, <c>false</c>.
/// </value>
public bool IsSprinting { get { return GetMember<bool>("IsSprinting"); } }
/// <summary>
/// Gets a value indicating whether [afterburner ready].
/// </summary>
/// <value><c>true</c> if [afterburner ready]; otherwise, <c>false</c>.</value>
public bool AfterburnerReady { get { return GetMember<bool>("AfterburnerReady"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> can port.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> can port; otherwise, <c>false</c>.
/// </value>
public bool CanPort { get { return GetMember<bool>("CanPort"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is grouped.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is grouped; otherwise, <c>false</c>.
/// </value>
public bool IsGrouped { get { return GetMember<bool>("IsGrouped"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is group leader.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is group leader; otherwise, <c>false</c>.
/// </value>
public bool IsGroupLeader { get { return GetMember<bool>("IsGroupLeader"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is group master looter.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is group master looter; otherwise, <c>false</c>.
/// </value>
public bool IsGroupMasterLooter { get { return GetMember<bool>("IsGroupMasterLooter"); } }
/// <summary>
/// Gets a value indicating whether [group invite pending].
/// </summary>
/// <value><c>true</c> if [group invite pending]; otherwise, <c>false</c>.</value>
public bool GroupInvitePending { get { return GetMember<bool>("GroupInvitePending"); } }
/// <summary>
/// Gets a value indicating whether this <seealso cref="Character"/> is looting.
/// </summary>
/// <value>
/// <c>true</c> if this <seealso cref="Character"/> is looting; otherwise, <c>false</c>.
/// </value>
public bool IsLooting { get { return GetMember<bool>("IsLooting"); } }
/// <summary>
/// Gets a value indicating whether [looting my corpse].
/// </summary>
/// <value><c>true</c> if [looting my corpse]; otherwise, <c>false</c>.</value>
public bool LootingMyCorpse { get { return GetMember<bool>("LootingMyCorpse"); } }
/// <summary>
/// Gets the nuke mod total of this <see cref="Character"/>.
/// </summary>
/// <value>The nuke mod total.</value>
public int NukeModTotal { get { return GetMember<int>("NukeModTotal"); } }
/// <summary>
/// Gets the heal mod total of this <see cref="Character"/>.
/// </summary>
/// <value>The heal mod total.</value>
public int HealModTotal { get { return GetMember<int>("HealModTotal"); } }
/// <summary>
/// Gets the total gen inv slots of this <see cref="Character"/>.
/// </summary>
/// <value>The total gen inv slots.</value>
public float TotalGenInvSlots { get { return GetMember<float>("TotalGenInvSlots"); } }
/// <summary>
/// Gets the inventory slots open of this <see cref="Character"/>.
/// </summary>
/// <value>The inventory slots open.</value>
public int InventorySlotsOpen { get { return GetMember<int>("InventorySlotsOpen"); } }
/// <summary>
/// Gets the gen inventory slots used of this <see cref="Character"/>.
/// </summary>
/// <value>The gen inv slots used.</value>
public float GenInvSlotsUsed { get { return GetMember<float>("GenInvSlotsUsed"); } }
/// <summary>
/// Gets the pet of this <see cref="Character"/>.
/// </summary>
/// <value>The pet.</value>
public Pet Pet
{
get
{
LavishScriptObject Obj = GetMember("Pet");
return new Pet(Obj);
}
}
/// <summary>
/// Gets the chunk of this <see cref="Character"/>.
/// </summary>
/// <value>The chunk.</value>
public Chunk Chunk
{
get
{
LavishScriptObject Obj = GetMember("Chunk");
return new Chunk(Obj);
}
}
/// <summary>
/// Gets the target of this <see cref="Character"/>.
/// </summary>
/// <value>The target.</value>
public Pawn Target
{
get
{
LavishScriptObject Obj = GetMember("Target");
return new Pawn(Obj);
}
}
/// <summary>
/// Gets the D target of this <see cref="Character"/>.
/// </summary>
/// <value>The D target.</value>
public Pawn DTarget
{
get
{
LavishScriptObject Obj = GetMember("DTarget");
return new Pawn(Obj);
}
}
/// <summary>
/// Gets the target of target of this <see cref="Character"/>.
/// </summary>
/// <value>The target of target.</value>
public Pawn TargetOfTarget
{
get
{
LavishScriptObject Obj = GetMember("TargetOfTarget");
return new Pawn(Obj);
}
}
/// <summary>
/// Gets the target of target of this <see cref="Character"/>.
/// </summary>
/// <value>To T.</value>
public Pawn ToT
{
get
{
LavishScriptObject Obj = GetMember("TargetOfTarget");
return new Pawn(Obj);
}
}
/// <summary>
/// Gets this <see cref="Character"/> in a Pawn datatype.
/// </summary>
/// <value>To pawn.</value>
public Pawn ToPawn
{
get
{
LavishScriptObject Obj = GetMember("ToPawn");
return new Pawn(Obj);
}
}
/// <summary>
/// Gets the target as encounter of this <see cref="Character"/>.
/// </summary>
/// <value>The target as encounter.</value>
public CombatNPC TargetAsEncounter
{
get
{
LavishScriptObject Obj = GetMember("TargetAsEncounter");
return new CombatNPC(Obj);
}
}
/// <summary>
/// Number of minions your character currently controls
/// </summary>
public int MinionCount { get { return GetMember<int>("Minion"); } }
/// <summary>
/// Number of abilities your character possesses
/// </summary>
public int AbilityCount { get { return GetMember<int>("NumAbilities"); } }
/// <summary>
///Number of debuffs on your current target
/// </summary>
public int TargetDebuffCount { get { return GetMember<int>("TargetDebuff"); } }
/// <summary>
/// Gets the target my debuff count of this <see cref="Character"/>.
/// </summary>
/// <value>The target my debuff count.</value>
public int TargetMyDebuffCount { get { return GetMember<int>("TargetMyDebuff"); } }
/// <summary>
/// Gets the target buff count of this <see cref="Character"/>.
/// </summary>
/// <value>The target buff count.</value>
public int TargetBuffCount { get { return GetMember<int>("TargetBuff"); } }
/// <summary>
///Number of pawns in your current encounter
/// </summary>
public int EncounterCount { get { return GetMember<int>("Encounter"); } }
/// <summary>
/// Gets the inventory count of this <see cref="Character"/>.
/// </summary>
/// <value>The inventory count.</value>
public int InventoryCount { get { return GetMember<int>("Inventory"); } }
/// <summary>
/// Total number of forms avialble to you
/// </summary>
public int FormCount { get { return GetMember<int>("Form"); } }
/// <summary>
/// Gets the current form of this <see cref="Character"/>.
/// </summary>
/// <value>The current form.</value>
public Form CurrentForm
{
get
{
LavishScriptObject Obj = GetMember("CurrentForm");
return new Form(Obj);
}
}
/// <summary>
/// Gets the target casting of this <see cref="Character"/>.
/// </summary>
/// <value>The target casting.</value>
public string TargetCasting { get { return GetMember<string>("TargetCasting"); } }
/// <summary>
/// Gets the blood union of this <see cref="Character"/>.
/// </summary>
/// <value>The blood union.</value>
public int BloodUnion { get { return GetMember<int>("BloodUnion"); } }
/// <summary>
/// Sprints this <see cref="Character"/>.
/// </summary>
/// <returns></returns>
public bool Sprint()
{
return ExecuteMethod("Sprint");
}
/// <summary>
/// Sprints using the specified percentage.
/// </summary>
/// <param name="Percentage">The percentage.</param>
/// <returns></returns>
public bool Sprint(int Percentage)
{
return ExecuteMethod("Sprint", Percentage.ToString());
}
/// <summary>
/// Afterburners this <see cref="Character"/>.
/// </summary>
/// <returns></returns>
public bool Afterburner()
{
return ExecuteMethod("Afterburner");
}
/// <summary>
/// Minions the specified minion num.
/// </summary>
/// <param name="MinionNum">The minion num.</param>
/// <returns></returns>
public Minion Minion(int MinionNum)
{
LavishScriptObject Obj = GetMember("Minion", MinionNum.ToString());
return new Minion(Obj);
}
/// <summary>
/// Minions the specified minion name.
/// </summary>
/// <param name="MinionName">Name of the minion.</param>
/// <returns></returns>
public Minion Minion(string MinionName)
{
LavishScriptObject Obj = GetMember("Minion", MinionName);
return new Minion(Obj);
}
/// <summary>
/// Minions as pawn.
/// </summary>
/// <param name="MinionNum">The minion num.</param>
/// <returns></returns>
public Pawn MinionAsPawn(int MinionNum)
{
LavishScriptObject Obj = GetMember("MinionAsPawn", MinionNum.ToString());
return new Pawn(Obj);
}
/// <summary>
/// Gets this <see cref="Character"/>s ability at the <paramref name="AbilityNum"/> index.
/// This is a 1 based index.
/// </summary>
/// <param name="AbilityNum">The ability num.</param>
/// <returns></returns>
public Ability Ability(int AbilityNum)
{
return Ability(AbilityNum.ToString());
}
/// <summary>
/// Gets this <see cref="Character"/>s ability at the <paramref name="AbilityNum"/> index.
/// This is a 1 based index.
/// </summary>
/// <param name="AbilityNum">The ability num.</param>
/// <returns></returns>
public Ability Ability(uint AbilityNum)
{
return Ability(AbilityNum.ToString());
}
/// <summary>
/// Abilities the specified ability name.
/// </summary>
/// <param name="AbilityName">Name of the ability.</param>
/// <returns></returns>
public Ability Ability(string AbilityName)
{
LavishScriptObject Obj = GetMember("Ability", AbilityName);
return new Ability(Obj);
}
/// <summary>
/// Gets an ability of this <see cref="Character"/> by its abilityID.
/// </summary>
/// <param name="id">The id.</param>
/// <returns></returns>
public Ability AbilityByID(uint id)
{
return new Ability(GetMember("Ability", "id", id.ToString()));
}
/// <summary>
/// Effects this <see cref="Character"/>.
/// </summary>
/// <returns></returns>
public EffectsManager Effect()
{
LavishScriptObject Obj = GetMember("Effect");
return new EffectsManager(Obj);
}
/// <summary>
/// Effects the specified effect num.
/// </summary>
/// <param name="EffectNum">The effect num.</param>
/// <returns></returns>
public Effect Effect(int EffectNum)
{
LavishScriptObject Obj = GetMember("Effect", EffectNum.ToString());
return new Effect(Obj);
}
/// <summary>
/// Effects the specified effect name.
/// </summary>
/// <param name="EffectName">Name of the effect.</param>
/// <returns></returns>
public Effect Effect(string EffectName)
{
LavishScriptObject Obj = GetMember("Effect", EffectName);
return new Effect(Obj);
}
/// <summary>
/// Maintaineds this <see cref="Character"/>.
/// </summary>
/// <returns></returns>
public EffectsManager Maintained()
{
LavishScriptObject Obj = GetMember("Maintained");
return new EffectsManager(Obj);
}
/// <summary>
/// Maintaineds the specified maintained num.
/// </summary>
/// <param name="MaintainedNum">The maintained num.</param>
/// <returns></returns>
public Effect Maintained(int MaintainedNum)
{
LavishScriptObject Obj = GetMember("Maintained", MaintainedNum.ToString());
return new Effect(Obj);
}
/// <summary>
/// Maintaineds the specified maintained name.
/// </summary>
/// <param name="MaintainedName">Name of the maintained.</param>
/// <returns></returns>
public Effect Maintained(string MaintainedName)
{
LavishScriptObject Obj = GetMember("Maintained", MaintainedName);
return new Effect(Obj);
}
/// <summary>
/// The number of weaknesses on a target
/// </summary>
/// <returns>int</returns>
public int TargetWeakness()
{
return GetMember<int>("TargetWeakness");
}
/// <summary>
/// The target's weakness
/// </summary>
/// <param name="TargetDebuffNum">The target weakness num.</param>
/// <returns></returns>
public TargetEffect TargetWeakness(int TargetWeaknessNum)
{
LavishScriptObject Obj = GetMember("TargetWeakness", TargetWeaknessNum.ToString());
return new TargetEffect(Obj);
}
/// <summary>
/// The target's weakness
/// </summary>
/// <param name="TargetDebuffName">Name of the weakness name.</param>
/// <returns></returns>
public TargetEffect TargetWeakness(string TargetWeaknessName)
{
LavishScriptObject Obj = GetMember("TargetWeakness", TargetWeaknessName);
return new TargetEffect(Obj);
}
/// <summary>
/// Targets the debuff.
/// </summary>
/// <param name="TargetDebuffNum">The target debuff num.</param>
/// <returns></returns>
public TargetEffect TargetDebuff(int TargetDebuffNum)
{
LavishScriptObject Obj = GetMember("TargetDebuff", TargetDebuffNum.ToString());
return new TargetEffect(Obj);
}
/// <summary>
/// Targets the debuff.
/// </summary>
/// <param name="TargetDebuffName">Name of the target debuff.</param>
/// <returns></returns>
public TargetEffect TargetDebuff(string TargetDebuffName)
{
LavishScriptObject Obj = GetMember("TargetDebuff", TargetDebuffName);
return new TargetEffect(Obj);
}
/// <summary>
/// Targets my debuff.
/// </summary>
/// <param name="TargetMyDebuffNum">The target my debuff num.</param>
/// <returns></returns>
public TargetEffect TargetMyDebuff(int TargetMyDebuffNum)
{
LavishScriptObject Obj = GetMember("TargetMyDebuff", TargetMyDebuffNum.ToString());
return new TargetEffect(Obj);
}
/// <summary>
/// Targets my debuff.
/// </summary>
/// <param name="TargetMyDebuffName">Name of the target my debuff.</param>
/// <returns></returns>
public TargetEffect TargetMyDebuff(string TargetMyDebuffName)
{
LavishScriptObject Obj = GetMember("TargetMyDebuff", TargetMyDebuffName);
return new TargetEffect(Obj);
}
/// <summary>
/// Targets the buff.
/// </summary>
/// <param name="TargetBuffNum">The target buff num.</param>
/// <returns></returns>
public TargetEffect TargetBuff(int TargetBuffNum)
{
LavishScriptObject Obj = GetMember("TargetBuff", TargetBuffNum.ToString());
return new TargetEffect(Obj);
}
/// <summary>
/// Targets the buff.
/// </summary>
/// <param name="TargetBuffName">Name of the target buff.</param>
/// <returns></returns>
public TargetEffect TargetBuff(string TargetBuffName)
{
LavishScriptObject Obj = GetMember("TargetBuff", TargetBuffName);
return new TargetEffect(Obj);
}
/// <summary>
/// Encounters the specified encounter num.
/// </summary>
/// <param name="EncounterNum">The encounter num.</param>
/// <returns></returns>
public CombatNPC Encounter(int EncounterNum)
{
LavishScriptObject Obj = GetMember("Encounter", EncounterNum.ToString());
return new CombatNPC(Obj);
}
/// <summary>
/// Encounters the specified encounter name.
/// </summary>
/// <param name="EncounterName">Name of the encounter.</param>
/// <returns></returns>
public CombatNPC Encounter(string EncounterName)
{
LavishScriptObject Obj = GetMember("Encounter", EncounterName);
return new CombatNPC(Obj);
}
/// <summary>
/// Inventories the specified parameters.
/// </summary>
/// <param name="Parameters">The parameters.</param>
/// <returns></returns>
public Item Inventory(params string[] Parameters)
{
LavishScriptObject Obj = GetMember("Inventory", Parameters);
return new Item(Obj);
}
/// <summary>
/// Inventories the specified index.
/// </summary>
/// <param name="Index">The index.</param>
/// <returns></returns>
public Item Inventory(int Index)
{
LavishScriptObject Obj = GetMember("Inventory", Index.ToString());
return new Item(Obj);
}
/// <summary>
/// Banks the specified parameters.
/// </summary>
/// <param name="Parameters">The parameters.</param>
/// <returns></returns>
public Item Bank(params string[] Parameters)
{
LavishScriptObject Obj = GetMember("Bank", Parameters);
return new Item(Obj);
}
/// <summary>
/// Banks the specified index.
/// </summary>
/// <param name="Index">The index.</param>
/// <returns></returns>
public Item Bank(int Index)
{
LavishScriptObject Obj = GetMember("Bank", Index.ToString());
return new Item(Obj);
}
/// <summary>
/// Forms the specified form num.
/// </summary>
/// <param name="FormNum">The form num.</param>
/// <returns></returns>
public Form Form(int FormNum)
{