SR Squad Manager Plugin Interfaces
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SquadManagerPluginInterfaces.ISquadManagerCharacterInterface Interface Reference

Public Member Functions

System.Drawing.Image GetImage (int maxSize=0)
 Returns the portrait/icon of a character if one is available, or the default picture (that blue guy with shades).
 
void AppendToDescription (string text)
 Appends text to the characters existing description. If the actor type doesn't allow description changes, this function does nothing.
 
Attribute GetAttribute (Attribute.Type type)
 Returns the (read-only) attribute of given type for this actor. Throws an ArgumentException if the attribute type is not available for the character type, e.g. asking a human for "RESONANCE" or a persona for "REA".
 
float GetEssence ()
 Returns the current essence of the character.
 
Skill GetSkill (string name)
 Looks for the given skill and returns it. Can also be used to look for similar things, like programs for personas. Value of the skill will be -1 if the skill is not found or otherwise available (e.g. the program is there, but no loaded). If a skill can't be defaulted on, you have to manage this yourself, as the skill will still be returned with a value of -1. It is recommended to search for the english skill name, but other languages will work if it matches the users UI language.
 
int GetPool (string name)
 Gets both the searches skill and the connected attribute values and calculates the resulting dice pool. This includes the rules for defaulting (always assuming defaulting is possible!), and returns the full "negative pool" if no dice remain, so that other modifiers may still be applied (e.g. defaulting on an attribute of 2 with damage modifiers of -3 returns a "pool" of -2).
 
int GetRemainingEdge ()
 Returns the amount of remaining Edge. (The Edge maximum can be queried with GetAttribute.)
 
bool UseEdge ()
 Tries to use an Edge point. Returns TRUE if an Edge point was available and spent or FALSE otherwise.
 
int ChangeEdge (int delta)
 Tries to change the remaining Edge by delta (+ or -). Returns the remaining Edge after the change, capped by 0 and the attribute maximum.
 
bool BurnEdge ()
 Tries to permanently burn an Edge point. This should never be done automatically! Returns TRUE if the Edge was burned successfully and FALSE otherwise.
 
TestResultSuccess GetTestResult (int Attribute, int Skill, int Mod)
 Get the result for a SUCCESS Test. Results will be automatically created for both NPCs and PCs.
 
TestResultSuccess GetTestResult (int Pool)
 Get the result for a SUCCESS Test. Results will be automatically created for both NPCs and PCs.
 
TestResultExtended GetTestResult (int Attribute, int Skill, int Mod, int Target)
 Get the result for an EXTENDED Test. Results will be automatically created for both NPCs and PCs.
 
TestResultExtended GetTestResult (int Pool, int Target)
 Get the result for an EXTENDED Test. Results will be automatically created for both NPCs and PCs.
 
ConditionMonitor GetDamage ()
 Returns the full, current, read-only condition monitor of the actor. Values that are not available (e.g. stun for vehicles) will always be 0. Type-specific damage types (e.g. matrix damage for personas) will be stored as physical damage.
 
void SetDamage (int stun, int physical, int overflow, bool stable)
 Sets the damage track to the corresponding values. Damage types that are not available for some actor types are ignored (e.g. stun damage for a vehicle).
 
void SetTag (string key, string value)
 Stores an arbitrary string with the character. These values can be saved with the character, but there is no guarantee that the user actually does this.
 
string GetTag (string key)
 Returns the stored value for key, or NULL if no value is stored for this key.
 
void ClearTag (string key)
 Removes any value that might be stored under the given key.
 

Properties

string Name [get]
 The given name of the actor, usually the street name of a character.
 
bool NPC [get]
 A value indicating if this actor is an NPC (true) or a PC (false).
 
string Type [get]
 A value describing the type of the actor, e.g. their metatype ("Dwarf") or something like "Persona" or "Ghost".
 
string Description [get]
 The description, story and comments of this character. If the actor type doesn't allow descriptions, this returns null.
 

Member Function Documentation

void SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.AppendToDescription ( string  text)

Appends text to the characters existing description. If the actor type doesn't allow description changes, this function does nothing.

Parameters
textThe text added to the characters description.
bool SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.BurnEdge ( )

Tries to permanently burn an Edge point. This should never be done automatically! Returns TRUE if the Edge was burned successfully and FALSE otherwise.

int SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.ChangeEdge ( int  delta)

Tries to change the remaining Edge by delta (+ or -). Returns the remaining Edge after the change, capped by 0 and the attribute maximum.

Parameters
deltaThe positive or negative change in remaining Edge
void SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.ClearTag ( string  key)

Removes any value that might be stored under the given key.

Parameters
keyThe unique key, by which the value is stored. This is not exclusive per plugin, so other plugins can overwrite values if their key names collide. Choose wisely!
Attribute SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetAttribute ( Attribute.Type  type)

Returns the (read-only) attribute of given type for this actor. Throws an ArgumentException if the attribute type is not available for the character type, e.g. asking a human for "RESONANCE" or a persona for "REA".

Exceptions
ArgumentException
Parameters
typeThe type of the attribute in question.
ConditionMonitor SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetDamage ( )

Returns the full, current, read-only condition monitor of the actor. Values that are not available (e.g. stun for vehicles) will always be 0. Type-specific damage types (e.g. matrix damage for personas) will be stored as physical damage.

float SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetEssence ( )

Returns the current essence of the character.

System.Drawing.Image SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetImage ( int  maxSize = 0)

Returns the portrait/icon of a character if one is available, or the default picture (that blue guy with shades).

Parameters
maxSizeWhen given, the picture will be scaled down, so that the longer side is maxSize pixel. The scaling conserves aspect ratio.
Returns
The image of the actor
int SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetPool ( string  name)

Gets both the searches skill and the connected attribute values and calculates the resulting dice pool. This includes the rules for defaulting (always assuming defaulting is possible!), and returns the full "negative pool" if no dice remain, so that other modifiers may still be applied (e.g. defaulting on an attribute of 2 with damage modifiers of -3 returns a "pool" of -2).

Parameters
nameThe skill name to search (preferably english)
int SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetRemainingEdge ( )

Returns the amount of remaining Edge. (The Edge maximum can be queried with GetAttribute.)

See Also
GetAttribute
Skill SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetSkill ( string  name)

Looks for the given skill and returns it. Can also be used to look for similar things, like programs for personas. Value of the skill will be -1 if the skill is not found or otherwise available (e.g. the program is there, but no loaded). If a skill can't be defaulted on, you have to manage this yourself, as the skill will still be returned with a value of -1. It is recommended to search for the english skill name, but other languages will work if it matches the users UI language.

Parameters
nameSkill name to search for (preferably english)
string SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetTag ( string  key)

Returns the stored value for key, or NULL if no value is stored for this key.

Parameters
keyThe unique key, by which the value is stored. This is not exclusive per plugin, so other plugins can overwrite values if their key names collide. Choose wisely!
TestResultSuccess SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetTestResult ( int  Attribute,
int  Skill,
int  Mod 
)

Get the result for a SUCCESS Test. Results will be automatically created for both NPCs and PCs.

Parameters
AttributeRating of the connected attribute.
SkillRating of the asked skill. The rule for defaulting will be used if this is 0.
ModAdditional dice pool modifiers.
Returns
Success Test result struct.
See Also
TestResultSuccess
TestResultSuccess SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetTestResult ( int  Pool)

Get the result for a SUCCESS Test. Results will be automatically created for both NPCs and PCs.

Parameters
PoolTotal dice pool to be used.
Returns
Success Test result struct.
See Also
TestResultSuccess
TestResultExtended SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetTestResult ( int  Attribute,
int  Skill,
int  Mod,
int  Target 
)

Get the result for an EXTENDED Test. Results will be automatically created for both NPCs and PCs.

Parameters
AttributeRating of the connected attribute.
SkillRating of the asked skill. The rule for defaulting will be used if this is 0.
ModAdditional dice pool modifiers.
TargetTarget number for this test.
Returns
Extended Test result struct.
See Also
TestResultExtended
TestResultExtended SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetTestResult ( int  Pool,
int  Target 
)

Get the result for an EXTENDED Test. Results will be automatically created for both NPCs and PCs.

Parameters
PoolTotal dice pool to be used.
TargetTarget number for this test.
Returns
Extended Test result struct.
See Also
TestResultExtended
void SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.SetDamage ( int  stun,
int  physical,
int  overflow,
bool  stable 
)

Sets the damage track to the corresponding values. Damage types that are not available for some actor types are ignored (e.g. stun damage for a vehicle).

Parameters
stunStun damage, only available for some actor types (e.g. meta humans)
physicalPhysical damage for meta humans, default damage for other types (e.g. matrix damage for personas)
overflowOverflow damage, only available for some actor types (e.g. meta humans)
stableTRUE if the character should be stable, FALSE if they're slowly bleeding to death. Only available where overflow is available, too.
void SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.SetTag ( string  key,
string  value 
)

Stores an arbitrary string with the character. These values can be saved with the character, but there is no guarantee that the user actually does this.

Since key names are non-exclusive and can collide with other plugins, it might be a good idea to prefix your own keys with your plugin name and/or publish a list of your used keys somewhere to avoid accidental collisions or ease communication across plugins.

Parameters
keyThe unique key, by which the value is stored. This is not exclusive per plugin, so other plugins can overwrite values if their key names collide. Choose wisely!
valueAny string that should be stored with the character.
bool SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.UseEdge ( )

Tries to use an Edge point. Returns TRUE if an Edge point was available and spent or FALSE otherwise.

Property Documentation

string SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.Description
get

The description, story and comments of this character. If the actor type doesn't allow descriptions, this returns null.

string SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.Name
get

The given name of the actor, usually the street name of a character.

bool SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.NPC
get

A value indicating if this actor is an NPC (true) or a PC (false).

string SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.Type
get

A value describing the type of the actor, e.g. their metatype ("Dwarf") or something like "Persona" or "Ghost".


The documentation for this interface was generated from the following file: