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. | |
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.
text | The 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.
delta | The positive or negative change in remaining Edge |
void SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.ClearTag | ( | string | key | ) |
Removes any value that might be stored under the given key.
key | The 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".
ArgumentException |
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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).
maxSize | When given, the picture will be scaled down, so that the longer side is maxSize pixel. The scaling conserves aspect ratio. |
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).
name | The skill name to search (preferably english) |
int SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetRemainingEdge | ( | ) |
Returns the amount of remaining Edge. (The Edge maximum can be queried with 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.
name | Skill 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.
key | The 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.
Attribute | Rating of the connected attribute. |
Skill | Rating of the asked skill. The rule for defaulting will be used if this is 0. |
Mod | Additional dice pool modifiers. |
TestResultSuccess SquadManagerPluginInterfaces.ISquadManagerCharacterInterface.GetTestResult | ( | int | Pool | ) |
Get the result for a SUCCESS Test. Results will be automatically created for both NPCs and PCs.
Pool | Total dice pool to be used. |
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.
Attribute | Rating of the connected attribute. |
Skill | Rating of the asked skill. The rule for defaulting will be used if this is 0. |
Mod | Additional dice pool modifiers. |
Target | Target number for this test. |
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.
Pool | Total dice pool to be used. |
Target | Target number for this test. |
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).
stun | Stun damage, only available for some actor types (e.g. meta humans) |
physical | Physical damage for meta humans, default damage for other types (e.g. matrix damage for personas) |
overflow | Overflow damage, only available for some actor types (e.g. meta humans) |
stable | TRUE 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.
key | The 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! |
value | Any 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.
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get |
The description, story and comments of this character. If the actor type doesn't allow descriptions, this returns null.
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get |
The given name of the actor, usually the street name of a character.
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get |
A value indicating if this actor is an NPC (true) or a PC (false).
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get |
A value describing the type of the actor, e.g. their metatype ("Dwarf") or something like "Persona" or "Ghost".