public AbilityService(INWScript script, IDataService data, IPerkService perk, IPVPSanctuaryService pvpSanctuary, ITimeService time, IBiowarePosition biowarePosition, INWNXPlayer nwnxPlayer, IColorTokenService color, IRandomService random, IEnmityService enmity, INWNXEvents nwnxEvents, INWNXDamage nwnxDamage, ICustomEffectService customEffect, IPlayerStatService playerStat, IItemService item) { _ = script; _data = data; _perk = perk; _pvpSanctuary = pvpSanctuary; _time = time; _biowarePosition = biowarePosition; _nwnxPlayer = nwnxPlayer; _color = color; _random = random; _enmity = enmity; _nwnxEvents = nwnxEvents; _nwnxDamage = nwnxDamage; _customEffect = customEffect; _playerStat = playerStat; _item = item; }
public AbilityService(INWScript script, IDataContext db, IPerkService perk, IPVPSanctuaryService pvpSanctuary, ITimeService time, IBiowarePosition biowarePosition, INWNXPlayer nwnxPlayer, IColorTokenService color, IRandomService random, IFoodService food, IEnmityService enmity, INWNXEvents nwnxEvents, INWNXDamage nwnxDamage, ICustomEffectService customEffect) { _ = script; _db = db; _perk = perk; _pvpSanctuary = pvpSanctuary; _time = time; _biowarePosition = biowarePosition; _nwnxPlayer = nwnxPlayer; _color = color; _random = random; _food = food; _enmity = enmity; _nwnxEvents = nwnxEvents; _nwnxDamage = nwnxDamage; _customEffect = customEffect; }
public AggroTargetBySight(INWScript script, IEnmityService enmity, IBiowarePosition biowarePos) { _ = script; _enmity = enmity; _biowarePos = biowarePos; }
public Hide(INWScript script, IEnmityService enmity, IPerkService perk) { _ = script; _enmity = enmity; _perk = perk; }
public RandomWalk(INWScript script, IEnmityService enmity, IRandomService random) { _ = script; _enmity = enmity; _random = random; }
public PackAggroBehaviour( BehaviourTreeBuilder builder, INWScript script, IEnmityService enmity, IDialogService dialog, INWNXObject nwnxObject) : base(builder, script, enmity, dialog, nwnxObject) { }
public Provoke(INWNXCreature nwnxCreature, IPerkService perk, IEnmityService enmity, INWScript script) { _nwnxCreature = nwnxCreature; _perk = perk; _enmity = enmity; _ = script; }
public StandardBehaviour(BehaviourTreeBuilder builder, INWScript script, IEnmityService enmity, IDialogService dialog, INWNXObject nwnxObject) { _ = script; _builder = builder; _enmity = enmity; _dialog = dialog; _nwnxObject = nwnxObject; }
public SkillService( INWScript script, IRandomService random, IBiowareXP2 biowareXP2, IEnmityService enmity, IPlayerStatService playerStat, IItemService item, IDataService data, AppCache cache) { _ = script; _random = random; _biowareXP2 = biowareXP2; _enmity = enmity; _playerStat = playerStat; _item = item; _data = data; _cache = cache; }
public CombatService( INWScript script, INWNXDamage nwnxDamage, IPerkService perk, IRandomService random, IAbilityService ability, IEnmityService enmity, IPlayerStatService playerStat, ICustomEffectService customEffect, IItemService item, IColorTokenService color) { _ = script; _nwnxDamage = nwnxDamage; _perk = perk; _random = random; _ability = ability; _enmity = enmity; _playerStat = playerStat; _customEffect = customEffect; _item = item; _color = color; }
public CleanUpEnmity(INWScript script, IEnmityService enmity) { _ = script; _enmity = enmity; }
public AILinking(INWScript script, IEnmityService enmity) { _ = script; _enmity = enmity; }
public WarpToTargetIfStuck(INWScript script, IEnmityService enmity) { _ = script; _enmity = enmity; }
public OnPlayerDamaged(IEnmityService enmity) { _enmity = enmity; }
public AggroTargetBySound(INWScript script, IEnmityService enmity) { _ = script; _enmity = enmity; }
public AttackHighestEnmity(IEnmityService enmity, INWScript script) { _enmity = enmity; _ = script; }