示例#1
0
 /// <summary>
 /// Sets how this faction feels about the specified creature.<br/>
 ///  -> 0-10 means this faction is hostile to the target.<br/>
 ///  -> 11-89 means this faction is neutral to the target.<br/>
 ///  -> 90-100 means this faction is friendly to the target.
 /// </summary>
 /// <param name="target">The target object.</param>
 /// <param name="newReputation">A value between 0-100 (inclusive).</param>
 public void SetReputation(NwGameObject target, int newReputation)
 {
     NWScript.SetStandardFactionReputation(Id, newReputation, target);
 }
示例#2
0
 /// <summary>
 /// Gets an integer between 0 and 100 (inclusive) that represents how this faction feels about the specified target.<br/>
 ///  -> 0-10 means this faction is hostile to the target<br/>
 ///  -> 11-89 means this faction is neutral to the target<br/>
 ///  -> 90-100 means this faction is friendly to the target.
 /// </summary>
 /// <param name="target">The target object.</param>
 /// <returns>0-100 (inclusive) based on the standing of the target within this standard faction.</returns>
 public int GetReputation(NwGameObject target)
 {
     return(NWScript.GetStandardFactionReputation(Id, target));
 }
示例#3
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 /// <summary>
 /// Gets an integer between 0 and 100 (inclusive) that represents how this faction feels about the specified target.<br/>
 ///  -> 0-10 means this faction is hostile to the target<br/>
 ///  -> 11-89 means this faction is neutral to the target<br/>
 ///  -> 90-100 means this faction is friendly to the target.<br/>
 /// </summary>
 /// <param name="target">The target object to check.</param>
 public int GetAverageReputation(NwGameObject target)
 {
     return(faction.GetAverageReputation(target));
 }
示例#4
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 /// <summary>
 /// Creates a visual beam effect.
 /// </summary>
 /// <param name="fxType">The beam effect to render.</param>
 /// <param name="emitter">The origin object of this beam .</param>
 /// <param name="origin">The origin body part of this beam.</param>
 /// <param name="missTarget">If true, the beam will hit a random position near or past the applied target to indicate a miss.</param>
 public static Effect Beam(VfxType fxType, NwGameObject emitter, BodyNode origin, bool missTarget = false)
 {
     return(NWScript.EffectBeam((int)fxType, emitter, (int)origin, missTarget.ToInt()) !);
 }
示例#5
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 internal Inventory(NwGameObject owner, CItemRepository repo)
 {
     this.owner = owner;
     this.repo  = repo;
 }
示例#6
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 internal VisualTransform(NwGameObject gameObject)
 {
     this.gameObject = gameObject;
 }