enderalse/source/fs.dll/skse64/skse64/PapyrusMagicEffect.h

65 lines
2.9 KiB
C++

#pragma once
#include "GameTypes.h"
class EffectSetting;
class VMClassRegistry;
class TESObjectLIGH;
class TESEffectShader;
class BGSProjectile;
class BGSArtObject;
class BGSImpactDataSet;
class SpellItem;
class TESImageSpaceModifier;
class BGSPerk;
class BGSExplosion;
namespace papyrusMagicEffect
{
void RegisterFuncs(VMClassRegistry* registry);
bool IsEffectFlagSet(EffectSetting* thisEffect, UInt32 flag);
void SetEffectFlag(EffectSetting* thisEffect, UInt32 flag);
void ClearEffectFlag(EffectSetting* thisEffect, UInt32 flag);
float GetCastTime(EffectSetting* thisEffect);
void SetCastTime(EffectSetting* thisEffect, float castTime);
UInt32 GetSkillLevel(EffectSetting* thisEffect);
void SetSkillLevel(EffectSetting* thisEffect, UInt32 level);
UInt32 GetArea(EffectSetting* thisEffect);
void SetArea(EffectSetting* thisEffect, UInt32 area);
float GetSkillUsageMult(EffectSetting* thisEffect);
void SetSkillUsageMult(EffectSetting* thisEffect, float skillMult);
float GetBaseCost(EffectSetting* thisEffect);
void SetBaseCost(EffectSetting* thisEffect, float baseCost);
//void SetAssociatedSkill(EffectSetting* thisEffect, BSFixedString school);
//BSFixedString GetResistance(EffectSetting* thisEffect);
//void SetResistance(EffectSetting* thisEffect, BSFixedString resistance);
TESObjectLIGH* GetLight(EffectSetting* thisEffect);
void SetLight(EffectSetting* thisEffect, TESObjectLIGH * obj);
TESEffectShader* GetHitShader(EffectSetting* thisEffect);
void SetHitShader(EffectSetting* thisEffect, TESEffectShader * obj);
TESEffectShader* GetEnchantShader(EffectSetting* thisEffect);
void SetEnchantShader(EffectSetting* thisEffect, TESEffectShader * obj);
BGSProjectile* GetProjectile(EffectSetting* thisEffect);
void SetProjectile(EffectSetting* thisEffect, BGSProjectile * obj);
BGSExplosion* GetExplosion(EffectSetting* thisEffect);
void SetExplosion(EffectSetting* thisEffect, BGSExplosion * obj);
BGSArtObject* GetCastingArt(EffectSetting* thisEffect);
void SetCastingArt(EffectSetting* thisEffect, BGSArtObject * obj);
BGSArtObject* GetHitEffectArt(EffectSetting* thisEffect);
void SetHitEffectArt(EffectSetting* thisEffect, BGSArtObject * obj);
BGSImpactDataSet* GetImpactDataSet(EffectSetting* thisEffect);
void SetImpactDataSet(EffectSetting* thisEffect, BGSImpactDataSet * obj);
BGSArtObject* GetEnchantArt(EffectSetting* thisEffect);
void SetEnchantArt(EffectSetting* thisEffect, BGSArtObject * obj);
SpellItem* GetEquipAbility(EffectSetting* thisEffect);
void SetEquipAbility(EffectSetting* thisEffect, SpellItem * obj);
//TESImageSpaceModifier* GetImageSpaceMod(EffectSetting* thisEffect);
//void SetImageSpaceMod(EffectSetting* thisEffect, TESImageSpaceModifier * obj);
BGSPerk* GetPerk(EffectSetting* thisEffect);
void SetPerk(EffectSetting* thisEffect, BGSPerk * obj);
UInt32 GetCastingType(EffectSetting* thisEffect);
UInt32 GetDeliveryType(EffectSetting* thisEffect);
};