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