Horizon Official Technical Documentation
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#include <Status.hpp>
Classes | |
struct | bonuses |
class | StatusRegistry |
Protected Member Functions | |
std::shared_ptr< Unit > | unit () |
Protected Attributes | |
unit_type | _type { UNIT_PLAYER } |
bool | _is_initialized { false } |
References _status_registry.
Status::~Status | ( | ) |
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References _appearances.
Referenced by set_base_appearance(), set_body_style(), set_cloth_color(), set_hair_color(), set_hair_style(), set_head_bottom_sprite(), set_head_mid_sprite(), set_head_top_sprite(), set_robe_sprite(), set_shield_sprite(), and set_weapon_sprite().
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References _attributes.
Referenced by set_agility(), set_agility_cost(), set_attack_delay(), set_attack_range(), set_attack_speed(), set_base_attack(), set_base_experience(), set_base_level(), set_creature_attack_damage(), set_creature_chase_range(), set_creature_element(), set_creature_element_level(), set_creature_magic_attack_damage(), set_creature_mode(), set_creature_primary_race(), set_creature_secondary_race(), set_creature_view_range(), set_creature_weapon_attack(), set_creature_weapon_attack_magic(), set_crit(), set_current_hp(), set_current_sp(), set_current_weight(), set_damage_walk_delay(), set_dexterity(), set_dexterity_cost(), set_equip_atk(), set_equip_matk(), set_flee(), set_hard_def(), set_hard_mdef(), set_hit(), set_honor(), set_hp_regeneration(), set_intelligence(), set_intelligence_cost(), set_job_experience(), set_job_level(), set_luck(), set_luck_cost(), set_manner(), set_max_hp(), set_max_sp(), set_max_weight(), set_movement_speed(), set_next_base_experience(), set_next_job_experience(), set_size(), set_skill_point(), set_soft_def(), set_soft_mdef(), set_sp_regeneration(), set_status_atk(), set_status_matk(), set_status_point(), set_strength(), set_strength_cost(), set_virtue(), set_vitality(), set_vitality_cost(), set_weapon_attack_combined(), set_weapon_attack_left(), set_weapon_attack_right(), and set_zeny().
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References _bonuses.
Referenced by set_bonus_add_attack(), set_bonus_add_attack_percent(), set_bonus_add_attack_percentage_to_element(), set_bonus_add_attack_percentage_to_race(), set_bonus_add_attack_percentage_to_size(), set_bonus_add_damage_to_class(), set_bonus_add_defense_to_class(), set_bonus_add_effect_on_damage(), set_bonus_add_effect_on_magic_attack(), set_bonus_add_effect_when_damaged(), set_bonus_add_ele_magic_damage_percent(), set_bonus_add_ele_weapon_damage_percent(), set_bonus_add_item_drop_on_monster_kill(), set_bonus_add_magic_attack_percentage_to_element(), set_bonus_add_magic_attack_percentage_to_race(), set_bonus_add_magic_attack_percentage_to_size(), set_bonus_add_magic_damage_to_class(), set_bonus_add_magical_defense_to_class(), set_bonus_add_movement_speed_percent(), set_bonus_add_steal_percent(), set_bonus_add_weapon_coma_to_element(), set_bonus_add_weapon_coma_to_race(), set_bonus_add_weapon_coma_to_sub_element(), set_bonus_add_weapon_coma_to_sub_race(), set_bonus_all_status(), set_bonus_armor_break_percent(), set_bonus_attack_element(), set_bonus_attack_on_defense_ratio_for_element(), set_bonus_attack_on_defense_ratio_for_race(), set_bonus_attack_percent(), set_bonus_attack_range(), set_bonus_attack_range_percent(), set_bonus_attack_speed_percent(), set_bonus_auto_spell_on_attack(), set_bonus_auto_spell_on_receive_damage(), set_bonus_auto_spell_on_self(), set_bonus_auto_spell_on_skill(), set_bonus_cast_cancel_immunity(), set_bonus_cast_percent(), set_bonus_critical_damage_percent(), set_bonus_critical_defense(), set_bonus_critical_percent(), set_bonus_critical_race(), set_bonus_critical_race_percent(), set_bonus_damage_reduction_against_size(), set_bonus_damage_splash_range(), set_bonus_defense_element(), set_bonus_disable_hp_recovery(), set_bonus_disable_sp_recovery(), set_bonus_double_attack_percent(), set_bonus_exp_percent_per_race(), set_bonus_flee_percent(), set_bonus_gear_fuel_immunity(), set_bonus_gemstone_immunity(), set_bonus_get_zeny_num(), set_bonus_hard_defense_percent(), set_bonus_hard_magical_defense_percent(), set_bonus_heal_of_skill_casted_on_self(), set_bonus_hit_percent(), set_bonus_hp_drain_on_monster_kill(), set_bonus_hp_drain_percent(), set_bonus_hp_drain_value(), set_bonus_hp_gain_on_mob_kill(), set_bonus_hp_recovery_percent(), set_bonus_hp_vanish_percent(), set_bonus_ignore_defense_from_element(), set_bonus_ignore_defense_from_race(), set_bonus_ignore_magic_defense_from_element(), set_bonus_ignore_magic_defense_from_race(), set_bonus_infinite_endure(), set_bonus_item_usage_immunity(), set_bonus_job_percent_per_race(), set_bonus_knock_back_immunity(), set_bonus_learned_skill_heal(), set_bonus_long_weapon_damage_percent(), set_bonus_magic_attack_percent(), set_bonus_magic_damage_immunity(), set_bonus_magic_damage_reduction_against_size(), set_bonus_magic_damage_reflect_percent_on_self(), set_bonus_magic_defense_percent(), set_bonus_max_hp_percent(), set_bonus_max_sp_percent(), set_bonus_melee_defense(), set_bonus_melee_weapon_damage_reflect_percent_on_self(), set_bonus_misc_defense_percent(), set_bonus_perfect_dodge_percent(), set_bonus_perfect_hit_percent(), set_bonus_raise(), set_bonus_ranged_defense(), set_bonus_ranged_weapon_damage_reflect_percent_on_self(), set_bonus_reduce_sp_consumption_of_skill(), set_bonus_reduce_sp_consumption_of_skill_by_percent(), set_bonus_resist_magic_attack_from_race(), set_bonus_resist_skill_damage_percent(), set_bonus_ressist_effect(), set_bonus_restart_with_full_recovery(), set_bonus_short_weapon_damage_percent(), set_bonus_size_modifier_immunity(), set_bonus_skill_attack(), set_bonus_skill_cast_percent(), set_bonus_skill_cooldown(), set_bonus_skill_fix_cast_percent(), set_bonus_skill_knockback(), set_bonus_skill_variable_cast_percent(), set_bonus_soft_defense_percent(), set_bonus_soft_magical_defense_percent(), set_bonus_sp_drain_on_monster_kill(), set_bonus_sp_drain_percent(), set_bonus_sp_drain_value(), set_bonus_sp_gain_on_mob_kill(), set_bonus_sp_percent(), set_bonus_sp_recovery_percent(), set_bonus_sp_vanish_percent(), set_bonus_sub_attack_percentage_from_element(), set_bonus_sub_attack_percentage_from_race(), set_bonus_unbreakable_armor(), set_bonus_unbreakable_helm(), set_bonus_unbreakable_shield(), set_bonus_unbreakable_weapon(), set_bonus_weapon_break_percent(), and set_bonus_weapon_damage_immunity().
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References _bonus_arrays.
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References _agi.
Referenced by get_status_base(), increase_status_point(), initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _agi_cost.
Referenced by increase_status_point(), and initialize().
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References _attack_delay.
Referenced by initialize().
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References _attack_range.
Referenced by on_equipment_changed().
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References _aspd.
Referenced by initialize(), on_equipment_changed(), and on_job_changed().
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References _base_appearance.
Referenced by on_job_changed().
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References _base_attack.
Referenced by initialize(), and on_equipment_changed().
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References _base_exp.
Referenced by initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _base_level.
Referenced by initialize(), load(), on_job_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _body_style.
Referenced by save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _bonus.
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void Status::calculate | ( | bool | notify = true | ) |
References _attributes.
Referenced by initialize().
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References _cloth_color.
Referenced by save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _creature_attack_damage.
Referenced by initialize().
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References _creature_chase_range.
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References _creature_element.
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References _creature_element_level.
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References _creature_magic_attack_damage.
Referenced by initialize().
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References _creature_mode.
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References _creature_primary_race.
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References _creature_secondary_race.
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References _creature_view_range.
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References _creature_weapon_attack.
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References _creature_weapon_attack_magic.
Referenced by initialize().
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References _crit.
Referenced by initialize(), and set_crit().
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References _current_hp.
Referenced by initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _current_sp.
Referenced by initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _current_weight.
Referenced by Horizon::Zone::UnitComponent::sync_data_types().
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References _damage_walk_delay.
Referenced by initialize().
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References _dex.
Referenced by get_status_base(), increase_status_point(), initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _dex_cost.
Referenced by increase_status_point(), and initialize().
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References _equip_atk.
Referenced by initialize(), and on_equipment_changed().
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References _equip_matk.
Referenced by on_equipment_changed().
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References _flee.
Referenced by initialize(), and set_flee().
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References _appearances.
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References _attributes.
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References _bonus_arrays.
uint32_t Status::get_required_statpoints | ( | uint16_t | from, |
uint16_t | to | ||
) |
Referenced by increase_status_point(), and load().
uint32_t Status::get_status_base | ( | status_point_type | type | ) |
References agility(), dexterity(), intelligence(), luck(), STATUS_AGILITY, STATUS_DEXTERITY, STATUS_INTELLIGENCE, STATUS_LUCK, STATUS_STRENGTH, STATUS_VITALITY, strength(), and vitality().
Referenced by increase_status_point().
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References _hair_color.
Referenced by save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _hair_style.
Referenced by save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _hard_def.
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References _hard_mdef.
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References _head_bottom_sprite.
Referenced by on_equipment_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _head_mid_sprite.
Referenced by on_equipment_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _head_top_sprite.
Referenced by on_equipment_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _hit.
Referenced by initialize(), and set_hit().
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References _hp_regeneration.
Referenced by initialize().
bool Status::increase_status_point | ( | status_point_type | type, |
uint16_t | limit | ||
) |
Increases a status point to a certain limit and returns the current total of the stat.
type[in] | Type of the status point |
limit[in] | Limit to increase the status point to. |
References _unit, agility(), agility_cost(), dexterity(), dexterity_cost(), get_required_statpoints(), get_status_base(), intelligence(), intelligence_cost(), luck(), luck_cost(), MAX_STATUS_POINTS, notify_status, STATUS_AGILITY, STATUS_DEXTERITY, STATUS_INTELLIGENCE, STATUS_LUCK, status_point(), STATUS_STRENGTH, STATUS_VITALITY, strength(), strength_cost(), vitality(), and vitality_cost().
bool Status::initialize | ( | std::shared_ptr< Horizon::Zone::Units::Mob > | creature, |
std::shared_ptr< const monster_config_data > | md | ||
) |
References _unit, agility(), base_level(), calculate(), creature_attack_damage(), creature_magic_attack_damage(), creature_weapon_attack_magic(), crit(), dexterity(), flee(), hit(), intelligence(), luck(), set_agility(), set_attack_delay(), set_attack_range(), set_base_appearance(), set_base_level(), set_body_style(), set_cloth_color(), set_creature_attack_damage(), set_creature_chase_range(), set_creature_element(), set_creature_element_level(), set_creature_magic_attack_damage(), set_creature_mode(), set_creature_primary_race(), set_creature_secondary_race(), set_creature_view_range(), set_creature_weapon_attack(), set_creature_weapon_attack_magic(), set_crit(), set_current_hp(), set_current_sp(), set_damage_walk_delay(), set_dexterity(), set_flee(), set_hair_color(), set_hair_style(), set_hard_def(), set_head_bottom_sprite(), set_head_mid_sprite(), set_head_top_sprite(), set_hit(), set_initialized(), set_intelligence(), set_luck(), set_max_hp(), set_max_sp(), set_movement_speed(), set_robe_sprite(), set_shield_sprite(), set_size(), set_soft_def(), set_soft_mdef(), set_strength(), set_vitality(), set_weapon_sprite(), soft_def(), soft_mdef(), strength(), and vitality().
bool Status::initialize | ( | std::shared_ptr< Horizon::Zone::Units::NPC > | npc | ) |
References _unit, calculate(), set_base_appearance(), set_base_level(), set_current_hp(), set_current_sp(), set_hair_color(), set_hair_style(), set_initialized(), set_max_hp(), set_max_sp(), set_movement_speed(), and set_robe_sprite().
bool Status::initialize | ( | std::shared_ptr< Horizon::Zone::Units::Player > | player | ) |
References _unit, agility(), agility_cost(), attack_delay(), attack_speed(), base_attack(), base_experience(), base_level(), calculate(), crit(), current_hp(), current_sp(), damage_walk_delay(), dexterity(), dexterity_cost(), equip_atk(), flee(), Horizon::Zone::Traits::s_attribute_change_values::ApplyLiveAttribute::get_attribute(), Horizon::Zone::Traits::s_attribute_change_values::get_live_attribute(), hit(), HLog, hp_regeneration(), intelligence(), intelligence_cost(), job_experience(), job_level(), load(), luck(), luck_cost(), max_hp(), max_sp(), max_weight(), next_base_experience(), next_job_experience(), set_attack_delay(), set_attack_range(), set_attack_speed(), set_base_attack(), set_crit(), set_current_weight(), set_damage_walk_delay(), set_equip_atk(), set_equip_matk(), set_flee(), set_hard_def(), set_hit(), set_hp_regeneration(), set_initialized(), set_max_weight(), set_soft_def(), set_soft_mdef(), set_sp_regeneration(), set_status_atk(), set_status_matk(), set_weapon_attack_combined(), set_weapon_attack_left(), set_weapon_attack_right(), skill_point(), soft_def(), soft_mdef(), sp_regeneration(), status_atk(), status_matk(), status_point(), strength(), strength_cost(), Horizon::Zone::Traits::Attribute::total(), vitality(), vitality_cost(), weapon_attack_combined(), weapon_attack_left(), weapon_attack_right(), ZC_NOTIFY_RECOVERY_HP, and ZC_NOTIFY_RECOVERY_SP.
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References _int.
Referenced by get_status_base(), increase_status_point(), initialize(), load(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _int_cost.
Referenced by increase_status_point(), and initialize().
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References _is_initialized.
Referenced by recalculate(), and update().
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References _job_exp.
Referenced by initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _job_level.
Referenced by initialize(), load(), on_job_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
bool Status::load | ( | std::shared_ptr< Horizon::Zone::Units::Player > | pl | ) |
Main Attributes.
Misc
References _int, _unit, base_level(), DEFAULT_MOVEMENT_SPEED, ESZ_MEDIUM, Horizon::Zone::EXP_GROUP_TYPE_BASE, Horizon::Zone::EXP_GROUP_TYPE_JOB, ExpDB, get_required_statpoints(), HLog, intelligence(), job_level(), JobDB, max_hp(), max_sp(), set_agility(), set_agility_cost(), set_base_appearance(), set_base_experience(), set_base_level(), set_body_style(), set_cloth_color(), set_current_hp(), set_current_sp(), set_dexterity(), set_dexterity_cost(), set_hair_color(), set_hair_style(), set_head_bottom_sprite(), set_head_mid_sprite(), set_head_top_sprite(), set_honor(), set_intelligence(), set_intelligence_cost(), set_job_experience(), set_job_level(), set_luck(), set_luck_cost(), set_manner(), set_max_hp(), set_max_sp(), set_movement_speed(), set_next_base_experience(), set_next_job_experience(), set_robe_sprite(), set_shield_sprite(), set_size(), set_skill_point(), set_status_point(), set_strength(), set_strength_cost(), set_virtue(), set_vitality(), set_vitality_cost(), set_weapon_sprite(), set_zeny(), sZone, and vitality().
Referenced by initialize().
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References _luk.
Referenced by get_status_base(), increase_status_point(), initialize(), save(), set_luck(), set_luck_cost(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _luk_cost.
Referenced by increase_status_point(), and initialize().
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References _max_hp.
Referenced by initialize(), load(), on_job_changed(), save(), set_max_hp(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _max_sp.
Referenced by initialize(), load(), on_job_changed(), save(), set_max_sp(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _max_weight.
Referenced by initialize(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _movement_speed.
Referenced by Horizon::Zone::UnitComponent::sync_data_types().
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References _next_base_exp.
Referenced by initialize(), on_job_changed(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _next_job_exp.
Referenced by initialize(), on_job_changed(), and Horizon::Zone::UnitComponent::sync_data_types().
void Status::on_equipment_changed | ( | bool | equipped, |
std::shared_ptr< const item_entry_data > | item | ||
) |
References attack_range(), attack_speed(), base_attack(), equip_atk(), equip_matk(), head_bottom_sprite(), head_mid_sprite(), head_top_sprite(), IT_EQPM_GARMENT, IT_EQPM_HAND_L, IT_EQPM_HAND_R, IT_EQPM_HEAD_LOW, IT_EQPM_HEAD_MID, IT_EQPM_HEAD_TOP, IT_TYPE_ARMOR, IT_TYPE_WEAPON, IT_WT_FIST, robe_sprite(), shield_sprite(), status_atk(), weapon_attack_left(), weapon_attack_right(), and weapon_sprite().
void Status::on_job_changed | ( | uint32_t | job_id | ) |
References attack_speed(), base_appearance(), base_level(), job_level(), max_hp(), max_sp(), next_base_experience(), and next_job_experience().
bool Status::recalculate | ( | bool | notify = true | ) |
References _attributes, HLog, and is_initialized().
Referenced by update().
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References _appearances.
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References _attributes.
Referenced by set_agility(), set_agility_cost(), set_attack_delay(), set_attack_range(), set_attack_speed(), set_base_attack(), set_base_experience(), set_base_level(), set_creature_attack_damage(), set_creature_chase_range(), set_creature_element(), set_creature_element_level(), set_creature_magic_attack_damage(), set_creature_mode(), set_creature_primary_race(), set_creature_secondary_race(), set_creature_view_range(), set_creature_weapon_attack(), set_creature_weapon_attack_magic(), set_crit(), set_current_hp(), set_current_sp(), set_current_weight(), set_damage_walk_delay(), set_dexterity(), set_dexterity_cost(), set_equip_atk(), set_equip_matk(), set_flee(), set_hard_def(), set_hard_mdef(), set_hit(), set_honor(), set_hp_regeneration(), set_intelligence(), set_intelligence_cost(), set_job_experience(), set_job_level(), set_luck(), set_luck_cost(), set_manner(), set_max_hp(), set_max_sp(), set_max_weight(), set_movement_speed(), set_next_base_experience(), set_next_job_experience(), set_size(), set_skill_point(), set_soft_def(), set_soft_mdef(), set_sp_regeneration(), set_status_atk(), set_status_matk(), set_status_point(), set_strength(), set_strength_cost(), set_virtue(), set_vitality(), set_vitality_cost(), set_weapon_attack_combined(), set_weapon_attack_left(), set_weapon_attack_right(), and set_zeny().
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References _bonuses.
Referenced by set_bonus_add_attack(), set_bonus_add_attack_percent(), set_bonus_add_attack_percentage_to_element(), set_bonus_add_attack_percentage_to_race(), set_bonus_add_attack_percentage_to_size(), set_bonus_add_damage_to_class(), set_bonus_add_defense_to_class(), set_bonus_add_effect_on_damage(), set_bonus_add_effect_on_magic_attack(), set_bonus_add_effect_when_damaged(), set_bonus_add_ele_magic_damage_percent(), set_bonus_add_ele_weapon_damage_percent(), set_bonus_add_item_drop_on_monster_kill(), set_bonus_add_magic_attack_percentage_to_element(), set_bonus_add_magic_attack_percentage_to_race(), set_bonus_add_magic_attack_percentage_to_size(), set_bonus_add_magic_damage_to_class(), set_bonus_add_magical_defense_to_class(), set_bonus_add_movement_speed_percent(), set_bonus_add_steal_percent(), set_bonus_add_weapon_coma_to_element(), set_bonus_add_weapon_coma_to_race(), set_bonus_add_weapon_coma_to_sub_element(), set_bonus_add_weapon_coma_to_sub_race(), set_bonus_all_status(), set_bonus_armor_break_percent(), set_bonus_attack_element(), set_bonus_attack_on_defense_ratio_for_element(), set_bonus_attack_on_defense_ratio_for_race(), set_bonus_attack_percent(), set_bonus_attack_range(), set_bonus_attack_range_percent(), set_bonus_attack_speed_percent(), set_bonus_auto_spell_on_attack(), set_bonus_auto_spell_on_receive_damage(), set_bonus_auto_spell_on_self(), set_bonus_auto_spell_on_skill(), set_bonus_cast_cancel_immunity(), set_bonus_cast_percent(), set_bonus_critical_damage_percent(), set_bonus_critical_defense(), set_bonus_critical_percent(), set_bonus_critical_race(), set_bonus_critical_race_percent(), set_bonus_damage_reduction_against_size(), set_bonus_damage_splash_range(), set_bonus_defense_element(), set_bonus_disable_hp_recovery(), set_bonus_disable_sp_recovery(), set_bonus_double_attack_percent(), set_bonus_exp_percent_per_race(), set_bonus_flee_percent(), set_bonus_gear_fuel_immunity(), set_bonus_gemstone_immunity(), set_bonus_get_zeny_num(), set_bonus_hard_defense_percent(), set_bonus_hard_magical_defense_percent(), set_bonus_heal_of_skill_casted_on_self(), set_bonus_hit_percent(), set_bonus_hp_drain_on_monster_kill(), set_bonus_hp_drain_percent(), set_bonus_hp_drain_value(), set_bonus_hp_gain_on_mob_kill(), set_bonus_hp_recovery_percent(), set_bonus_hp_vanish_percent(), set_bonus_ignore_defense_from_element(), set_bonus_ignore_defense_from_race(), set_bonus_ignore_magic_defense_from_element(), set_bonus_ignore_magic_defense_from_race(), set_bonus_infinite_endure(), set_bonus_item_usage_immunity(), set_bonus_job_percent_per_race(), set_bonus_knock_back_immunity(), set_bonus_learned_skill_heal(), set_bonus_long_weapon_damage_percent(), set_bonus_magic_attack_percent(), set_bonus_magic_damage_immunity(), set_bonus_magic_damage_reduction_against_size(), set_bonus_magic_damage_reflect_percent_on_self(), set_bonus_magic_defense_percent(), set_bonus_max_hp_percent(), set_bonus_max_sp_percent(), set_bonus_melee_defense(), set_bonus_melee_weapon_damage_reflect_percent_on_self(), set_bonus_misc_defense_percent(), set_bonus_perfect_dodge_percent(), set_bonus_perfect_hit_percent(), set_bonus_raise(), set_bonus_ranged_defense(), set_bonus_ranged_weapon_damage_reflect_percent_on_self(), set_bonus_reduce_sp_consumption_of_skill(), set_bonus_reduce_sp_consumption_of_skill_by_percent(), set_bonus_resist_magic_attack_from_race(), set_bonus_resist_skill_damage_percent(), set_bonus_ressist_effect(), set_bonus_restart_with_full_recovery(), set_bonus_short_weapon_damage_percent(), set_bonus_size_modifier_immunity(), set_bonus_skill_attack(), set_bonus_skill_cast_percent(), set_bonus_skill_cooldown(), set_bonus_skill_fix_cast_percent(), set_bonus_skill_knockback(), set_bonus_skill_variable_cast_percent(), set_bonus_soft_defense_percent(), set_bonus_soft_magical_defense_percent(), set_bonus_sp_drain_on_monster_kill(), set_bonus_sp_drain_percent(), set_bonus_sp_drain_value(), set_bonus_sp_gain_on_mob_kill(), set_bonus_sp_percent(), set_bonus_sp_recovery_percent(), set_bonus_sp_vanish_percent(), set_bonus_sub_attack_percentage_from_element(), set_bonus_sub_attack_percentage_from_race(), set_bonus_unbreakable_armor(), set_bonus_unbreakable_helm(), set_bonus_unbreakable_shield(), set_bonus_unbreakable_weapon(), set_bonus_weapon_break_percent(), and set_bonus_weapon_damage_immunity().
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References _bonus_arrays.
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References _robe_sprite.
Referenced by on_equipment_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
bool Status::save | ( | std::shared_ptr< Horizon::Zone::Units::Player > | pl | ) |
References agility(), base_experience(), base_level(), body_style(), cloth_color(), current_hp(), current_sp(), dexterity(), hair_color(), hair_style(), head_bottom_sprite(), head_mid_sprite(), head_top_sprite(), HLog, honor(), intelligence(), job_experience(), job_level(), luck(), manner(), max_hp(), max_sp(), robe_sprite(), shield_sprite(), skill_point(), status_point(), strength(), sZone, virtue(), vitality(), weapon_sprite(), and zeny().
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References _agi, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _agi_cost, add_attribute(), and remove_attribute().
Referenced by load().
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References _attack_delay, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _attack_range, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _aspd, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _base_appearance, and add_appearance().
Referenced by initialize(), and load().
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References _base_attack, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _base_exp, add_attribute(), and remove_attribute().
Referenced by load().
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References _base_level, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _body_style, and add_appearance().
Referenced by initialize(), and load().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _bonus, add_bonus(), and remove_bonus().
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References _cloth_color, and add_appearance().
Referenced by initialize(), and load().
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References _creature_attack_damage, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_chase_range, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_element, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_element_level, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_magic_attack_damage, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_mode, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_primary_race, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_secondary_race, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_view_range, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_weapon_attack, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _creature_weapon_attack_magic, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _crit, add_attribute(), crit(), and remove_attribute().
Referenced by initialize().
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References _current_hp, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _current_sp, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _current_weight, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _damage_walk_delay, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _dex, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _dex_cost, add_attribute(), and remove_attribute().
Referenced by load().
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References _equip_atk, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _equip_matk, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _flee, add_attribute(), flee(), and remove_attribute().
Referenced by initialize().
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References _hair_color, and add_appearance().
Referenced by initialize(), and load().
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References _hair_style, and add_appearance().
Referenced by initialize(), and load().
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References _hard_def, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _hard_mdef, add_attribute(), and remove_attribute().
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References _head_bottom_sprite, and add_appearance().
Referenced by initialize(), and load().
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References _head_mid_sprite, and add_appearance().
Referenced by initialize(), and load().
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References _head_top_sprite, and add_appearance().
Referenced by initialize(), and load().
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References _hit, add_attribute(), hit(), and remove_attribute().
Referenced by initialize().
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References _honor, add_attribute(), and remove_attribute().
Referenced by load().
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References _hp_regeneration, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _is_initialized.
Referenced by initialize().
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References _int, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _int_cost, add_attribute(), and remove_attribute().
Referenced by load().
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References _job_exp, add_attribute(), and remove_attribute().
Referenced by load().
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References _job_level, add_attribute(), and remove_attribute().
Referenced by load().
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References _luk, add_attribute(), luck(), and remove_attribute().
Referenced by initialize(), and load().
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References _luk_cost, add_attribute(), luck(), and remove_attribute().
Referenced by load().
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References _manner, add_attribute(), and remove_attribute().
Referenced by load().
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References _max_hp, add_attribute(), max_hp(), and remove_attribute().
Referenced by initialize(), and load().
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References _max_sp, add_attribute(), max_sp(), and remove_attribute().
Referenced by initialize(), and load().
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References _max_weight, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _movement_speed, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _next_base_exp, add_attribute(), and remove_attribute().
Referenced by load().
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References _next_job_exp, add_attribute(), and remove_attribute().
Referenced by load().
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References _robe_sprite, and add_appearance().
Referenced by initialize(), and load().
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References _shield_sprite, and add_appearance().
Referenced by initialize(), and load().
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References _size, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _skill_point, add_attribute(), and remove_attribute().
Referenced by load().
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References _soft_def, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _soft_mdef, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _sp_regeneration, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _status_atk, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _status_matk, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _status_point, add_attribute(), and remove_attribute().
Referenced by load().
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References _str, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _str_cost, add_attribute(), and remove_attribute().
Referenced by load().
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References _virtue, add_attribute(), and remove_attribute().
Referenced by load().
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References _vit, add_attribute(), and remove_attribute().
Referenced by initialize(), and load().
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References _vit_cost, add_attribute(), and remove_attribute().
Referenced by load().
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References _weapon_attack_combined, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _weapon_attack_left, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _weapon_attack_right, add_attribute(), and remove_attribute().
Referenced by initialize().
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References _weapon_sprite, and add_appearance().
Referenced by initialize(), and load().
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References _zeny, add_attribute(), and remove_attribute().
Referenced by load().
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References _shield_sprite.
Referenced by on_equipment_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _skill_point.
Referenced by initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _sp_regeneration.
Referenced by initialize().
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SubAttributes.
References _status_atk.
Referenced by initialize(), and on_equipment_changed().
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References _status_point.
Referenced by increase_status_point(), initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _status_registry.
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Attributes.
References _str.
Referenced by get_status_base(), increase_status_point(), initialize(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _str_cost.
Referenced by increase_status_point(), and initialize().
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bool Status::update | ( | uint64_t | delta | ) |
References _attributes, is_initialized(), and recalculate().
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References _vit.
Referenced by get_status_base(), increase_status_point(), initialize(), load(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _vit_cost.
Referenced by increase_status_point(), and initialize().
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References _weapon_attack_combined.
Referenced by initialize().
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References _weapon_attack_left.
Referenced by initialize(), and on_equipment_changed().
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References _weapon_attack_right.
Referenced by initialize(), and on_equipment_changed().
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References _weapon_sprite.
Referenced by on_equipment_changed(), save(), and Horizon::Zone::UnitComponent::sync_data_types().
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References _zeny.
Referenced by save(), and Horizon::Zone::UnitComponent::sync_data_types().
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Referenced by agility(), and set_agility().
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Referenced by agility_cost(), and set_agility_cost().
|
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Referenced by add_appearance(), get_appearance(), and remove_appearance().
|
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Referenced by attack_speed(), and set_attack_speed().
|
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Referenced by attack_delay(), and set_attack_delay().
|
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Referenced by attack_range(), and set_attack_range().
|
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Referenced by add_attribute(), calculate(), get_attribute(), recalculate(), remove_attribute(), and update().
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Referenced by base_appearance(), and set_base_appearance().
|
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Referenced by base_attack(), and set_base_attack().
|
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Referenced by base_experience(), and set_base_experience().
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Referenced by base_level(), and set_base_level().
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Referenced by body_style(), and set_body_style().
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Referenced by bonus_add_attack(), bonus_add_attack_percent(), bonus_add_attack_percentage_to_element(), bonus_add_attack_percentage_to_race(), bonus_add_attack_percentage_to_size(), bonus_add_damage_to_class(), bonus_add_defense_to_class(), bonus_add_effect_on_damage(), bonus_add_effect_on_magic_attack(), bonus_add_effect_when_damaged(), bonus_add_ele_magic_damage_percent(), bonus_add_ele_weapon_damage_percent(), bonus_add_item_drop_on_monster_kill(), bonus_add_magic_attack_percentage_to_element(), bonus_add_magic_attack_percentage_to_size(), bonus_add_magic_attack_to_Race(), bonus_add_magic_damage_to_class(), bonus_add_magical_defense_to_class(), bonus_add_movement_speed_percent(), bonus_add_steal_percent(), bonus_add_weapon_coma_to_element(), bonus_add_weapon_coma_to_race(), bonus_add_weapon_coma_to_sub_element(), bonus_add_weapon_coma_to_sub_race(), bonus_all_status(), bonus_armor_break_percent(), bonus_attack_element(), bonus_attack_on_defense_ratio_for_element(), bonus_attack_on_defense_ratio_for_race(), bonus_attack_percent(), bonus_attack_range(), bonus_attack_range_percent(), bonus_attack_speed_percent(), bonus_auto_spell_on_attack(), bonus_auto_spell_on_receive_damage(), bonus_auto_spell_on_self(), bonus_auto_spell_on_skill(), bonus_cast_cancel_immunity(), bonus_cast_percent(), bonus_critical_damage_percent(), bonus_critical_defense(), bonus_critical_percent(), bonus_critical_race(), bonus_critical_race_percent(), bonus_damage_reduction_against_size(), bonus_damage_splash_range(), bonus_defense_element(), bonus_disable_hp_recovery(), bonus_disable_sp_recovery(), bonus_double_attack_percent(), bonus_exp_percent_per_race(), bonus_flee_percent(), bonus_gear_fuel_immunity(), bonus_gemstone_immunity(), bonus_get_zeny_num(), bonus_hard_defense_percent(), bonus_hard_magical_defense_percent(), bonus_heal_of_skill_casted_on_self(), bonus_hit_percent(), bonus_hp_drain_on_monster_kill(), bonus_hp_drain_percent(), bonus_hp_drain_value(), bonus_hp_gain_on_mob_kill(), bonus_hp_recovery_percent(), bonus_hp_vanish_percent(), bonus_ignore_defense_from_element(), bonus_ignore_defense_from_race(), bonus_ignore_magic_defense_from_element(), bonus_ignore_magic_defense_from_race(), bonus_infinite_endure(), bonus_item_usage_immunity(), bonus_job_percent_per_race(), bonus_knock_back_immunity(), bonus_learned_skill_heal(), bonus_long_weapon_damage_percent(), bonus_magic_attack_percent(), bonus_magic_damage_immunity(), bonus_magic_damage_reduction_against_size(), bonus_magic_damage_reflect_percent_on_self(), bonus_magic_defense_percent(), bonus_max_hp_percent(), bonus_max_sp_percent(), bonus_melee_defense(), bonus_melee_weapon_damage_reflect_percent_on_self(), bonus_misc_defense_percent(), bonus_perfect_dodge_percent(), bonus_perfect_hit_percent(), bonus_raise(), bonus_ranged_defense(), bonus_ranged_weapon_damage_reflect_percent_on_self(), bonus_reduce_sp_consumption_of_skill(), bonus_reduce_sp_consumption_of_skill_by_percent(), bonus_resist_magic_attack_from_race(), bonus_resist_skill_damage_percent(), bonus_ressist_effect(), bonus_restart_with_full_recovery(), bonus_short_weapon_damage_percent(), bonus_size_modifier_immunity(), bonus_skill_attack(), bonus_skill_cast_percent(), bonus_skill_cooldown(), bonus_skill_fix_cast_percent(), bonus_skill_knockback(), bonus_skill_variable_cast_percent(), bonus_soft_defense_percent(), bonus_soft_magical_defense_percent(), bonus_sp_drain_on_monster_kill(), bonus_sp_drain_percent(), bonus_sp_drain_value(), bonus_sp_gain_on_mob_kill(), bonus_sp_percent(), bonus_sp_recovery_percent(), bonus_sp_vanish_percent(), bonus_sub_attack_percentage_from_element(), bonus_sub_attack_percentage_from_race(), bonus_unbreakable_armor(), bonus_unbreakable_helm(), bonus_unbreakable_shield(), bonus_unbreakable_weapon(), bonus_weapon_break_percent(), bonus_weapon_damage_immunity(), set_bonus_add_attack(), set_bonus_add_attack_percent(), set_bonus_add_attack_percentage_to_element(), set_bonus_add_attack_percentage_to_race(), set_bonus_add_attack_percentage_to_size(), set_bonus_add_damage_to_class(), set_bonus_add_defense_to_class(), set_bonus_add_effect_on_damage(), set_bonus_add_effect_on_magic_attack(), set_bonus_add_effect_when_damaged(), set_bonus_add_ele_magic_damage_percent(), set_bonus_add_ele_weapon_damage_percent(), set_bonus_add_item_drop_on_monster_kill(), set_bonus_add_magic_attack_percentage_to_element(), set_bonus_add_magic_attack_percentage_to_race(), set_bonus_add_magic_attack_percentage_to_size(), set_bonus_add_magic_damage_to_class(), set_bonus_add_magical_defense_to_class(), set_bonus_add_movement_speed_percent(), set_bonus_add_steal_percent(), set_bonus_add_weapon_coma_to_element(), set_bonus_add_weapon_coma_to_race(), set_bonus_add_weapon_coma_to_sub_element(), set_bonus_add_weapon_coma_to_sub_race(), set_bonus_all_status(), set_bonus_armor_break_percent(), set_bonus_attack_element(), set_bonus_attack_on_defense_ratio_for_element(), set_bonus_attack_on_defense_ratio_for_race(), set_bonus_attack_percent(), set_bonus_attack_range(), set_bonus_attack_range_percent(), set_bonus_attack_speed_percent(), set_bonus_auto_spell_on_attack(), set_bonus_auto_spell_on_receive_damage(), set_bonus_auto_spell_on_self(), set_bonus_auto_spell_on_skill(), set_bonus_cast_cancel_immunity(), set_bonus_cast_percent(), set_bonus_critical_damage_percent(), set_bonus_critical_defense(), set_bonus_critical_percent(), set_bonus_critical_race(), set_bonus_critical_race_percent(), set_bonus_damage_reduction_against_size(), set_bonus_damage_splash_range(), set_bonus_defense_element(), set_bonus_disable_hp_recovery(), set_bonus_disable_sp_recovery(), set_bonus_double_attack_percent(), set_bonus_exp_percent_per_race(), set_bonus_flee_percent(), set_bonus_gear_fuel_immunity(), set_bonus_gemstone_immunity(), set_bonus_get_zeny_num(), set_bonus_hard_defense_percent(), set_bonus_hard_magical_defense_percent(), set_bonus_heal_of_skill_casted_on_self(), set_bonus_hit_percent(), set_bonus_hp_drain_on_monster_kill(), set_bonus_hp_drain_percent(), set_bonus_hp_drain_value(), set_bonus_hp_gain_on_mob_kill(), set_bonus_hp_recovery_percent(), set_bonus_hp_vanish_percent(), set_bonus_ignore_defense_from_element(), set_bonus_ignore_defense_from_race(), set_bonus_ignore_magic_defense_from_element(), set_bonus_ignore_magic_defense_from_race(), set_bonus_infinite_endure(), set_bonus_item_usage_immunity(), set_bonus_job_percent_per_race(), set_bonus_knock_back_immunity(), set_bonus_learned_skill_heal(), set_bonus_long_weapon_damage_percent(), set_bonus_magic_attack_percent(), set_bonus_magic_damage_immunity(), set_bonus_magic_damage_reduction_against_size(), set_bonus_magic_damage_reflect_percent_on_self(), set_bonus_magic_defense_percent(), set_bonus_max_hp_percent(), set_bonus_max_sp_percent(), set_bonus_melee_defense(), set_bonus_melee_weapon_damage_reflect_percent_on_self(), set_bonus_misc_defense_percent(), set_bonus_perfect_dodge_percent(), set_bonus_perfect_hit_percent(), set_bonus_raise(), set_bonus_ranged_defense(), set_bonus_ranged_weapon_damage_reflect_percent_on_self(), set_bonus_reduce_sp_consumption_of_skill(), set_bonus_reduce_sp_consumption_of_skill_by_percent(), set_bonus_resist_magic_attack_from_race(), set_bonus_resist_skill_damage_percent(), set_bonus_ressist_effect(), set_bonus_restart_with_full_recovery(), set_bonus_short_weapon_damage_percent(), set_bonus_size_modifier_immunity(), set_bonus_skill_attack(), set_bonus_skill_cast_percent(), set_bonus_skill_cooldown(), set_bonus_skill_fix_cast_percent(), set_bonus_skill_knockback(), set_bonus_skill_variable_cast_percent(), set_bonus_soft_defense_percent(), set_bonus_soft_magical_defense_percent(), set_bonus_sp_drain_on_monster_kill(), set_bonus_sp_drain_percent(), set_bonus_sp_drain_value(), set_bonus_sp_gain_on_mob_kill(), set_bonus_sp_percent(), set_bonus_sp_recovery_percent(), set_bonus_sp_vanish_percent(), set_bonus_sub_attack_percentage_from_element(), set_bonus_sub_attack_percentage_from_race(), set_bonus_unbreakable_armor(), set_bonus_unbreakable_helm(), set_bonus_unbreakable_shield(), set_bonus_unbreakable_weapon(), set_bonus_weapon_break_percent(), and set_bonus_weapon_damage_immunity().
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Referenced by add_bonus(), get_bonus_array(), and remove_bonus().
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Referenced by add_bonus(), get_bonus(), and remove_bonus().
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Referenced by cloth_color(), and set_cloth_color().
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Referenced by creature_attack_damage(), and set_creature_attack_damage().
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Referenced by creature_chase_range(), and set_creature_chase_range().
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Referenced by creature_element(), and set_creature_element().
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Referenced by creature_element_level(), and set_creature_element_level().
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Referenced by creature_magic_attack_damage(), and set_creature_magic_attack_damage().
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Referenced by creature_mode(), and set_creature_mode().
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Referenced by creature_primary_race(), and set_creature_primary_race().
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Referenced by creature_secondary_race(), and set_creature_secondary_race().
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Referenced by creature_view_range(), and set_creature_view_range().
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Referenced by creature_weapon_attack(), and set_creature_weapon_attack().
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Referenced by creature_weapon_attack_magic(), and set_creature_weapon_attack_magic().
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Referenced by crit(), and set_crit().
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Referenced by current_hp(), and set_current_hp().
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Referenced by current_sp(), and set_current_sp().
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Referenced by current_weight(), and set_current_weight().
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Referenced by damage_walk_delay(), and set_damage_walk_delay().
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Referenced by dexterity(), and set_dexterity().
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Referenced by dexterity_cost(), and set_dexterity_cost().
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Referenced by equip_atk(), and set_equip_atk().
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Referenced by equip_matk(), and set_equip_matk().
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Referenced by flee(), and set_flee().
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Referenced by hair_color(), and set_hair_color().
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Referenced by hair_style(), and set_hair_style().
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Referenced by hard_def(), and set_hard_def().
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Referenced by hard_mdef(), and set_hard_mdef().
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Referenced by head_bottom_sprite(), and set_head_bottom_sprite().
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Referenced by head_mid_sprite(), and set_head_mid_sprite().
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Referenced by head_top_sprite(), and set_head_top_sprite().
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Referenced by honor(), and set_honor().
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Referenced by hp_regeneration(), and set_hp_regeneration().
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Referenced by intelligence(), load(), and set_intelligence().
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Referenced by intelligence_cost(), and set_intelligence_cost().
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Referenced by is_initialized(), and set_initialized().
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Referenced by job_experience(), and set_job_experience().
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Referenced by job_level(), and set_job_level().
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Referenced by luck(), and set_luck().
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Referenced by luck_cost(), and set_luck_cost().
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Referenced by manner(), and set_manner().
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Referenced by max_hp(), and set_max_hp().
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Referenced by max_sp(), and set_max_sp().
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Referenced by max_weight(), and set_max_weight().
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Referenced by movement_speed(), and set_movement_speed().
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Referenced by next_base_experience(), and set_next_base_experience().
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Referenced by next_job_experience(), and set_next_job_experience().
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Referenced by robe_sprite(), and set_robe_sprite().
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Referenced by set_shield_sprite(), and shield_sprite().
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Referenced by set_size(), and size().
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Referenced by set_skill_point(), and skill_point().
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Referenced by set_soft_def(), and soft_def().
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Referenced by set_soft_mdef(), and soft_mdef().
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Referenced by set_sp_regeneration(), and sp_regeneration().
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Referenced by set_status_atk(), and status_atk().
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Referenced by set_status_matk(), and status_matk().
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Referenced by set_status_point(), and status_point().
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Referenced by Status(), and status_registry().
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Referenced by set_strength(), and strength().
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Referenced by set_strength_cost(), and strength_cost().
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Referenced by increase_status_point(), initialize(), load(), and unit().
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Referenced by set_virtue(), and virtue().
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Referenced by set_vitality(), and vitality().
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Referenced by set_vitality_cost(), and vitality_cost().
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Referenced by set_weapon_attack_combined(), and weapon_attack_combined().
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Referenced by set_weapon_attack_left(), and weapon_attack_left().
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Referenced by set_weapon_attack_right(), and weapon_attack_right().
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Referenced by set_weapon_sprite(), and weapon_sprite().
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Referenced by set_zeny(), and zeny().