AngeliA
Search Results for

    Show / Hide Table of Contents

    Class HandTool

    Tool equipment that can be equip in hand slot of a character

    Implements
    IMapItem

    Constructors

    HandTool()

    Declaration
    public HandTool()

    HandTool(bool)

    Declaration
    public HandTool(bool loadArtwork)

    Properties

    AvailableInAir

    True if character can use this tool when not touching ground

    Declaration
    public virtual bool AvailableInAir { get; }

    AvailableInWater

    True if character can use this tool when inside water

    Declaration
    public virtual bool AvailableInWater { get; }

    AvailableWhenClimbing

    True if character can use this tool when climbing

    Declaration
    public virtual bool AvailableWhenClimbing { get; }

    AvailableWhenDashing

    True if character can use this tool when dashing

    Declaration
    public virtual bool AvailableWhenDashing { get; }

    AvailableWhenFlying

    True if character can use this tool when flying

    Declaration
    public virtual bool AvailableWhenFlying { get; }

    AvailableWhenGrabbing

    True if character can use this tool when grabbing

    Declaration
    public virtual bool AvailableWhenGrabbing { get; }

    AvailableWhenPounding

    True if character can use this tool when ground pounding

    Declaration
    public virtual bool AvailableWhenPounding { get; }

    AvailableWhenRolling

    True if character can use this tool when rolling

    Declaration
    public virtual bool AvailableWhenRolling { get; }

    AvailableWhenRunning

    True if character can use this tool when running

    Declaration
    public virtual bool AvailableWhenRunning { get; }

    AvailableWhenRushing

    True if character can use this tool when rushing

    Declaration
    public virtual bool AvailableWhenRushing { get; }

    AvailableWhenSliding

    True if character can use this tool when sliding on wall

    Declaration
    public virtual bool AvailableWhenSliding { get; }

    AvailableWhenSquatting

    True if character can use this tool when squatting

    Declaration
    public virtual bool AvailableWhenSquatting { get; }

    AvailableWhenWalking

    True if character can use this tool when walking

    Declaration
    public virtual bool AvailableWhenWalking { get; }

    CancelUseWhenRelease

    True if usage of this tool should be stop when user relase the action button

    Declaration
    public virtual bool CancelUseWhenRelease { get; }

    ChargeDuration

    How many frames does it have to charge to perform the tool as charged. Set to int.MaxValue to disable charge feature.

    Declaration
    public virtual int ChargeDuration { get; }

    Cooldown

    How long have to wait to use again after the tool being used for once

    Declaration
    public virtual int Cooldown { get; }

    DefaultMovementSpeedRateOnUse

    How fast can the character move when using this tool. (0 means do not move. 1000 means move as normal speed. null means do not effect movement speed.)

    Declaration
    public virtual int? DefaultMovementSpeedRateOnUse { get; }

    Duration

    How long does the tool perform it's function for once

    Declaration
    public virtual int Duration { get; }

    EquipmentType

    Which type is this quipment

    Declaration
    public override sealed EquipmentType EquipmentType { get; }
    Overrides
    Equipment.EquipmentType

    HoldPunish

    How many extra frames have to wait if the user hold the action button to use the tool multiple time

    Declaration
    public virtual int HoldPunish { get; }

    IgnoreGrabTwist

    Do not read grab twist data from character when rendering this tool

    Declaration
    public virtual bool IgnoreGrabTwist { get; }

    LockFacingOnUse

    Do not change character facing when the tool is being use

    Declaration
    public virtual bool LockFacingOnUse { get; }

    PerformDelayFrame

    How many frame does the internal tool logic invoke after character start to use the tool

    Declaration
    public int PerformDelayFrame { get; }

    PerformDelayRate

    How many frame based on "duration" does the internal tool logic invoke after character start to use the tool. (0 means immediately invoke. 1000 means invoke after "duration" frames)

    Declaration
    public virtual int PerformDelayRate { get; }

    RepeatWhenHolding

    True if this tool can be use repeatedly when holding the action button

    Declaration
    public virtual bool RepeatWhenHolding { get; }

    RunningMovementSpeedRateOnUse

    How fast can the character move when using this tool when running. (0 means do not move. 1000 means move as normal speed. null means do not effect movement speed.)

    Declaration
    public virtual int? RunningMovementSpeedRateOnUse { get; }

    SpriteID

    Artwork sprite ID for render this tool

    Declaration
    public int SpriteID { get; protected set; }

    TypeName

    Name of the class type

    Declaration
    public string TypeName { get; init; }

    UseStackAsUsage

    True if this tool treat it's inventory stack count as durability bar

    Declaration
    public virtual bool UseStackAsUsage { get; }

    WalkingMovementSpeedRateOnUse

    How fast can the character move when using this tool when walking. (0 means do not move. 1000 means move as normal speed. null means do not effect movement speed.)

    Declaration
    public virtual int? WalkingMovementSpeedRateOnUse { get; }

    Methods

    AllowingUse(Character)

    True if the tool can be use by the character

    Declaration
    public virtual bool AllowingUse(Character character)

    GetHandheldPoseAnimationID(Character)

    Get the ID of the pose animation for handheld

    Declaration
    public virtual int GetHandheldPoseAnimationID(Character character)

    GetPerformPoseAnimationID(Character)

    Get the ID of the pose animation for using the tool

    Declaration
    public virtual int GetPerformPoseAnimationID(Character character)

    LoadFromSheet()

    Load artwork sprite from current rendering sheet

    Declaration
    public void LoadFromSheet()

    OnToolPerform(Character)

    This function is called when this tool is used for once by the given character

    Declaration
    public virtual void OnToolPerform(Character user)

    OnToolSpriteRendered(PoseCharacterRenderer, int, int, int, int, int, int, AngeSprite, int)

    This function is called when the tool is rendering by pose-style character

    Declaration
    public virtual Cell OnToolSpriteRendered(PoseCharacterRenderer renderer, int x, int y, int width, int height, int grabRotation, int grabScale, AngeSprite sprite, int z)
    Parameters
    Type Name Description
    PoseCharacterRenderer renderer

    Target character

    int x

    Position X of the sprite in global space

    int y

    Position Y of the sprite in global space

    int width

    Width of the sprite in global space

    int height

    Height of the sprite in global space

    int grabRotation

    Rotation of the sprite

    int grabScale

    Size scale of the sprite (0 means 0%, 1000 means 100%)

    AngeSprite sprite

    Artwork sprite

    int z

    Z value for sort rendering cells

    Back to top ๐Ÿ„๐Ÿฆโ€โฌ›๐Ÿงฆ๐Ÿˆ๐ŸŽƒ๐Ÿ’“๐ŸŒนโ˜•๐Ÿดโ€โ˜ ๏ธ๐Ÿค