#include <spellcasting.hpp>
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| CastSpell (const MWWorld::Ptr &caster, const MWWorld::Ptr &target, const bool fromProjectile=false) |
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bool | cast (const ESM::Spell *spell) |
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bool | cast (const MWWorld::Ptr &item, bool launchProjectile=true) |
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bool | cast (const ESM::Ingredient *ingredient) |
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bool | cast (const ESM::Potion *potion) |
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bool | cast (const std::string &id) |
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void | playSpellCastingEffects (const std::string &spellid) |
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void | launchMagicBolt (const ESM::EffectList &effects) |
| Launch a bolt with the given effects. More...
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void | inflict (const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const ESM::EffectList &effects, ESM::RangeType range, bool reflected=false, bool exploded=false) |
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bool | applyInstantEffect (const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey &effect, float magnitude) |
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- Note
- caster can be any type of object, or even an empty object.
- Returns
- was the target suitable for the effect?
- Note
- mCaster must be an actor
- Parameters
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launchProjectile | If set to false, "on target" effects are directly applied instead of being launched as projectile originating from the caster. |
- Note
- mCaster must be an NPC
bool MWMechanics::CastSpell::cast |
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const std::string & |
id | ) |
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- Note
- Auto detects if spell, ingredient or potion
- Note
- target can be any type of object, not just actors.
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caster can be any type of object, or even an empty object.
void MWMechanics::CastSpell::launchMagicBolt |
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const ESM::EffectList & |
effects | ) |
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Launch a bolt with the given effects.
void MWMechanics::CastSpell::playSpellCastingEffects |
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const std::string & |
spellid | ) |
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bool MWMechanics::CastSpell::mAlwaysSucceed |
bool MWMechanics::CastSpell::mFromProjectile |
osg::Vec3f MWMechanics::CastSpell::mHitPosition |
std::string MWMechanics::CastSpell::mId |
std::string MWMechanics::CastSpell::mSourceName |
bool MWMechanics::CastSpell::mStack |
The documentation for this class was generated from the following files: