Atavism Version 2018.1AGIS API

atavism.agis.abilities
Class MagicalAttackAbility

java.lang.Object
  extended by atavism.agis.core.AgisAbility
      extended by atavism.agis.abilities.MagicalAttackAbility

public class MagicalAttackAbility
extends AgisAbility

Ability child class that is used for Magical Combat Attacks such as a fireball. Runs some checks on the ability to ensure it can be activated then applies the activation effects.

Author:
Andrew Harrison

Nested Class Summary
 
Nested classes/interfaces inherited from class atavism.agis.core.AgisAbility
AgisAbility.AbilityResult, AgisAbility.ActivationState, AgisAbility.AoeType, AgisAbility.Entry, AgisAbility.TargetSpecies, AgisAbility.TargetType
 
Field Summary
protected  java.util.LinkedList<AgisEffect> activationEffects
           
protected  AgisEffect activeEffect
           
protected  AgisEffect channelEffect
           
 java.util.LinkedList<java.lang.String> effectTarget
           
 int shieldReq
           
 
Fields inherited from class atavism.agis.core.AgisAbility
activationCost, activationTime, activePulseCost, activePulseTime, ammoReq, aoeType, areaOfEffectRadius, attackerEffectConsumption, attackerEffectReqs, autoRotateToTarget, castingAffinity, castingAnim, channelCost, channelled, channelPulses, channelPulseTime, completeAnimation, completeSound, consumeReagents, cooldownMap, coordEffectMap, costProp, decrementWeaponUses, displayName, icon, interceptType, lock, maxRange, minRange, persistent, position, reagentList, reqFacingTarget, reqTarget, RESULT_BLOCKED, RESULT_CRITICAL, RESULT_DODGED, RESULT_EVADED, RESULT_HIT, RESULT_IMMUNE, RESULT_MISSED, RESULT_PARRIED, sendSkillUpChance, skillType, specificTargets, stanceReq, startCooldownsOnActivation, stationary, targetableSpecies, targetDeath, targetEffectConsumption, targetEffectReqs, targetType, toolList, tooltip, useGlobalCooldown, vigor, weaponReq
 
Constructor Summary
MagicalAttackAbility(java.lang.String name)
           
 
Method Summary
 void addActivationEffect(AgisEffect effect)
           
 void addEffectTarget(java.lang.String target)
           
protected  AgisAbility.AbilityResult checkAbility(CombatInfo obj, CombatInfo target, AgisAbility.ActivationState state)
          [16:25] Andrew: basically the idea behind that is the hit chance calculations should only be run when the ability is about to be successfully completed [16:25] Andrew: this function is run like 5 times upon using an ability [16:25] Andrew: each time the activationState is changed to the next stage
 void completeActivation(AgisAbilityState state)
          Runs when the ability is completed.
 java.util.LinkedList<AgisEffect> getActivationEffect()
           
 AgisEffect getActiveEffect()
           
 AgisEffect getChannelEffect()
           
 java.util.LinkedList<java.lang.String> GetEffectTarget()
           
 int GetShieldReq()
           
 void pulseActivated(AgisAbilityState state)
           
 void pulseChannelling(AgisAbilityState state)
           
 void setActiveEffect(AgisEffect effect)
           
 void setChannelEffect(AgisEffect effect)
           
 void SetShieldReq(int shieldNeeded)
           
 
Methods inherited from class atavism.agis.core.AgisAbility
abortAbility, addAttackerEffectConsumption, addAttackerEffectReq, addCooldown, addCoordEffect, addReagent, addSpecificTarget, addTargetableSpecies, addTargetEffectConsumption, addTargetEffectReq, addTool, autoRotateToTarget, autoRotateToTarget, beginActivated, beginActivation, beginChannelling, changeCoordinatedEffect, checkAbility, checkAbilityType, checkAmmo, checkCost, checkDeath, checkEffects, checkEquip, checkHasAbility, checkPosition, checkRange, checkReady, checkReagent, checkSpecificTarget, checkStance, checkState, checkTarget, checkTargetSpecies, checkTool, checkVigor, completeChannelling, endActivated, equals, generateState, getAbilityType, getActivationCost, getActivationTime, getActiveCost, getActivePulseCost, getActivePulseTime, getAmmoReq, getAoETargets, getAoEType, getAreaOfEffectRadius, GetAttackerEffectConsumption, GetAttackerEffectReqs, getBaseExpThreshold, getCastingAffinity, getCastingAnim, getChannelCost, getChannelled, getChannelPulses, getChannelPulseTime, getCompleteAnimation, getCompleteSound, getConsumeReagents, getCooldownMap, getCoordEffects, getCostProperty, getDecrementWeaponUses, getDisplayName, getDuelID, getExperiencePerUse, getIcon, getID, getInterceptType, getLevelingMap, getMaxRange, getMaxRank, getMinRange, getName, getPersistent, getPositional, getPotentialTargets, getReagentList, getReqFacingTarget, getReqTarget, getRequiredSkill, getRequiredSkillLevel, getResultVal, getSkillType, getSlashCommand, getSpecificTargets, getStance, getStationary, getTargetableSpecies, getTargetDeath, GetTargetEffectConsumption, GetTargetEffectReqs, getTargetType, getToolList, getTooltip, getUseGlobalCooldown, getVigor, getWeaponReq, hashCode, interrupt, interruptAbility, isInstant, removeCooldown, removeCoordEffect, setAbilityType, setActivationCost, setActivationTime, setActiveCost, setActivePulseCost, setActivePulseTime, setAmmoReq, setAoETypeType, setAreaOfEffectRadius, setBaseExpThreshold, setCastingAffinity, setCastingAnim, setChannelCost, setChannelled, setChannelPulses, setChannelPulseTime, setCompleteAnimation, setCompleteSound, setConsumeReagents, setCooldownMap, setCostProperty, setDecrementWeaponUses, setDisplayName, setDuelID, setExperiencePerUse, setIcon, setID, setInterceptType, setLevelingMap, setMaxRange, setMaxRank, setMinRange, setName, setPersistent, setPositional, setReagentList, setReqFacingTarget, setReqTarget, setRequiredSkill, setSkillType, setSlashCommand, setSpecificTargets, setStance, setStationary, setTargetableSpecies, setTargetDeath, setTargetType, setToolList, setTooltip, setUseGlobalCooldown, setVigor, setWeaponReq, startAbility, startAbility, startCooldownsOnActivation, startCooldownsOnActivation, toString
 
Methods inherited from class java.lang.Object
clone, finalize, getClass, notify, notifyAll, wait, wait, wait
 

Field Detail

shieldReq

public int shieldReq

activationEffects

protected java.util.LinkedList<AgisEffect> activationEffects

effectTarget

public java.util.LinkedList<java.lang.String> effectTarget

channelEffect

protected AgisEffect channelEffect

activeEffect

protected AgisEffect activeEffect
Constructor Detail

MagicalAttackAbility

public MagicalAttackAbility(java.lang.String name)
Method Detail

checkAbility

protected AgisAbility.AbilityResult checkAbility(CombatInfo obj,
                                                 CombatInfo target,
                                                 AgisAbility.ActivationState state)
[16:25] Andrew: basically the idea behind that is the hit chance calculations should only be run when the ability is about to be successfully completed [16:25] Andrew: this function is run like 5 times upon using an ability [16:25] Andrew: each time the activationState is changed to the next stage

Overrides:
checkAbility in class AgisAbility
Returns:

SetShieldReq

public void SetShieldReq(int shieldNeeded)

GetShieldReq

public int GetShieldReq()

getActivationEffect

public java.util.LinkedList<AgisEffect> getActivationEffect()

addActivationEffect

public void addActivationEffect(AgisEffect effect)

addEffectTarget

public void addEffectTarget(java.lang.String target)

GetEffectTarget

public java.util.LinkedList<java.lang.String> GetEffectTarget()

getChannelEffect

public AgisEffect getChannelEffect()

setChannelEffect

public void setChannelEffect(AgisEffect effect)

getActiveEffect

public AgisEffect getActiveEffect()

setActiveEffect

public void setActiveEffect(AgisEffect effect)

completeActivation

public void completeActivation(AgisAbilityState state)
Description copied from class: AgisAbility
Runs when the ability is completed.

Overrides:
completeActivation in class AgisAbility

pulseChannelling

public void pulseChannelling(AgisAbilityState state)
Overrides:
pulseChannelling in class AgisAbility

pulseActivated

public void pulseActivated(AgisAbilityState state)
Overrides:
pulseActivated in class AgisAbility


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