Work In Progress by Watikita, V1.1
You can think of an agent as any living entity in the game.
This might be the player, an NPC character, or even a horse.
Syntax | Return Type | Does What? | Available Values/Extensions | Example |
---|---|---|---|---|
unit.Age | public float | Get/Set the age of the agent | N/A | float age = unit.Age |
unit.AgentRole | public AgentRole | Get/Set the role of the agent | I have no idea. | I have no idea. |
unit.Scale | public float | Get the scaling factor of the agent | N/A | float scale = unit.Scale |
unit.AIStateFlags | public AIStateFlag | Get or sets the [state flag] of the AI | Alarmed, Cautious, Guard, None, Paused | unit.AIStateFlags = Agent.AIStateFlag.Alarmed |
unit.AttackDirection | public AttackDirection | Get the direction the Agent is attacking towards | Top, Left, Down, Right | |
unit.Character | public BasicCharacterObject | Used to link between Hero.MainHero and the player Agent | [unit.Character] | |
unit.ClearAttachedWeapons | public void | Clears the weapons attached to the Agent | N/A | Method |
unit.ClearAttachedEquipment | public void | Clears the equipment attached to the Agent | N/A | Method |
unit.ClothingColor1 | public Color | Gets the clothing color of the agent | N/A | I have no idea. |
unit.Controller | public Contorller | Get/Set the controller of the agent | Player, AI | I have no idea. |
unit.CrouchMode | public bool | Returns true if the agent is crouched | N/A | bool crouch = unit.CrouchMode; |
- You can get the player agent through the
Agent.Main
property (assuming they are alive).
The agent class is the class used to access the universal types of properties that all Agents have.
Name | Type | Contains / Does | Arguments/Enum listings | Tips |
---|---|---|---|---|
Agent.AiStateFlag | Enum | A set of all available State Flags | Alarmed, Cautious, Guard, None, Paused, UseObjectMoving, UseObjectUsing, UseObjectWaiting | |
Agent.ControllerType | Enum | A set of all available Control Types, if control type is player the agent is player-controlled | AI, Count, None, Player | Can be also use with Agent.Main.ControllerType to set to player controller |
Agent.CreationType | Enum | A set of all available Creation Types, only use is finding Horses afaik | FromCharacterObj, FromHorseObj, FromRooster, Invalid | |
Agent.KillInfo | Enum | A set of information related to how an Agent was killed, should dedicate an entire section | ALL weapon types, each has their own listings that return strings/ints | |
Agent.GuardMode | Enum | A set of all the defensive directions one could guard from | Top, Left, Down, Right | |
Agent.UsageDirection | Enum | A set of all directions and actions one could use do any held item. | AttackAny, AttackTop, AttackLeft, AttackCenter, AttackDown, AttackRight, DefendAny, DefendTop, DefendLeft, DefendCenter, DefendDown, DefendRight |