A rumor is a faction member's subjective memory of a deed.
More...
|
Guid | deedGuid |
| The GUID of the deed this rumor is about.
|
|
DeedCategory | category |
| Optional category the original deed belongs to.
|
|
string | tag |
| The type of deed (e.g., "attack", "compliment").
|
|
int | actorFactionID |
| The actor faction that committed the deed.
|
|
int | targetFactionID |
| The target faction that the deed was done to.
|
|
float | impact |
| The impact of the deed, where -100 is the worst and +100 is the best.
|
|
float | aggression |
| How aggressive or submissive the deed is, where -100 is the most submissive and +100 is the most aggressive.
|
|
float | actorPowerLevel |
| The actor's power level.
|
|
float[] | traits |
| The traits associated with the deed.
|
|
int | count = 1 |
| The number of times this deed was done to the target.
|
|
float | confidence = 0 |
| The confidence the faction has in the source of the rumor.
|
|
float | pleasure = 0 |
| The pleasure that this rumor caused the faction.
|
|
float | arousal = 0 |
| The arousal that this rumor caused the faction.
|
|
float | dominance = 0 |
| The dominance change that this rumor caused in the faction.
|
|
PermittedEvaluators | permittedEvaluators = PermittedEvaluators.Everyone |
| Who is allowed to evaluate the deed when witnessed or shared as gossip.
|
|
float | minAffinityEffect = -100 |
| Evaluating this deed will never cause faction's affinity to go below this value.
|
|
float | maxAffinityEffect = -100 |
| Evaluating this deed will never cause faction's affinity to go below above value.
|
|
bool | memorable = false |
| Is the memory important enough to remember?
|
|
float | shortTermExpiration = 0 |
| The game time at which the rumor expires from short term memory.
|
|
float | longTermExpiration = 0 |
| The game time at which the rumor expires from long term memory.
|
|
object | customData = null |
|
|
static Pool< Rumor > | pool = new Pool<Rumor>() |
| A static pool of objects, to prevent garbage collection stutter.
|
|
A rumor is a faction member's subjective memory of a deed.
◆ AssignDeed()
void PixelCrushers.LoveHate.Rumor.AssignDeed |
( |
Deed |
deed | ) |
|
|
inline |
◆ AssignRumor()
void PixelCrushers.LoveHate.Rumor.AssignRumor |
( |
Rumor |
rumor | ) |
|
|
inline |
◆ Clear()
void PixelCrushers.LoveHate.Rumor.Clear |
( |
| ) |
|
|
inline |
◆ CompareTo()
int PixelCrushers.LoveHate.Rumor.CompareTo |
( |
Rumor |
other | ) |
|
|
inline |
◆ Expire()
void PixelCrushers.LoveHate.Rumor.Expire |
( |
| ) |
|
|
inline |
Expires the rumor so it will be removed from memory.
◆ GetNew() [1/3]
static Rumor PixelCrushers.LoveHate.Rumor.GetNew |
( |
| ) |
|
|
inlinestatic |
◆ GetNew() [2/3]
static Rumor PixelCrushers.LoveHate.Rumor.GetNew |
( |
Deed |
deed | ) |
|
|
inlinestatic |
◆ GetNew() [3/3]
static Rumor PixelCrushers.LoveHate.Rumor.GetNew |
( |
Rumor |
sourceRumor | ) |
|
|
inlinestatic |
◆ Release()
static void PixelCrushers.LoveHate.Rumor.Release |
( |
Rumor |
rumor | ) |
|
|
inlinestatic |
◆ actorFactionID
int PixelCrushers.LoveHate.Rumor.actorFactionID |
The actor faction that committed the deed.
◆ actorPowerLevel
float PixelCrushers.LoveHate.Rumor.actorPowerLevel |
◆ aggression
float PixelCrushers.LoveHate.Rumor.aggression |
How aggressive or submissive the deed is, where -100 is the most submissive and +100 is the most aggressive.
◆ arousal
float PixelCrushers.LoveHate.Rumor.arousal = 0 |
The arousal that this rumor caused the faction.
◆ category
Optional category the original deed belongs to.
◆ confidence
float PixelCrushers.LoveHate.Rumor.confidence = 0 |
The confidence the faction has in the source of the rumor.
When the faction has higher affinity for the source, the rumor's confidence will be higher.
◆ count
int PixelCrushers.LoveHate.Rumor.count = 1 |
The number of times this deed was done to the target.
For example, if an actor repeatedly attacks a target, count increases rather than creating separate rumors for each sword swing.
◆ customData
object PixelCrushers.LoveHate.Rumor.customData = null |
◆ deedGuid
Guid PixelCrushers.LoveHate.Rumor.deedGuid |
The GUID of the deed this rumor is about.
We remember the GUID in case another character shares the same rumor; in this case, we already know about the deed so we don't need to evaluate it again.
◆ dominance
float PixelCrushers.LoveHate.Rumor.dominance = 0 |
The dominance change that this rumor caused in the faction.
◆ impact
float PixelCrushers.LoveHate.Rumor.impact |
The impact of the deed, where -100 is the worst and +100 is the best.
For example, killing a target in an awful way approaches -100, while saving a target's family approaches +100.
◆ longTermExpiration
float PixelCrushers.LoveHate.Rumor.longTermExpiration = 0 |
The game time at which the rumor expires from long term memory.
◆ maxAffinityEffect
float PixelCrushers.LoveHate.Rumor.maxAffinityEffect = -100 |
Evaluating this deed will never cause faction's affinity to go below above value.
◆ memorable
bool PixelCrushers.LoveHate.Rumor.memorable = false |
Is the memory important enough to remember?
◆ minAffinityEffect
float PixelCrushers.LoveHate.Rumor.minAffinityEffect = -100 |
Evaluating this deed will never cause faction's affinity to go below this value.
◆ permittedEvaluators
Who is allowed to evaluate the deed when witnessed or shared as gossip.
◆ pleasure
float PixelCrushers.LoveHate.Rumor.pleasure = 0 |
The pleasure that this rumor caused the faction.
◆ pool
A static pool of objects, to prevent garbage collection stutter.
◆ shortTermExpiration
float PixelCrushers.LoveHate.Rumor.shortTermExpiration = 0 |
The game time at which the rumor expires from short term memory.
◆ tag
string PixelCrushers.LoveHate.Rumor.tag |
The type of deed (e.g., "attack", "compliment").
◆ targetFactionID
int PixelCrushers.LoveHate.Rumor.targetFactionID |
The target faction that the deed was done to.
◆ traits
float [] PixelCrushers.LoveHate.Rumor.traits |
The traits associated with the deed.
◆ isExpiredFromLongTerm
bool PixelCrushers.LoveHate.Rumor.isExpiredFromLongTerm |
|
get |
◆ isExpiredFromShortTerm
bool PixelCrushers.LoveHate.Rumor.isExpiredFromShortTerm |
|
get |
The documentation for this class was generated from the following file:
- C:/Dev/LoveHate/Dev/Source/Assets/Plugins/Pixel Crushers/LoveHate/Scripts/Core/Faction Members/Deeds/Rumor.cs