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版本:0.2.0

Struct ReadyMainCharacter

Namespace: OblivionMp.Sdk.Entities.Player
Assembly: OblivionMp.Sdk.dll

Represents the player character entity in the game, providing access to its properties.

public readonly struct ReadyMainCharacter : IReadyEntity<ReadyMainCharacter>

Implements​

IReadyEntity<ReadyMainCharacter>

Inherited Members​

object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()

Extension Methods​

ReadyObjectExtensions.SetLocationRotation<ReadyMainCharacter>(ReadyMainCharacter, Vector3, Vector3)

Properties​

Animation​

Set of flags useful for checking which actions is the player is currently performing.

public ReadyMainCharacter.AnimationApi Animation { get; }

Property Value​

ReadyMainCharacter.AnimationApi

ArrowCount​

Gets number of arrows left in quiver.

public int ArrowCount { get; set; }

Property Value​

int

CustomSpells​

public IEnumerable<CustomSpell> CustomSpells { get; }

Property Value​

IEnumerable<CustomSpell>

Fatigue​

Current Fatigue (Green bar) of the character. Does not impact MaxFatigue value.

public float Fatigue { get; set; }

Property Value​

float

HasQuiverEquipped​

Checks whether character has any arrows equipped.

public bool HasQuiverEquipped { get; }

Property Value​

bool

HasTorchEquipped​

Checks whether character has a torch equipped.

public bool HasTorchEquipped { get; }

Property Value​

bool

Hp​

Current Hp (HealthPoints) of the character. Unclear behavior as of now. Some actions reset it to MaxHp while some modify only this value. Does not impact MaxHp value.

public float Hp { get; set; }

Property Value​

float

InCombat​

Checks whether the character is in active combat.

public bool InCombat { get; }

Property Value​

bool

InDialogue​

Checks whether the character is in active dialogue menu.

public bool InDialogue { get; }

Property Value​

bool

IsDead​

public bool IsDead { get; }

Property Value​

bool

IsValid​

public bool IsValid { get; }

Property Value​

bool

KnownCustomPotionTypes​

public IEnumerable<CustomPotion> KnownCustomPotionTypes { get; }

Property Value​

IEnumerable<CustomPotion>

Magicka​

Current Magicka (Mana) of the character. Does not impact MaxMagicka value.

public float Magicka { get; set; }

Property Value​

float

MaxHp​

Current base Hp (HealthPoints) of the character. Unclear behavior as of now. Some actions reset it to MaxHp while some modify only this value. Does not impact MaxHp value.

public float MaxHp { get; set; }

Property Value​

float

Nickname​

Gets the visible player nickname.

public string Nickname { get; }

Property Value​

string

PlayerId​

Gets the Player ID.

public PlayerId PlayerId { get; }

Property Value​

PlayerId

Position​

public Vector3 Position { get; set; }

Property Value​

Vector3

Rotation​

public float Rotation { get; set; }

Property Value​

float

Sex​

Character gender.

public CharacterSex Sex { get; set; }

Property Value​

CharacterSex

Visibility​

How visible the character currently is, from 0 (fully hidden) to 1 (fully visible).

public float Visibility { get; }

Property Value​

float

Methods​

AddItemToInventory(FormId, int)​

Add the specified item to the inventory. Check Items for item list.

public void AddItemToInventory(FormId itemId, int quantity)

Parameters​

itemId FormId

The FormId of the item to add.

quantity int

Number of items to add.

ClearInventory()​

Clear character inventory.

public void ClearInventory()

Get<T>()​

Get a reference to a component of type T on the player character entity.

public ref T Get<T>() where T : struct, IComponent

Returns​

T

Type Parameters​

T

GetAttribute(CharacterAttribute)​

Gets the target attribute value from the character.

public float GetAttribute(CharacterAttribute attribute)

Parameters​

attribute CharacterAttribute

Type of attribute

Returns​

float

Current level of specified attribute

Examples​

player.GetAttribute(CharacterAttribute.Security);

GetEffectValue(CharacterEffect)​

Gets the target effect value from character.

public float GetEffectValue(CharacterEffect effect)

Parameters​

effect CharacterEffect

Type of effect

Returns​

float

Strength of the effect

GetGlobal<T>()​

Get a reference to a component of type T on the global player archetype entity associated with this player character entity.

public ref T GetGlobal<T>() where T : struct, IComponent

Returns​

T

Type Parameters​

T

GetSocialAttribute(CharacterSocialAttribute)​

Gets the social interaction attribute level

public float GetSocialAttribute(CharacterSocialAttribute attribute)

Parameters​

attribute CharacterSocialAttribute

Type of social attribute

Returns​

float

Current level of the attribute

HasItemInInventory(FormId)​

Checks whether the character has the specified item in the inventory.

public bool HasItemInInventory(FormId itemId)

Parameters​

itemId FormId

Target item FormId.

Returns​

bool

True if at least one item of given FormId is found in inventory.

HasItemInInventory(FormId, out int)​

Checks whether the character has the specified item in the inventory.

public bool HasItemInInventory(FormId itemId, out int itemCount)

Parameters​

itemId FormId

Target item FormId.

itemCount int

Possessed item count.

Returns​

bool

True if at least one item of given FormId is found in inventory.

RebirthLocalPlayer()​

Rebirths (revives) the local player character.

public void RebirthLocalPlayer()

RemoveItemFromInventory(FormId, int)​

Remove an item from the player's inventory. Check Items for item list. If the quantity to remove is greater than the current quantity, the item will be completely removed from the inventory.

public void RemoveItemFromInventory(FormId itemId, int quantity = 2147483647)

Parameters​

itemId FormId

FormId of the item to remove.

quantity int

The quantity of the item to remove. Defaults to int.MaxValue, which will remove all instances of the item.

SetAttribute(CharacterAttribute, float)​

Sets the target attribute to specified value.

public void SetAttribute(CharacterAttribute attribute, float value)

Parameters​

attribute CharacterAttribute

Type of attribute

value float

Desired level of the attribute

SetEffectValue(CharacterEffect, float)​

Sets the target effect on character.

public void SetEffectValue(CharacterEffect effect, float value)

Parameters​

effect CharacterEffect

Type of effect

value float

Strength of the effect

SetSocialAttribute(CharacterSocialAttribute, float)​

Sets the specified social interaction attribute to desired level

public void SetSocialAttribute(CharacterSocialAttribute attribute, float value)

Parameters​

attribute CharacterSocialAttribute

Type of social attribute

value float

Desired level of the social attribute

Operators​

explicit operator ReadyMainCharacter(ReadyObject)​

public static explicit operator ReadyMainCharacter(ReadyObject obj)

Parameters​

obj ReadyObject

Returns​

ReadyMainCharacter

explicit operator ReadyMainCharacter(ReadyCharacter)​

public static explicit operator ReadyMainCharacter(ReadyCharacter character)

Parameters​

character ReadyCharacter

Returns​

ReadyMainCharacter

implicit operator ReadyObject(ReadyMainCharacter)​

public static implicit operator ReadyObject(ReadyMainCharacter mainCharacter)

Parameters​

mainCharacter ReadyMainCharacter

Returns​

ReadyObject

implicit operator ReadyCharacter(ReadyMainCharacter)​

public static implicit operator ReadyCharacter(ReadyMainCharacter mainCharacter)

Parameters​

mainCharacter ReadyMainCharacter

Returns​

ReadyCharacter

  • Properties
    • Animation
    • ArrowCount
    • CustomSpells
    • Fatigue
    • HasQuiverEquipped
    • HasTorchEquipped
    • Hp
    • InCombat
    • InDialogue
    • IsDead
    • IsValid
    • KnownCustomPotionTypes
    • Magicka
    • MaxHp
    • Nickname
    • PlayerId
    • Position
    • Rotation
    • Sex
    • Visibility
  • Methods
    • AddItemToInventory(FormId, int)
    • ClearInventory()
    • Get<T>()
    • GetAttribute(CharacterAttribute)
    • GetEffectValue(CharacterEffect)
    • GetGlobal<T>()
    • GetSocialAttribute(CharacterSocialAttribute)
    • HasItemInInventory(FormId)
    • HasItemInInventory(FormId, out int)
    • RebirthLocalPlayer()
    • RemoveItemFromInventory(FormId, int)
    • SetAttribute(CharacterAttribute, float)
    • SetEffectValue(CharacterEffect, float)
    • SetSocialAttribute(CharacterSocialAttribute, float)
  • Operators
    • explicit operator ReadyMainCharacter(ReadyObject)
    • explicit operator ReadyMainCharacter(ReadyCharacter)
    • implicit operator ReadyObject(ReadyMainCharacter)
    • implicit operator ReadyCharacter(ReadyMainCharacter)