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Struct SpellForm

Namespace: OblivionMp.Sdk.Common.Archetypes
Assembly: OblivionMp.Sdk.Common.dll

A spell a player made, shared with every client and the server.

[Archetype(true)]
public readonly struct SpellForm : IArchetype, IArchetypeQueryable, IEntityShape

Implements​

IArchetype, IArchetypeQueryable, IEntityShape

Inherited Members​

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

Properties​

EffectsCount​

public int EffectsCount { get; }

Property Value​

int

Flags​

The game's flags for the spell, as a raw byte.

public byte Flags { get; set; }

Property Value​

byte

IsValid​

public bool IsValid { get; }

Property Value​

bool

MagickaCost​

The magicka it costs to cast.

public uint MagickaCost { get; set; }

Property Value​

uint

SpellType​

What kind of spell it is.

public SpellType SpellType { get; set; }

Property Value​

SpellType

Methods​

AddEffects(in MagicEffectEntry)​

[Changes("SpellForm.Field.Effects")]
public void AddEffects(in MagicEffectEntry value)

Parameters​

value MagicEffectEntry

As<T>()​

public T As<T>() where T : struct, IArchetypeQueryable

Returns​

T

Type Parameters​

T

ClearEffects()​

[Changes("SpellForm.Field.Effects")]
public void ClearEffects()

ContainsEffects(in MagicEffectEntry)​

public bool ContainsEffects(in MagicEffectEntry value)

Parameters​

value MagicEffectEntry

Returns​

bool

GetEffects()​

public NativeList<MagicEffectEntry>.ReadOnly GetEffects()

Returns​

NativeList<MagicEffectEntry>.ReadOnly

GetEffects(int)​

public MagicEffectEntry GetEffects(int index)

Parameters​

index int

Returns​

MagicEffectEntry

InsertEffects(int, in MagicEffectEntry)​

[Changes("SpellForm.Field.Effects")]
public void InsertEffects(int index, in MagicEffectEntry value)

Parameters​

index int

value MagicEffectEntry

Is<T>()​

public bool Is<T>() where T : struct, IArchetypeQueryable

Returns​

bool

Type Parameters​

T

Keep()​

This entity, which it already is: a loop over this shape hands over the shape itself.

public SpellForm Keep()

Returns​

SpellForm

Remarks​

Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.

RemoveAtEffects(int)​

[Changes("SpellForm.Field.Effects")]
public MagicEffectEntry RemoveAtEffects(int index)

Parameters​

index int

Returns​

MagicEffectEntry

SetEffects(in NativeList<MagicEffectEntry>)​

[Changes("SpellForm.Field.Effects")]
public void SetEffects(in NativeList<MagicEffectEntry> value)

Parameters​

value NativeList<MagicEffectEntry>

SetEffects(int, in MagicEffectEntry)​

[Changes("SpellForm.Field.Effects")]
public void SetEffects(int index, in MagicEffectEntry value)

Parameters​

index int

value MagicEffectEntry

TryAs<T>(out T)​

public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable

Parameters​

archetype T

Returns​

bool

Type Parameters​

T

  • Properties
    • EffectsCount
    • Flags
    • IsValid
    • MagickaCost
    • SpellType
  • Methods
    • AddEffects(in MagicEffectEntry)
    • As<T>()
    • ClearEffects()
    • ContainsEffects(in MagicEffectEntry)
    • GetEffects()
    • GetEffects(int)
    • InsertEffects(int, in MagicEffectEntry)
    • Is<T>()
    • Keep()
    • RemoveAtEffects(int)
    • SetEffects(in NativeList<MagicEffectEntry>)
    • SetEffects(int, in MagicEffectEntry)
    • TryAs<T>(out T)