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NPCBehaviorTemplate.h
1#pragma once
2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/BehaviorTemplate.h>
4#include <Cyrus/Classes/GameEffectInfo.h>
5#include <Cyrus/Classes/PropertyClass.h>
6#include <Cyrus/Enums/NPCBehaviorTemplate__TITLE_TYPE.h>
7
9public:
10 int getNStartingHealth() { // Property Generated Getter
11 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x78);
12 }
13
14 void setNStartingHealth(int val) { // Property Generated Setter
15 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x78) = val;
16 }
17
18 bool getHideCurrentHP() { // Property Generated Getter
19 return *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x7C);
20 }
21
22 void setHideCurrentHP(bool val) { // Property Generated Setter
23 *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x7C) = val;
24 }
25
26 int getNLevel() { // Property Generated Getter
27 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x80);
28 }
29
30 void setNLevel(int val) { // Property Generated Setter
31 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x80) = val;
32 }
33
34 float getFIntelligence() { // Property Generated Getter
35 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x84);
36 }
37
38 void setFIntelligence(float val) { // Property Generated Setter
39 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x84) = val;
40 }
41
42 float getFSelfishFactor() { // Property Generated Getter
43 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x88);
44 }
45
46 void setFSelfishFactor(float val) { // Property Generated Setter
47 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x88) = val;
48 }
49
50 Color getNameColor() { // Property Generated Getter
51 return *reinterpret_cast<Color*>(reinterpret_cast<uintptr_t>(this) + 0x98);
52 }
53
54 void setNameColor(Color val) { // Property Generated Setter
55 *reinterpret_cast<Color*>(reinterpret_cast<uintptr_t>(this) + 0x98) = val;
56 }
57
58 bool getBossMob() { // Property Generated Getter
59 return *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x90);
60 }
61
62 void setBossMob(bool val) { // Property Generated Setter
63 *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x90) = val;
64 }
65
66 bool getTurnTowardsPlayer() { // Property Generated Getter
67 return *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x91);
68 }
69
70 void setTurnTowardsPlayer(bool val) { // Property Generated Setter
71 *reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(this) + 0x91) = val;
72 }
73
74 NPCBehaviorTemplate__TITLE_TYPE getMobTitle() { // Property Generated Getter
75 return *reinterpret_cast<NPCBehaviorTemplate__TITLE_TYPE*>(reinterpret_cast<uintptr_t>(this) + 0x94);
76 }
77
78 void setMobTitle(NPCBehaviorTemplate__TITLE_TYPE val) { // Property Generated Setter
79 *reinterpret_cast<NPCBehaviorTemplate__TITLE_TYPE*>(reinterpret_cast<uintptr_t>(this) + 0x94) = val;
80 }
81
82 std::string getSchoolOfFocus() { // Property Generated Getter
83 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xA0);
84 }
85
86 void setSchoolOfFocus(std::string val) { // Property Generated Setter
87 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xA0) = val;
88 }
89
90 int getNAggressiveFactor() { // Property Generated Getter
91 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x8C);
92 }
93
94 void setNAggressiveFactor(int val) { // Property Generated Setter
95 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x8C) = val;
96 }
97
98 std::string getTriggerList() { // Property Generated Getter
99 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xE8);
100 }
101
102 void setTriggerList(std::string val) { // Property Generated Setter
103 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xE8) = val;
104 }
105
106 float getCylinderScaleValue() { // Property Generated Getter
107 return *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x10C);
108 }
109
110 void setCylinderScaleValue(float val) { // Property Generated Setter
111 *reinterpret_cast<float*>(reinterpret_cast<uintptr_t>(this) + 0x10C) = val;
112 }
113
114 int getMaxShadowPips() { // Property Generated Getter
115 return *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x110);
116 }
117
118 void setMaxShadowPips(int val) { // Property Generated Setter
119 *reinterpret_cast<int*>(reinterpret_cast<uintptr_t>(this) + 0x110) = val;
120 }
121
122 List<SharedPointer<GameEffectInfo>> * getBaseEffects() { // Property Generated Getter
123 return reinterpret_cast<List<SharedPointer<GameEffectInfo>> *>(reinterpret_cast<uintptr_t>(this) + 0x118);
124 }
125
126 void setBaseEffects(List<SharedPointer<GameEffectInfo>> * val) { // Property Generated Setter
127 *reinterpret_cast<List<SharedPointer<GameEffectInfo>> **>(reinterpret_cast<uintptr_t>(this) + 0x118) = val;
128 }
129
130 std::string getSecondarySchoolOfFocus() { // Property Generated Getter
131 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xC8);
132 }
133
134 void setSecondarySchoolOfFocus(std::string val) { // Property Generated Setter
135 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xC8) = val;
136 }
137
138};
Definition BehaviorTemplate.h:13
Definition NPCBehaviorTemplate.h:8
bool getBossMob()
Definition NPCBehaviorTemplate.h:58
void setHideCurrentHP(bool val)
Definition NPCBehaviorTemplate.h:22
void setTurnTowardsPlayer(bool val)
Definition NPCBehaviorTemplate.h:70
void setMobTitle(NPCBehaviorTemplate__TITLE_TYPE val)
Definition NPCBehaviorTemplate.h:78
float getFSelfishFactor()
Definition NPCBehaviorTemplate.h:42
void setBaseEffects(List< SharedPointer< GameEffectInfo > > *val)
Definition NPCBehaviorTemplate.h:126
void setNStartingHealth(int val)
Definition NPCBehaviorTemplate.h:14
void setCylinderScaleValue(float val)
Definition NPCBehaviorTemplate.h:110
void setBossMob(bool val)
Definition NPCBehaviorTemplate.h:62
void setNameColor(Color val)
Definition NPCBehaviorTemplate.h:54
void setNLevel(int val)
Definition NPCBehaviorTemplate.h:30
float getCylinderScaleValue()
Definition NPCBehaviorTemplate.h:106
void setFIntelligence(float val)
Definition NPCBehaviorTemplate.h:38
int getNStartingHealth()
Definition NPCBehaviorTemplate.h:10
bool getHideCurrentHP()
Definition NPCBehaviorTemplate.h:18
float getFIntelligence()
Definition NPCBehaviorTemplate.h:34
NPCBehaviorTemplate__TITLE_TYPE getMobTitle()
Definition NPCBehaviorTemplate.h:74
int getMaxShadowPips()
Definition NPCBehaviorTemplate.h:114
int getNAggressiveFactor()
Definition NPCBehaviorTemplate.h:90
void setFSelfishFactor(float val)
Definition NPCBehaviorTemplate.h:46
void setNAggressiveFactor(int val)
Definition NPCBehaviorTemplate.h:94
bool getTurnTowardsPlayer()
Definition NPCBehaviorTemplate.h:66
void setTriggerList(std::string val)
Definition NPCBehaviorTemplate.h:102
List< SharedPointer< GameEffectInfo > > * getBaseEffects()
Definition NPCBehaviorTemplate.h:122
void setMaxShadowPips(int val)
Definition NPCBehaviorTemplate.h:118
std::string getSecondarySchoolOfFocus()
Definition NPCBehaviorTemplate.h:130
std::string getTriggerList()
Definition NPCBehaviorTemplate.h:98
void setSchoolOfFocus(std::string val)
Definition NPCBehaviorTemplate.h:86
Color getNameColor()
Definition NPCBehaviorTemplate.h:50
std::string getSchoolOfFocus()
Definition NPCBehaviorTemplate.h:82
void setSecondarySchoolOfFocus(std::string val)
Definition NPCBehaviorTemplate.h:134
int getNLevel()
Definition NPCBehaviorTemplate.h:26
Definition shared.h:35