Cyrus Mod Loader
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ItemSetBonusData Class Reference

#include <ItemSetBonusData.h>

Inheritance diagram for ItemSetBonusData:
PropertyClass

Public Member Functions

int getNumItemsToEquip ()
 
void setNumItemsToEquip (int val)
 
std::string getDescription ()
 
void setDescription (std::string val)
 
RequirementList ** getEquipEffectsGrantedRequirements ()
 
void setEquipEffectsGrantedRequirements (RequirementList **val)
 
List< GameEffectInfo * > * getEquipEffectsGranted ()
 
void setEquipEffectsGranted (List< GameEffectInfo * > *val)
 
- Public Member Functions inherited from PropertyClass
virtual char * getClassName ()=0
 Gets the class name of the derived class in the format class T[*].
 
virtual void * getPropertyList ()=0
 Constructs and caches the PropertyList for the derived class, adding all reflected members and member functions.
 
virtual bool copy (uint32_t a1)=0
 Copies the property class data.
 
virtual void * serialize (void *a2, uint32_t a3)=0
 Serializes the derived class's PropertyList as XML.
 
virtual bool onCreated ()=0
 Called when the PropertyClass is created.
 
template<typename T >
CYRUS T * as ()
 Casts this to a pointer of type T.
 
virtual void onPostLoad ()=0
 Called when the PropertyClass is loaded, i.e., initialize is called and onCreated has finished.
 
virtual void onFinalizeLoad ()=0
 
virtual bool shouldNotSerialize ()=0
 Determines if the PropertyClass should not be serialized.
 

Member Function Documentation

◆ getDescription()

std::string ItemSetBonusData::getDescription ( )
inline

◆ getEquipEffectsGranted()

List< GameEffectInfo * > * ItemSetBonusData::getEquipEffectsGranted ( )
inline

◆ getEquipEffectsGrantedRequirements()

RequirementList ** ItemSetBonusData::getEquipEffectsGrantedRequirements ( )
inline

◆ getNumItemsToEquip()

int ItemSetBonusData::getNumItemsToEquip ( )
inline

◆ setDescription()

void ItemSetBonusData::setDescription ( std::string val)
inline

◆ setEquipEffectsGranted()

void ItemSetBonusData::setEquipEffectsGranted ( List< GameEffectInfo * > * val)
inline

◆ setEquipEffectsGrantedRequirements()

void ItemSetBonusData::setEquipEffectsGrantedRequirements ( RequirementList ** val)
inline

◆ setNumItemsToEquip()

void ItemSetBonusData::setNumItemsToEquip ( int val)
inline