Anvil
Anvil.API.NwDoor Member List

This is the complete list of members for Anvil.API.NwDoor, including all inherited members.

ActionCastSpellAt(NwSpell spell, NwGameObject target, MetaMagic metaMagic=MetaMagic.Any, bool cheat=false, int domainLevel=0, ProjectilePathType projectilePathType=ProjectilePathType.Default, bool instant=false, NwClass? spellClass=null, bool spontaneousCast=false)Anvil.API.NwGameObjectinline
ActionCastSpellAt(NwSpell spell, Location target, MetaMagic metaMagic=MetaMagic.Any, bool cheat=false, ProjectilePathType projectilePathType=ProjectilePathType.Default, bool instant=false, NwClass? spellClass=null, bool spontaneousCast=false, int domainLevel=0)Anvil.API.NwGameObjectinline
ActionJumpToLocation(Location location)Anvil.API.NwGameObjectinline
ActionWait(TimeSpan duration)Anvil.API.NwGameObjectinline
ActiveEffectsAnvil.API.NwGameObject
AddActionToQueue(System.Action action)Anvil.API.NwObjectinline
AddToArea(CNWSArea area, float x, float y, float z) (defined in Anvil.API.NwDoor)Anvil.API.NwDoorinlineprotectedvirtual
AnimationStateAnvil.API.NwGameObject
ApplyEffect(EffectDuration durationType, Effect effect, TimeSpan duration=default)Anvil.API.NwGameObjectinline
AreaAnvil.API.NwGameObject
AssertObjectValid() (defined in Anvil.API.NwObject)Anvil.API.NwObjectinlineprotected
CasterLevelAnvil.API.NwGameObject
ClearActionQueue(bool clearCombatState=false)Anvil.API.NwObjectinline
ClearEventSubscriptions()Anvil.API.NwObjectinline
ClearObjectAnimationOverride(string anim)Anvil.API.NwGameObjectinline
Clone(Location location, string? newTag=null, bool copyLocalState=true)Anvil.API.NwDoorinlinevirtual
CloneInternal< T >(Location location, string? newTag, bool copyLocalState) (defined in Anvil.API.NwGameObject)Anvil.API.NwGameObjectinlineprotected
Close()Anvil.API.NwDoorinline
Create(string template, Location location, string? newTag=null)Anvil.API.NwDoorinlinestatic
CreateTrap(TrapBaseType trap, string disarm="", string triggered="")Anvil.API.NwStationaryinline
DescriptionAnvil.API.NwObject
Deserialize(byte[] serialized) (defined in Anvil.API.NwDoor)Anvil.API.NwDoorinlinestatic
Destroy()Anvil.API.NwGameObjectinlinevirtual
DialogResRefAnvil.API.NwDoor
DisableTrap()Anvil.API.NwTrappableinline
Distance(NwGameObject target)Anvil.API.NwGameObjectinline
DistanceSquared(NwGameObject target)Anvil.API.NwGameObjectinline
DoorOpenStateAnvil.API.NwDoor
EndConversation()Anvil.API.NwGameObjectinline
Equals(NwObject? other) (defined in Anvil.API.NwObject)Anvil.API.NwObjectinline
Equals(object? obj) (defined in Anvil.API.NwObject)Anvil.API.NwObjectinline
EventService (defined in Anvil.API.NwObject)Anvil.API.NwObjectprotectedstatic
FaceToObject(NwGameObject target)Anvil.API.NwGameObjectinline
FaceToPoint(Vector3 point)Anvil.API.NwStationaryinlinevirtual
FindObjectsOfType< T >()Anvil.API.NwObjectinlinestatic
FindObjectsWithTag(params string[] tags)Anvil.API.NwObjectinlinestatic
FindObjectsWithTag< T >(params string[] tags)Anvil.API.NwObjectinlinestatic
ForceRefreshUUID() (defined in Anvil.API.NwObject)Anvil.API.NwObjectinline
GetBaseSavingThrow(SavingThrow savingThrow)Anvil.API.NwDoorinline
GetColor(ColorChannel colorChannel)Anvil.API.NwGameObjectinline
GetEventScript(EventScriptType eventType)Anvil.API.NwObjectinline
GetHashCode() (defined in Anvil.API.NwObject)Anvil.API.NwObjectinline
GetLastDisarmedBy()Anvil.API.NwTrappableinline
GetLastLockedBy()Anvil.API.NwStationaryinline
GetNearestCreatures()Anvil.API.NwGameObjectinline
GetNearestCreatures(CreatureTypeFilter filter1)Anvil.API.NwGameObjectinline
GetNearestCreatures(CreatureTypeFilter filter1, CreatureTypeFilter filter2)Anvil.API.NwGameObjectinline
GetNearestCreatures(CreatureTypeFilter filter1, CreatureTypeFilter filter2, CreatureTypeFilter filter3)Anvil.API.NwGameObjectinline
GetNearestObjectsByType< T >()Anvil.API.NwGameObjectinline
GetObjectVariable< T >(string name)Anvil.API.NwObjectinline
GetVisualTransform(ObjectVisualTransformDataScope scope)Anvil.API.NwGameObjectinline
HardnessAnvil.API.NwStationary
HasLineOfSight(NwGameObject target)Anvil.API.NwGameObjectinline
HasUUIDAnvil.API.NwObject
HighlightColorAnvil.API.NwGameObject
HPAnvil.API.NwGameObject
IsDoorActionPossible(DoorAction action)Anvil.API.NwDoorinline
IsEventLocked(EventScriptType eventType)Anvil.API.NwObjectinline
IsInConversationAnvil.API.NwGameObject
IsListeningAnvil.API.NwGameObject
IsOpenAnvil.API.NwStationary
IsTrapDetectedBy(NwCreature creature)Anvil.API.NwTrappableinline
IsTrapFlaggedAnvil.API.NwTrappable
IsTrappedAnvil.API.NwTrappable
IsValidAnvil.API.NwObject
KeyAutoRemoved (defined in Anvil.API.NwDoor)Anvil.API.NwDoor
KeyRequiredFeedbackAnvil.API.NwStationary
LocalVariablesAnvil.API.NwObject
Location (defined in Anvil.API.NwStationary)Anvil.API.NwStationary
LockableAnvil.API.NwStationary
LockDCAnvil.API.NwStationary
LockedAnvil.API.NwStationary
LockKeyRequiredAnvil.API.NwStationary
LockKeyTagAnvil.API.NwStationary
MaxHPAnvil.API.NwGameObject
MouseCursorAnvil.API.NwGameObject
NameAnvil.API.NwObject
NwObject(ICGameObject gameObject) (defined in Anvil.API.NwObject)Anvil.API.NwObjectinlineprotected
ObjectIdAnvil.API.NwObject
ObjectVisibilityService (defined in Anvil.API.NwObject)Anvil.API.NwObjectprotectedstatic
OnAcquireItemAnvil.API.NwGameObject
OnAreaTransitionClickAnvil.API.NwDoor
OnChatMessageSendAnvil.API.NwGameObject
OnCloseAnvil.API.NwDoor
OnConversationAnvil.API.NwDoor
OnDamagedAnvil.API.NwDoor
OnDeathAnvil.API.NwDoor
OnDisarmAnvil.API.NwDoor
OnDisarmWeaponAnvil.API.NwGameObject
OnDispelMagicApplyAnvil.API.NwGameObject
OnDoorSetOpenStateAnvil.API.NwDoor
OnEffectApplyAnvil.API.NwGameObject
OnEffectRemoveAnvil.API.NwGameObject
OneShotTrapAnvil.API.NwTrappable
OnFailToOpenAnvil.API.NwDoor
OnHealAnvil.API.NwGameObject
OnHeartbeatAnvil.API.NwDoor
OnLockAnvil.API.NwDoor
OnOpenAnvil.API.NwDoor
OnPhysicalAttackedAnvil.API.NwDoor
OnSpellBroadcastAnvil.API.NwGameObject
OnSpellCastAnvil.API.NwGameObject
OnSpellCastAtAnvil.API.NwDoor
OnSpellInterruptAnvil.API.NwGameObject
OnTrapTriggeredAnvil.API.NwDoor
OnUnacquireItemAnvil.API.NwGameObject
OnUnlockAnvil.API.NwDoor
OnUserDefinedAnvil.API.NwDoor
Open()Anvil.API.NwDoorinline
operator CNWSDoor?(NwDoor? door) (defined in Anvil.API.NwDoor)Anvil.API.NwDoorinlinestatic
operator uint(NwObject? gameObject) (defined in Anvil.API.NwObject)Anvil.API.NwObjectinlinestatic
operator!=(NwObject? left, NwObject? right) (defined in Anvil.API.NwObject)Anvil.API.NwObjectinlinestatic
operator==(NwObject? left, NwObject? right) (defined in Anvil.API.NwObject)Anvil.API.NwObjectinlinestatic
OriginalDescriptionAnvil.API.NwObject
PeekUUID()Anvil.API.NwGameObjectinlinevirtual
PlayAnimation(Animation animation, float animSpeed, bool queueAsAction=false, TimeSpan duration=default)Anvil.API.NwGameObjectinline
PlaySound(string soundName)Anvil.API.NwGameObjectinline
PlaySoundByStrRef(StrRef strRef, bool runAsAction=true)Anvil.API.NwGameObjectinline
PlotFlagAnvil.API.NwGameObject
PortraitIdAnvil.API.NwGameObject
PortraitResRefAnvil.API.NwGameObject
PositionAnvil.API.NwGameObject
RemoveEffect(Effect effect)Anvil.API.NwGameObjectinline
ReplaceObjectAnimation(string anim, string newAnim)Anvil.API.NwGameObjectinline
ReplaceObjectTexture(string texture, string newTexture)Anvil.API.NwGameObjectinline
ResetMaterialShaderUniforms()Anvil.API.NwGameObjectinline
ResetMaterialShaderUniforms(string material)Anvil.API.NwGameObjectinline
ResetMaterialShaderUniforms(string material, string param)Anvil.API.NwGameObjectinline
ResourceManager (defined in Anvil.API.NwObject)Anvil.API.NwObjectprotectedstatic
ResRefAnvil.API.NwObject
RollSavingThrow(SavingThrow savingThrow, int dc, SavingThrowType saveType, NwGameObject? saveVs=null)Anvil.API.NwGameObjectinline
RotationAnvil.API.NwGameObject
Serialize() (defined in Anvil.API.NwDoor)Anvil.API.NwDoorinlinevirtual
SerializeToJson(bool saveObjectState)Anvil.API.NwObjectinline
SetBaseSavingThrow(SavingThrow savingThrow, sbyte newValue)Anvil.API.NwDoorinline
SetColor(ColorChannel colorChannel, int newColor)Anvil.API.NwGameObjectinline
SetEventScript(EventScriptType eventType, string? script)Anvil.API.NwObjectinline
SetFacing(float facing)Anvil.API.NwGameObjectinline
SetIsDestroyable(bool destroyable, bool raiseable=true, bool selectableWhenDead=false)Anvil.API.NwGameObjectinline
SetListenPattern(string pattern, int patternNumber)Anvil.API.NwGameObjectinline
SetMaterialShaderUniform(string material, string param, int value)Anvil.API.NwGameObjectinline
SetMaterialShaderUniform(string material, string param, Vector4 value)Anvil.API.NwGameObjectinline
SetMaterialShaderUniform(string material, string param, float value)Anvil.API.NwGameObjectinline
SetSavingThrow(SavingThrow savingThrow, int amount)Anvil.API.NwStationaryinline
SetTextBubbleOverride(ObjectUiTextBubbleOverride mode, string text)Anvil.API.NwGameObjectinline
SetTrapDetectedBy(bool detected, params NwCreature[] creatures)Anvil.API.NwTrappableinline
SpeakString(string message, TalkVolume talkVolume=TalkVolume.Talk, bool queueAsAction=false)Anvil.API.NwObjectinline
TagAnvil.API.NwObject
ToString()Anvil.API.NwObjectinline
TransitionTargetAnvil.API.NwGameObject
TrapActiveAnvil.API.NwTrappable
TrapBaseTypeAnvil.API.NwTrappable
TrapCreatorAnvil.API.NwTrappable
TrapDetectableAnvil.API.NwTrappable
TrapDetectDCAnvil.API.NwTrappable
TrapDisarmableAnvil.API.NwTrappable
TrapDisarmDCAnvil.API.NwTrappable
TrapKeyTagAnvil.API.NwTrappable
TrapRecoverableAnvil.API.NwTrappable
TryGetUUID(out Guid uid)Anvil.API.NwObjectinline
UiDiscoveryFlagsAnvil.API.NwGameObject
UnlockDCAnvil.API.NwStationary
UseableAnvil.API.NwGameObject
UUIDAnvil.API.NwObject
VirtualMachine (defined in Anvil.API.NwObject)Anvil.API.NwObjectprotectedstatic
VisibilityOverrideAnvil.API.NwGameObject
VisibleDistanceAnvil.API.NwGameObject
VisualTransformAnvil.API.NwGameObject
WaitForObjectContext()Anvil.API.NwObjectinline