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.NwGameObject | inline |
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.NwGameObject | inline |
ActionJumpToLocation(Location location) | Anvil.API.NwGameObject | inline |
ActionWait(TimeSpan duration) | Anvil.API.NwGameObject | inline |
ActiveEffects | Anvil.API.NwGameObject | |
AddActionToQueue(System.Action action) | Anvil.API.NwObject | inline |
AddToArea(CNWSArea area, float x, float y, float z) (defined in Anvil.API.NwGameObject) | Anvil.API.NwGameObject | protectedpure virtual |
AnimationState | Anvil.API.NwGameObject | |
ApplyEffect(EffectDuration durationType, Effect effect, TimeSpan duration=default) | Anvil.API.NwGameObject | inline |
Area | Anvil.API.NwGameObject | |
AssertObjectValid() (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inlineprotected |
CasterLevel | Anvil.API.NwGameObject | |
ClearActionQueue(bool clearCombatState=false) | Anvil.API.NwObject | inline |
ClearEventSubscriptions() | Anvil.API.NwObject | inline |
ClearObjectAnimationOverride(string anim) | Anvil.API.NwGameObject | inline |
Clone(Location location, string? newTag=null, bool copyLocalState=true) | Anvil.API.NwGameObject | pure virtual |
CloneInternal< T >(Location location, string? newTag, bool copyLocalState) (defined in Anvil.API.NwGameObject) | Anvil.API.NwGameObject | inlineprotected |
Description | Anvil.API.NwObject | |
Destroy() | Anvil.API.NwGameObject | inlinevirtual |
Distance(NwGameObject target) | Anvil.API.NwGameObject | inline |
DistanceSquared(NwGameObject target) | Anvil.API.NwGameObject | inline |
EndConversation() | Anvil.API.NwGameObject | inline |
Equals(NwObject? other) (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inline |
Equals(object? obj) (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inline |
EventService (defined in Anvil.API.NwObject) | Anvil.API.NwObject | protectedstatic |
FaceToObject(NwGameObject target) | Anvil.API.NwGameObject | inline |
FaceToPoint(Vector3 point) | Anvil.API.NwGameObject | inlinevirtual |
FindObjectsOfType< T >() | Anvil.API.NwObject | inlinestatic |
FindObjectsWithTag(params string[] tags) | Anvil.API.NwObject | inlinestatic |
FindObjectsWithTag< T >(params string[] tags) | Anvil.API.NwObject | inlinestatic |
ForceRefreshUUID() (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inline |
GetColor(ColorChannel colorChannel) | Anvil.API.NwGameObject | inline |
GetEventScript(EventScriptType eventType) | Anvil.API.NwObject | inline |
GetHashCode() (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inline |
GetNearestCreatures() | Anvil.API.NwGameObject | inline |
GetNearestCreatures(CreatureTypeFilter filter1) | Anvil.API.NwGameObject | inline |
GetNearestCreatures(CreatureTypeFilter filter1, CreatureTypeFilter filter2) | Anvil.API.NwGameObject | inline |
GetNearestCreatures(CreatureTypeFilter filter1, CreatureTypeFilter filter2, CreatureTypeFilter filter3) | Anvil.API.NwGameObject | inline |
GetNearestObjectsByType< T >() | Anvil.API.NwGameObject | inline |
GetObjectVariable< T >(string name) | Anvil.API.NwObject | inline |
GetVisualTransform(ObjectVisualTransformDataScope scope) | Anvil.API.NwGameObject | inline |
HasLineOfSight(NwGameObject target) | Anvil.API.NwGameObject | inline |
HasUUID | Anvil.API.NwObject | |
HighlightColor | Anvil.API.NwGameObject | |
HP | Anvil.API.NwGameObject | |
IsEventLocked(EventScriptType eventType) | Anvil.API.NwObject | inline |
IsInConversation | Anvil.API.NwGameObject | |
IsListening | Anvil.API.NwGameObject | |
IsValid | Anvil.API.NwObject | |
LocalVariables | Anvil.API.NwObject | |
Location | Anvil.API.NwGameObject | |
MaxHP | Anvil.API.NwGameObject | |
MouseCursor | Anvil.API.NwGameObject | |
Name | Anvil.API.NwObject | |
NwObject(ICGameObject gameObject) (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inlineprotected |
ObjectId | Anvil.API.NwObject | |
ObjectVisibilityService (defined in Anvil.API.NwObject) | Anvil.API.NwObject | protectedstatic |
OnAcquireItem | Anvil.API.NwGameObject | |
OnChatMessageSend | Anvil.API.NwGameObject | |
OnDisarmWeapon | Anvil.API.NwGameObject | |
OnDispelMagicApply | Anvil.API.NwGameObject | |
OnEffectApply | Anvil.API.NwGameObject | |
OnEffectRemove | Anvil.API.NwGameObject | |
OnHeal | Anvil.API.NwGameObject | |
OnSpellBroadcast | Anvil.API.NwGameObject | |
OnSpellCast | Anvil.API.NwGameObject | |
OnSpellInterrupt | Anvil.API.NwGameObject | |
OnUnacquireItem | Anvil.API.NwGameObject | |
operator uint(NwObject? gameObject) (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inlinestatic |
operator!=(NwObject? left, NwObject? right) (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inlinestatic |
operator==(NwObject? left, NwObject? right) (defined in Anvil.API.NwObject) | Anvil.API.NwObject | inlinestatic |
OriginalDescription | Anvil.API.NwObject | |
PeekUUID() | Anvil.API.NwGameObject | inlinevirtual |
PlayAnimation(Animation animation, float animSpeed, bool queueAsAction=false, TimeSpan duration=default) | Anvil.API.NwGameObject | inline |
PlaySound(string soundName) | Anvil.API.NwGameObject | inline |
PlaySoundByStrRef(StrRef strRef, bool runAsAction=true) | Anvil.API.NwGameObject | inline |
PlotFlag | Anvil.API.NwGameObject | |
PortraitId | Anvil.API.NwGameObject | |
PortraitResRef | Anvil.API.NwGameObject | |
Position | Anvil.API.NwGameObject | |
RemoveEffect(Effect effect) | Anvil.API.NwGameObject | inline |
ReplaceObjectAnimation(string anim, string newAnim) | Anvil.API.NwGameObject | inline |
ReplaceObjectTexture(string texture, string newTexture) | Anvil.API.NwGameObject | inline |
ResetMaterialShaderUniforms() | Anvil.API.NwGameObject | inline |
ResetMaterialShaderUniforms(string material) | Anvil.API.NwGameObject | inline |
ResetMaterialShaderUniforms(string material, string param) | Anvil.API.NwGameObject | inline |
ResourceManager (defined in Anvil.API.NwObject) | Anvil.API.NwObject | protectedstatic |
ResRef | Anvil.API.NwObject | |
RollSavingThrow(SavingThrow savingThrow, int dc, SavingThrowType saveType, NwGameObject? saveVs=null) | Anvil.API.NwGameObject | inline |
Rotation | Anvil.API.NwGameObject | |
Serialize() (defined in Anvil.API.NwGameObject) | Anvil.API.NwGameObject | pure virtual |
SerializeToJson(bool saveObjectState) | Anvil.API.NwObject | inline |
SetColor(ColorChannel colorChannel, int newColor) | Anvil.API.NwGameObject | inline |
SetEventScript(EventScriptType eventType, string? script) | Anvil.API.NwObject | inline |
SetFacing(float facing) | Anvil.API.NwGameObject | inline |
SetIsDestroyable(bool destroyable, bool raiseable=true, bool selectableWhenDead=false) | Anvil.API.NwGameObject | inline |
SetListenPattern(string pattern, int patternNumber) | Anvil.API.NwGameObject | inline |
SetMaterialShaderUniform(string material, string param, int value) | Anvil.API.NwGameObject | inline |
SetMaterialShaderUniform(string material, string param, Vector4 value) | Anvil.API.NwGameObject | inline |
SetMaterialShaderUniform(string material, string param, float value) | Anvil.API.NwGameObject | inline |
SetTextBubbleOverride(ObjectUiTextBubbleOverride mode, string text) | Anvil.API.NwGameObject | inline |
SpeakString(string message, TalkVolume talkVolume=TalkVolume.Talk, bool queueAsAction=false) | Anvil.API.NwObject | inline |
Tag | Anvil.API.NwObject | |
ToString() | Anvil.API.NwObject | inline |
TransitionTarget | Anvil.API.NwGameObject | |
TryGetUUID(out Guid uid) | Anvil.API.NwObject | inline |
UiDiscoveryFlags | Anvil.API.NwGameObject | |
Useable | Anvil.API.NwGameObject | |
UUID | Anvil.API.NwObject | |
VirtualMachine (defined in Anvil.API.NwObject) | Anvil.API.NwObject | protectedstatic |
VisibilityOverride | Anvil.API.NwGameObject | |
VisibleDistance | Anvil.API.NwGameObject | |
VisualTransform | Anvil.API.NwGameObject | |
WaitForObjectContext() | Anvil.API.NwObject | inline |