![]() |
Tactics: Western Philosophers Vs. Musicians
0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
|
This is the complete list of members for Tactics3D::PowerSlam, including all inherited members.
| _id | Tactics3D::SpecialMove | |
| _name | Tactics3D::SpecialMove | |
| _style | Tactics3D::SpecialMove | |
| canMoveInSameRound() const | Tactics3D::SpecialMove | inlinevirtual |
| canRotate() const | Tactics3D::SpecialMove | inlinevirtual |
| canTranslate() const | Tactics3D::SpecialMove | inlinevirtual |
| doesMoveCurrCamToWarriorPOV(const Warrior *attacker_) const | Tactics3D::SpecialMove | inlinevirtual |
| formatSpecialMoveParams(int OOAdj_, int ODAdj_, int DmgAdj_, std::vector< OpenSkyNet::Utils::TaggedUnion > &specialMoveParams_) const | Tactics3D::SpecialMove | inlinevirtual |
| getAnimationName(char *buffer_, int bufferLen_) const | Tactics3D::SpecialMove | inlinevirtual |
| getDmgAdj(const Warrior *attacker_, int OOAdj_, int &min_, int &max_) const | Tactics3D::SpecialMove | inlinevirtual |
| getNumDefenders(const Warrior *attacker_) const | Tactics3D::SpecialMove | inlinevirtual |
| getODAdj(const Warrior *attacker_, int &min_, int &max_) const | Tactics3D::SpecialMove | inlinevirtual |
| getOOAdj(const Warrior *attacker_, int &min_, int &max_) const | Tactics3D::PowerSlam | virtual |
| getPlayerInfo(const Warrior *attacker_, char *buffer_, int bufferLen_) const | Tactics3D::PowerSlam | virtual |
| getPrePerformInfo(char *buffer_, int bufferLen_) const | Tactics3D::SpecialMove | inlinevirtual |
| PowerSlam() | Tactics3D::PowerSlam | inline |
| SpecialMove(FIGHTING_STYLE style_, SPECIAL_MOVE id_, const std::string &name_) | Tactics3D::SpecialMove | inline |
| use(Warrior *attacker_, const AttackRange *attackRange_, Warrior *defender_, SpecialMoveAction *specialMoveAction_) const | Tactics3D::PowerSlam | virtual |
| Tactics3D::SpecialMove::use(const std::vector< Warrior * > &attackers_, const std::vector< const AttackRange * > &attackRanges_, const std::vector< Warrior * > &defenders_, SpecialMoveAction *specialMoveAction_) const | Tactics3D::SpecialMove | inlinevirtual |
| Tactics3D::SpecialMove::use(Warrior *attacker_, const AttackRange *attackRange_, Warrior *defender_, const std::vector< OpenSkyNet::Utils::TaggedUnion > ¶ms_, SpecialMoveAction *specialMoveAction_) const | Tactics3D::SpecialMove | inlinevirtual |
| Tactics3D::SpecialMove::use(const std::vector< Warrior * > &attackers_, const std::vector< const AttackRange * > &attackRanges_, const std::vector< Warrior * > &defenders_, const std::vector< OpenSkyNet::Utils::TaggedUnion > ¶ms_, SpecialMoveAction *specialMoveAction_) const | Tactics3D::SpecialMove | inlinevirtual |
| ~SpecialMove() | Tactics3D::SpecialMove | inlinevirtual |
1.8.6