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IJobDataMethods

Trait IJobDataMethods 

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pub trait IJobDataMethods: IJobData {
Show 138 methods // Provided methods fn ctor(self) { ... } fn get_jid(self) -> Il2CppString { ... } fn set_jid(self, value: impl Into<Il2CppString>) { ... } fn get_name(self) -> Il2CppString { ... } fn set_name(self, value: impl Into<Il2CppString>) { ... } fn get_aid(self) -> Il2CppString { ... } fn set_aid(self, value: impl Into<Il2CppString>) { ... } fn get_help(self) -> Il2CppString { ... } fn set_help(self, value: impl Into<Il2CppString>) { ... } fn get_unit_icon_id_m(self) -> Il2CppString { ... } fn set_unit_icon_id_m(self, value: impl Into<Il2CppString>) { ... } fn get_unit_icon_id_f(self) -> Il2CppString { ... } fn set_unit_icon_id_f(self, value: impl Into<Il2CppString>) { ... } fn get_unit_icon_weapon_id(self) -> Il2CppString { ... } fn set_unit_icon_weapon_id(self, value: impl Into<Il2CppString>) { ... } fn get_rank(self) -> i8 { ... } fn set_rank(self, value: impl Into<i8>) { ... } fn get_style_name(self) -> Il2CppString { ... } fn set_style_name(self, value: impl Into<Il2CppString>) { ... } fn get_move_type(self) -> JobData_MoveTypes { ... } fn set_move_type(self, value: impl Into<JobData_MoveTypes>) { ... } fn get_step_frame(self) -> i32 { ... } fn set_step_frame(self, value: impl Into<i32>) { ... } fn get_max_level(self) -> u8 { ... } fn set_max_level(self, value: impl Into<u8>) { ... } fn get_internal_level(self) -> i8 { ... } fn set_internal_level(self, value: impl Into<i8>) { ... } fn get_sort(self) -> u16 { ... } fn set_sort(self, value: impl Into<u16>) { ... } fn get_flag(self) -> JobData_FlagField { ... } fn set_flag(self, value: impl Into<JobData_FlagField>) { ... } fn get_cc_items(self) -> Array<Il2CppString> { ... } fn set_cc_items(self, value: impl Into<Array<Il2CppString>>) { ... } fn get_unique_items(self) -> Array<Il2CppString> { ... } fn set_unique_items(self, value: impl Into<Array<Il2CppString>>) { ... } fn get_style(self) -> BattleStyle_Types { ... } fn set_style(self, value: impl Into<BattleStyle_Types>) { ... } fn get_weapon_none(self) -> i8 { ... } fn set_weapon_none(self, value: impl Into<i8>) { ... } fn get_weapon_sword(self) -> i8 { ... } fn set_weapon_sword(self, value: impl Into<i8>) { ... } fn get_weapon_lance(self) -> i8 { ... } fn set_weapon_lance(self, value: impl Into<i8>) { ... } fn get_weapon_axe(self) -> i8 { ... } fn set_weapon_axe(self, value: impl Into<i8>) { ... } fn get_weapon_bow(self) -> i8 { ... } fn set_weapon_bow(self, value: impl Into<i8>) { ... } fn get_weapon_dagger(self) -> i8 { ... } fn set_weapon_dagger(self, value: impl Into<i8>) { ... } fn get_weapon_magic(self) -> i8 { ... } fn set_weapon_magic(self, value: impl Into<i8>) { ... } fn get_weapon_rod(self) -> i8 { ... } fn set_weapon_rod(self, value: impl Into<i8>) { ... } fn get_weapon_fist(self) -> i8 { ... } fn set_weapon_fist(self, value: impl Into<i8>) { ... } fn get_weapon_special(self) -> i8 { ... } fn set_weapon_special(self, value: impl Into<i8>) { ... } fn get_weapon_tool(self) -> i8 { ... } fn set_weapon_tool(self, value: impl Into<i8>) { ... } fn get_max_weapon_level_none(self) -> Il2CppString { ... } fn set_max_weapon_level_none(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_sword(self) -> Il2CppString { ... } fn set_max_weapon_level_sword(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_lance(self) -> Il2CppString { ... } fn set_max_weapon_level_lance(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_axe(self) -> Il2CppString { ... } fn set_max_weapon_level_axe(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_bow(self) -> Il2CppString { ... } fn set_max_weapon_level_bow(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_magic(self) -> Il2CppString { ... } fn set_max_weapon_level_magic(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_rod(self) -> Il2CppString { ... } fn set_max_weapon_level_rod(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_dagger(self) -> Il2CppString { ... } fn set_max_weapon_level_dagger(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_fist(self) -> Il2CppString { ... } fn set_max_weapon_level_fist(self, value: impl Into<Il2CppString>) { ... } fn get_max_weapon_level_special(self) -> Il2CppString { ... } fn set_max_weapon_level_special(self, value: impl Into<Il2CppString>) { ... } fn get_high_job1(self) -> Il2CppString { ... } fn set_high_job1(self, value: impl Into<Il2CppString>) { ... } fn get_high_job2(self) -> Il2CppString { ... } fn set_high_job2(self, value: impl Into<Il2CppString>) { ... } fn get_low_job(self) -> Il2CppString { ... } fn set_low_job(self, value: impl Into<Il2CppString>) { ... } fn get_base(self) -> Capability { ... } fn set_base(self, value: impl Into<Capability>) { ... } fn get_limit(self) -> Capability { ... } fn set_limit(self, value: impl Into<Capability>) { ... } fn get_base_grow(self) -> Capability { ... } fn set_base_grow(self, value: impl Into<Capability>) { ... } fn get_diff_grow(self) -> CapabilitySbyte { ... } fn set_diff_grow(self, value: impl Into<CapabilitySbyte>) { ... } fn get_diff_grow_normal(self) -> CapabilitySbyte { ... } fn set_diff_grow_normal(self, value: impl Into<CapabilitySbyte>) { ... } fn get_diff_grow_hard(self) -> CapabilitySbyte { ... } fn set_diff_grow_hard(self, value: impl Into<CapabilitySbyte>) { ... } fn get_diff_grow_lunatic(self) -> CapabilitySbyte { ... } fn set_diff_grow_lunatic(self, value: impl Into<CapabilitySbyte>) { ... } fn get_short_name(self) -> Il2CppString { ... } fn set_short_name(self, value: impl Into<Il2CppString>) { ... } fn get_skills(self) -> Array<Il2CppString> { ... } fn set_skills(self, value: impl Into<Array<Il2CppString>>) { ... } fn get_learning_skill(self) -> Il2CppString { ... } fn set_learning_skill(self, value: impl Into<Il2CppString>) { ... } fn get_lunatic_skill(self) -> Il2CppString { ... } fn set_lunatic_skill(self, value: impl Into<Il2CppString>) { ... } fn get_attrs(self) -> SkillData_Attrs { ... } fn set_attrs(self, value: impl Into<SkillData_Attrs>) { ... } fn on_build(self) { ... } fn on_completed(self) { ... } fn get_prefixless_jid(self) -> Il2CppString { ... } fn get_unit_icon_id(self, is_female: impl Into<bool>) -> Il2CppString { ... } fn is_high(self) -> bool { ... } fn is_low(self) -> bool { ... } fn is_fly(self) -> bool { ... } fn is_rider(self) -> bool { ... } fn is_download(self) -> bool { ... } fn is_unknown(self) -> bool { ... } fn has_high_jobs(self) -> bool { ... } fn get_high_jobs(self) -> List_1<JobData> { ... } fn get_low_jobs(self) -> List_1<JobData> { ... } fn is_enchant(self) -> bool { ... } fn is_gunner(self) -> bool { ... } fn get_weapon_mask( self, mask: impl Into<WeaponMask>, selected: impl Into<WeaponMask>, ) -> WeaponMask { ... } fn get_weapon_mask_2(self) -> WeaponMask { ... } fn get_selectable_weapon_mask(self) -> (WeaponMask, i32) { ... } fn get_equipable_weapon_kinds(self) -> Array<ItemData_Kinds> { ... } fn get_max_level_weapons( self, weapon_mask: impl Into<WeaponMask>, original_aptitude: impl Into<WeaponMask>, ) -> Array<ItemData_Kinds> { ... } fn is_equipable(self, kind: impl Into<ItemData_Kinds>) -> bool { ... } fn get_max_weapon_level(self, index: impl Into<i32>) -> WeaponLevel_Kind { ... } fn get_max_weapon_level_2( self, index: impl Into<i32>, original_aptitude: impl Into<WeaponMask>, ) -> WeaponLevel_Kind { ... } fn get_level_plus_weapon_mask(self) -> WeaponMask { ... } fn get_learn_job_skill_level(self) -> i32 { ... } fn get_debug_name(self) -> Il2CppString { ... } fn get_mask_skill(self) -> SkillArray { ... } fn set_mask_skill(self, value: impl Into<SkillArray>) { ... } fn dbg_verify(self) { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn get_jid(self) -> Il2CppString

get_Jid() overload

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fn set_jid(self, value: impl Into<Il2CppString>)

set_Jid(::unity::Il2CppString) overload

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fn get_name(self) -> Il2CppString

get_Name() overload

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fn set_name(self, value: impl Into<Il2CppString>)

set_Name(::unity::Il2CppString) overload

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fn get_aid(self) -> Il2CppString

get_Aid() overload

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fn set_aid(self, value: impl Into<Il2CppString>)

set_Aid(::unity::Il2CppString) overload

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fn get_help(self) -> Il2CppString

get_Help() overload

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fn set_help(self, value: impl Into<Il2CppString>)

set_Help(::unity::Il2CppString) overload

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fn get_unit_icon_id_m(self) -> Il2CppString

get_UnitIconID_M() overload

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fn set_unit_icon_id_m(self, value: impl Into<Il2CppString>)

set_UnitIconID_M(::unity::Il2CppString) overload

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fn get_unit_icon_id_f(self) -> Il2CppString

get_UnitIconID_F() overload

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fn set_unit_icon_id_f(self, value: impl Into<Il2CppString>)

set_UnitIconID_F(::unity::Il2CppString) overload

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fn get_unit_icon_weapon_id(self) -> Il2CppString

get_UnitIconWeaponID() overload

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fn set_unit_icon_weapon_id(self, value: impl Into<Il2CppString>)

set_UnitIconWeaponID(::unity::Il2CppString) overload

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fn get_rank(self) -> i8

get_Rank() overload

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fn set_rank(self, value: impl Into<i8>)

set_Rank(i8) overload

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fn get_style_name(self) -> Il2CppString

get_StyleName() overload

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fn set_style_name(self, value: impl Into<Il2CppString>)

set_StyleName(::unity::Il2CppString) overload

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fn get_move_type(self) -> JobData_MoveTypes

get_MoveType() overload

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fn set_move_type(self, value: impl Into<JobData_MoveTypes>)

set_MoveType(crate::app::jobdata::JobData_MoveTypes) overload

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fn get_step_frame(self) -> i32

get_StepFrame() overload

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fn set_step_frame(self, value: impl Into<i32>)

set_StepFrame(i32) overload

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fn get_max_level(self) -> u8

get_MaxLevel() overload

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fn set_max_level(self, value: impl Into<u8>)

set_MaxLevel(u8) overload

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fn get_internal_level(self) -> i8

get_InternalLevel() overload

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fn set_internal_level(self, value: impl Into<i8>)

set_InternalLevel(i8) overload

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fn get_sort(self) -> u16

get_Sort() overload

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fn set_sort(self, value: impl Into<u16>)

set_Sort(u16) overload

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fn get_flag(self) -> JobData_FlagField

get_Flag() overload

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fn set_flag(self, value: impl Into<JobData_FlagField>)

set_Flag(crate::app::jobdata::JobData_FlagField) overload

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fn get_cc_items(self) -> Array<Il2CppString>

get_CCItems() overload

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fn set_cc_items(self, value: impl Into<Array<Il2CppString>>)

set_CCItems(::unity::Array<::unity::Il2CppString>) overload

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fn get_unique_items(self) -> Array<Il2CppString>

get_UniqueItems() overload

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fn set_unique_items(self, value: impl Into<Array<Il2CppString>>)

set_UniqueItems(::unity::Array<::unity::Il2CppString>) overload

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fn get_style(self) -> BattleStyle_Types

get_Style() overload

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fn set_style(self, value: impl Into<BattleStyle_Types>)

set_Style(crate::app::battlestyle::BattleStyle_Types) overload

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fn get_weapon_none(self) -> i8

get_WeaponNone() overload

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fn set_weapon_none(self, value: impl Into<i8>)

set_WeaponNone(i8) overload

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fn get_weapon_sword(self) -> i8

get_WeaponSword() overload

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fn set_weapon_sword(self, value: impl Into<i8>)

set_WeaponSword(i8) overload

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fn get_weapon_lance(self) -> i8

get_WeaponLance() overload

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fn set_weapon_lance(self, value: impl Into<i8>)

set_WeaponLance(i8) overload

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fn get_weapon_axe(self) -> i8

get_WeaponAxe() overload

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fn set_weapon_axe(self, value: impl Into<i8>)

set_WeaponAxe(i8) overload

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fn get_weapon_bow(self) -> i8

get_WeaponBow() overload

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fn set_weapon_bow(self, value: impl Into<i8>)

set_WeaponBow(i8) overload

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fn get_weapon_dagger(self) -> i8

get_WeaponDagger() overload

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fn set_weapon_dagger(self, value: impl Into<i8>)

set_WeaponDagger(i8) overload

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fn get_weapon_magic(self) -> i8

get_WeaponMagic() overload

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fn set_weapon_magic(self, value: impl Into<i8>)

set_WeaponMagic(i8) overload

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fn get_weapon_rod(self) -> i8

get_WeaponRod() overload

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fn set_weapon_rod(self, value: impl Into<i8>)

set_WeaponRod(i8) overload

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fn get_weapon_fist(self) -> i8

get_WeaponFist() overload

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fn set_weapon_fist(self, value: impl Into<i8>)

set_WeaponFist(i8) overload

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fn get_weapon_special(self) -> i8

get_WeaponSpecial() overload

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fn set_weapon_special(self, value: impl Into<i8>)

set_WeaponSpecial(i8) overload

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fn get_weapon_tool(self) -> i8

get_WeaponTool() overload

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fn set_weapon_tool(self, value: impl Into<i8>)

set_WeaponTool(i8) overload

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fn get_max_weapon_level_none(self) -> Il2CppString

get_MaxWeaponLevelNone() overload

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fn set_max_weapon_level_none(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelNone(::unity::Il2CppString) overload

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fn get_max_weapon_level_sword(self) -> Il2CppString

get_MaxWeaponLevelSword() overload

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fn set_max_weapon_level_sword(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelSword(::unity::Il2CppString) overload

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fn get_max_weapon_level_lance(self) -> Il2CppString

get_MaxWeaponLevelLance() overload

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fn set_max_weapon_level_lance(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelLance(::unity::Il2CppString) overload

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fn get_max_weapon_level_axe(self) -> Il2CppString

get_MaxWeaponLevelAxe() overload

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fn set_max_weapon_level_axe(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelAxe(::unity::Il2CppString) overload

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fn get_max_weapon_level_bow(self) -> Il2CppString

get_MaxWeaponLevelBow() overload

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fn set_max_weapon_level_bow(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelBow(::unity::Il2CppString) overload

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fn get_max_weapon_level_magic(self) -> Il2CppString

get_MaxWeaponLevelMagic() overload

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fn set_max_weapon_level_magic(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelMagic(::unity::Il2CppString) overload

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fn get_max_weapon_level_rod(self) -> Il2CppString

get_MaxWeaponLevelRod() overload

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fn set_max_weapon_level_rod(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelRod(::unity::Il2CppString) overload

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fn get_max_weapon_level_dagger(self) -> Il2CppString

get_MaxWeaponLevelDagger() overload

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fn set_max_weapon_level_dagger(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelDagger(::unity::Il2CppString) overload

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fn get_max_weapon_level_fist(self) -> Il2CppString

get_MaxWeaponLevelFist() overload

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fn set_max_weapon_level_fist(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelFist(::unity::Il2CppString) overload

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fn get_max_weapon_level_special(self) -> Il2CppString

get_MaxWeaponLevelSpecial() overload

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fn set_max_weapon_level_special(self, value: impl Into<Il2CppString>)

set_MaxWeaponLevelSpecial(::unity::Il2CppString) overload

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fn get_high_job1(self) -> Il2CppString

get_HighJob1() overload

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fn set_high_job1(self, value: impl Into<Il2CppString>)

set_HighJob1(::unity::Il2CppString) overload

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fn get_high_job2(self) -> Il2CppString

get_HighJob2() overload

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fn set_high_job2(self, value: impl Into<Il2CppString>)

set_HighJob2(::unity::Il2CppString) overload

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fn get_low_job(self) -> Il2CppString

get_LowJob() overload

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fn set_low_job(self, value: impl Into<Il2CppString>)

set_LowJob(::unity::Il2CppString) overload

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fn get_base(self) -> Capability

get_Base() overload

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fn set_base(self, value: impl Into<Capability>)

set_Base(crate::app::capability::Capability) overload

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fn get_limit(self) -> Capability

get_Limit() overload

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fn set_limit(self, value: impl Into<Capability>)

set_Limit(crate::app::capability::Capability) overload

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fn get_base_grow(self) -> Capability

get_BaseGrow() overload

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fn set_base_grow(self, value: impl Into<Capability>)

set_BaseGrow(crate::app::capability::Capability) overload

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fn get_diff_grow(self) -> CapabilitySbyte

get_DiffGrow() overload

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fn set_diff_grow(self, value: impl Into<CapabilitySbyte>)

set_DiffGrow(crate::app::capabilitysbyte::CapabilitySbyte) overload

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fn get_diff_grow_normal(self) -> CapabilitySbyte

get_DiffGrowNormal() overload

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fn set_diff_grow_normal(self, value: impl Into<CapabilitySbyte>)

set_DiffGrowNormal(crate::app::capabilitysbyte::CapabilitySbyte) overload

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fn get_diff_grow_hard(self) -> CapabilitySbyte

get_DiffGrowHard() overload

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fn set_diff_grow_hard(self, value: impl Into<CapabilitySbyte>)

set_DiffGrowHard(crate::app::capabilitysbyte::CapabilitySbyte) overload

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fn get_diff_grow_lunatic(self) -> CapabilitySbyte

get_DiffGrowLunatic() overload

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fn set_diff_grow_lunatic(self, value: impl Into<CapabilitySbyte>)

set_DiffGrowLunatic(crate::app::capabilitysbyte::CapabilitySbyte) overload

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fn get_short_name(self) -> Il2CppString

get_ShortName() overload

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fn set_short_name(self, value: impl Into<Il2CppString>)

set_ShortName(::unity::Il2CppString) overload

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fn get_skills(self) -> Array<Il2CppString>

get_Skills() overload

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fn set_skills(self, value: impl Into<Array<Il2CppString>>)

set_Skills(::unity::Array<::unity::Il2CppString>) overload

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fn get_learning_skill(self) -> Il2CppString

get_LearningSkill() overload

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fn set_learning_skill(self, value: impl Into<Il2CppString>)

set_LearningSkill(::unity::Il2CppString) overload

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fn get_lunatic_skill(self) -> Il2CppString

get_LunaticSkill() overload

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fn set_lunatic_skill(self, value: impl Into<Il2CppString>)

set_LunaticSkill(::unity::Il2CppString) overload

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fn get_attrs(self) -> SkillData_Attrs

get_Attrs() overload

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fn set_attrs(self, value: impl Into<SkillData_Attrs>)

set_Attrs(crate::app::skilldata::SkillData_Attrs) overload

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fn on_build(self)

OnBuild() overload

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fn on_completed(self)

OnCompleted() overload

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fn get_prefixless_jid(self) -> Il2CppString

GetPrefixlessJid() overload

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fn get_unit_icon_id(self, is_female: impl Into<bool>) -> Il2CppString

GetUnitIconID(bool) overload

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fn is_high(self) -> bool

IsHigh() overload

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fn is_low(self) -> bool

IsLow() overload

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fn is_fly(self) -> bool

IsFly() overload

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fn is_rider(self) -> bool

IsRider() overload

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fn is_download(self) -> bool

IsDownload() overload

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fn is_unknown(self) -> bool

IsUnknown() overload

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fn has_high_jobs(self) -> bool

HasHighJobs() overload

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fn get_high_jobs(self) -> List_1<JobData>

GetHighJobs() overload

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fn get_low_jobs(self) -> List_1<JobData>

GetLowJobs() overload

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fn is_enchant(self) -> bool

IsEnchant() overload

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fn is_gunner(self) -> bool

IsGunner() overload

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fn get_weapon_mask( self, mask: impl Into<WeaponMask>, selected: impl Into<WeaponMask>, ) -> WeaponMask

GetWeaponMask(crate::app::weaponmask::WeaponMask, crate::app::weaponmask::WeaponMask) overload

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fn get_weapon_mask_2(self) -> WeaponMask

GetWeaponMask() overload

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fn get_selectable_weapon_mask(self) -> (WeaponMask, i32)

GetSelectableWeaponMask(*muti32) overload

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fn get_equipable_weapon_kinds(self) -> Array<ItemData_Kinds>

GetEquipableWeaponKinds() overload

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fn get_max_level_weapons( self, weapon_mask: impl Into<WeaponMask>, original_aptitude: impl Into<WeaponMask>, ) -> Array<ItemData_Kinds>

GetMaxLevelWeapons(crate::app::weaponmask::WeaponMask, crate::app::weaponmask::WeaponMask) overload

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fn is_equipable(self, kind: impl Into<ItemData_Kinds>) -> bool

IsEquipable(crate::app::itemdata::ItemData_Kinds) overload

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fn get_max_weapon_level(self, index: impl Into<i32>) -> WeaponLevel_Kind

GetMaxWeaponLevel(i32) overload

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fn get_max_weapon_level_2( self, index: impl Into<i32>, original_aptitude: impl Into<WeaponMask>, ) -> WeaponLevel_Kind

GetMaxWeaponLevel(i32, crate::app::weaponmask::WeaponMask) overload

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fn get_level_plus_weapon_mask(self) -> WeaponMask

GetLevelPlusWeaponMask() overload

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fn get_learn_job_skill_level(self) -> i32

GetLearnJobSkillLevel() overload

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fn get_debug_name(self) -> Il2CppString

GetDebugName() overload

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fn get_mask_skill(self) -> SkillArray

get_MaskSkill() overload

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fn set_mask_skill(self, value: impl Into<SkillArray>)

set_MaskSkill(crate::app::skillarray::SkillArray) overload

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fn dbg_verify(self)

DbgVerify() overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: IJobData> IJobDataMethods for __T

Available on crate feature app-jobdata only.