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IUnit

Trait IUnit 

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pub trait IUnit: IObject {
Show 152 methods // Provided methods fn m_status(self) -> Unit_StatusField { ... } fn set_m_status(self, value: Unit_StatusField) { ... } fn m_prev(self) -> Unit { ... } fn set_m_prev(self, value: Unit) { ... } fn m_next(self) -> Unit { ... } fn set_m_next(self, value: Unit) { ... } fn m_ai(self) -> UnitAI { ... } fn set_m_ai(self, value: UnitAI) { ... } fn m_edit(self) -> UnitEdit { ... } fn set_m_edit(self, value: UnitEdit) { ... } fn m_ident(self) -> i32 { ... } fn set_m_ident(self, value: i32) { ... } fn m_person(self) -> PersonData { ... } fn set_m_person(self, value: PersonData) { ... } fn m_job(self) -> JobData { ... } fn set_m_job(self, value: JobData) { ... } fn m_force(self) -> Force { ... } fn set_m_force(self, value: Force) { ... } fn m_base_capability(self) -> UnitBaseCapability { ... } fn set_m_base_capability(self, value: UnitBaseCapability) { ... } fn m_grow_capability(self) -> Capability { ... } fn set_m_grow_capability(self, value: Capability) { ... } fn m_level_capability(self) -> UnitBaseCapability { ... } fn set_m_level_capability(self, value: UnitBaseCapability) { ... } fn m_grow_seed(self) -> u32 { ... } fn set_m_grow_seed(self, value: u32) { ... } fn m_drop_seed(self) -> u32 { ... } fn set_m_drop_seed(self, value: u32) { ... } fn m_actor(self) -> UnitActor { ... } fn set_m_actor(self, value: UnitActor) { ... } fn m_info(self) -> MapInfoRoot { ... } fn set_m_info(self, value: MapInfoRoot) { ... } fn m_index(self) -> u8 { ... } fn set_m_index(self, value: u8) { ... } fn m_level(self) -> u8 { ... } fn set_m_level(self, value: u8) { ... } fn m_exp(self) -> u8 { ... } fn set_m_exp(self, value: u8) { ... } fn m_hp(self) -> Unit_ChangeValue { ... } fn set_m_hp(self, value: Unit_ChangeValue) { ... } fn m_hp_stock_count(self) -> u8 { ... } fn set_m_hp_stock_count(self, value: u8) { ... } fn m_hp_stock_count_max(self) -> u8 { ... } fn set_m_hp_stock_count_max(self, value: u8) { ... } fn m_extra_hp_stock_count(self) -> u8 { ... } fn set_m_extra_hp_stock_count(self, value: u8) { ... } fn m_extra_hp_stock_count_max(self) -> u8 { ... } fn set_m_extra_hp_stock_count_max(self, value: u8) { ... } fn m_engage_count(self) -> u8 { ... } fn set_m_engage_count(self, value: u8) { ... } fn m_engage_turn(self) -> u8 { ... } fn set_m_engage_turn(self, value: u8) { ... } fn m_engage_count_view(self) -> u8 { ... } fn set_m_engage_count_view(self, value: u8) { ... } fn m_god_states(self) -> Array<GodState> { ... } fn set_m_god_states(self, value: Array<GodState>) { ... } fn m_x(self) -> i8 { ... } fn set_m_x(self, value: i8) { ... } fn m_z(self) -> i8 { ... } fn set_m_z(self, value: i8) { ... } fn m_dispos_x(self) -> i8 { ... } fn set_m_dispos_x(self, value: i8) { ... } fn m_dispos_z(self) -> i8 { ... } fn set_m_dispos_z(self, value: i8) { ... } fn m_angle(self) -> f32 { ... } fn set_m_angle(self, value: f32) { ... } fn m_dont_attack_person(self) -> PersonData { ... } fn set_m_dont_attack_person(self, value: PersonData) { ... } fn m_dont_attack_force_mask(self) -> u32 { ... } fn set_m_dont_attack_force_mask(self, value: u32) { ... } fn m_item_list(self) -> UnitItemList { ... } fn set_m_item_list(self, value: UnitItemList) { ... } fn m_item_selected(self) -> UnitItem { ... } fn set_m_item_selected(self, value: UnitItem) { ... } fn m_accessory_list(self) -> UnitAccessoryList { ... } fn set_m_accessory_list(self, value: UnitAccessoryList) { ... } fn m_god_unit(self) -> GodUnit { ... } fn set_m_god_unit(self, value: GodUnit) { ... } fn m_god_link(self) -> GodUnit { ... } fn set_m_god_link(self, value: GodUnit) { ... } fn m_ring(self) -> UnitRing { ... } fn set_m_ring(self, value: UnitRing) { ... } fn m_extra_sight(self) -> i32 { ... } fn set_m_extra_sight(self, value: i32) { ... } fn m_move_distance(self) -> i32 { ... } fn set_m_move_distance(self, value: i32) { ... } fn m_mask_skill(self) -> SkillArray { ... } fn set_m_mask_skill(self, value: SkillArray) { ... } fn m_equip_skill(self) -> SkillArray { ... } fn set_m_equip_skill(self, value: SkillArray) { ... } fn m_private_skill(self) -> SkillArray { ... } fn set_m_private_skill(self, value: SkillArray) { ... } fn m_receive_skill(self) -> SkillArray { ... } fn set_m_receive_skill(self, value: SkillArray) { ... } fn m_supported_skill(self) -> SkillArray { ... } fn set_m_supported_skill(self, value: SkillArray) { ... } fn m_equip_skill_pool(self) -> SkillArray { ... } fn set_m_equip_skill_pool(self, value: SkillArray) { ... } fn m_learned_job_skill(self) -> SkillData { ... } fn set_m_learned_job_skill(self, value: SkillData) { ... } fn m_original_aptitude(self) -> WeaponMask { ... } fn set_m_original_aptitude(self, value: WeaponMask) { ... } fn m_aptitude(self) -> WeaponMask { ... } fn set_m_aptitude(self, value: WeaponMask) { ... } fn m_weapon_mask(self) -> WeaponMask { ... } fn set_m_weapon_mask(self, value: WeaponMask) { ... } fn m_selected_weapon_mask(self) -> WeaponMask { ... } fn set_m_selected_weapon_mask(self, value: WeaponMask) { ... } fn m_enhance_factors(self) -> UnitEnhanceFactors { ... } fn set_m_enhance_factors(self, value: UnitEnhanceFactors) { ... } fn m_enhance_calculator(self) -> UnitEnhanceCalculator { ... } fn set_m_enhance_calculator(self, value: UnitEnhanceCalculator) { ... } fn m_internal_level(self) -> i8 { ... } fn set_m_internal_level(self, value: i8) { ... } fn m_last_pick_voice(self) -> i8 { ... } fn set_m_last_pick_voice(self, value: i8) { ... } fn m_attack_image(self) -> MapDeployAttackImage { ... } fn set_m_attack_image(self, value: MapDeployAttackImage) { ... } fn m_rod_image(self) -> MapDeployRodImage { ... } fn set_m_rod_image(self, value: MapDeployRodImage) { ... } fn m_heal_image(self) -> MapDeployHealImage { ... } fn set_m_heal_image(self, value: MapDeployHealImage) { ... } fn m_support_image(self) -> MapDeploySupportImage { ... } fn set_m_support_image(self, value: MapDeploySupportImage) { ... } fn m_interference_image(self) -> MapDeployInterferenceImage { ... } fn set_m_interference_image(self, value: MapDeployInterferenceImage) { ... } fn m_engage_image(self) -> MapDeployEngageImage { ... } fn set_m_engage_image(self, value: MapDeployEngageImage) { ... } fn m_move_image(self) -> MapDeployMoveImage { ... } fn set_m_move_image(self, value: MapDeployMoveImage) { ... } fn m_record(self) -> UnitRecord { ... } fn set_m_record(self, value: UnitRecord) { ... } fn m_map_history_index(self) -> u8 { ... } fn set_m_map_history_index(self, value: u8) { ... } fn m_mask_skill_lock(self) -> IlInstance { ... } fn set_m_mask_skill_lock(self, value: IlInstance) { ... } fn m_fortune_target(self) -> PersonData { ... } fn set_m_fortune_target(self, value: PersonData) { ... } fn m_fortune_seed(self) -> u32 { ... } fn set_m_fortune_seed(self, value: u32) { ... } fn m_relay_player_index(self) -> u8 { ... } fn set_m_relay_player_index(self, value: u8) { ... } fn m_skill_point(self) -> i16 { ... } fn set_m_skill_point(self, value: i16) { ... } fn m_owner_unit(self) -> i32 { ... } fn set_m_owner_unit(self, value: i32) { ... } fn m_lock_target_x(self) -> i8 { ... } fn set_m_lock_target_x(self, value: i8) { ... } fn m_lock_target_z(self) -> i8 { ... } fn set_m_lock_target_z(self, value: i8) { ... } fn m_calc_info(self) -> Unit_CalcInfo { ... } fn set_m_calc_info(self, value: Unit_CalcInfo) { ... }
}

Provided Methods§

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fn m_status(self) -> Unit_StatusField

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fn set_m_status(self, value: Unit_StatusField)

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fn m_prev(self) -> Unit

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fn set_m_prev(self, value: Unit)

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fn m_next(self) -> Unit

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fn set_m_next(self, value: Unit)

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fn m_ai(self) -> UnitAI

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fn set_m_ai(self, value: UnitAI)

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fn m_edit(self) -> UnitEdit

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fn set_m_edit(self, value: UnitEdit)

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fn m_ident(self) -> i32

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fn set_m_ident(self, value: i32)

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fn m_person(self) -> PersonData

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fn set_m_person(self, value: PersonData)

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fn m_job(self) -> JobData

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fn set_m_job(self, value: JobData)

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fn m_force(self) -> Force

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fn set_m_force(self, value: Force)

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fn m_base_capability(self) -> UnitBaseCapability

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fn set_m_base_capability(self, value: UnitBaseCapability)

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fn m_grow_capability(self) -> Capability

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fn set_m_grow_capability(self, value: Capability)

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fn m_level_capability(self) -> UnitBaseCapability

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fn set_m_level_capability(self, value: UnitBaseCapability)

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fn m_grow_seed(self) -> u32

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fn set_m_grow_seed(self, value: u32)

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fn m_drop_seed(self) -> u32

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fn set_m_drop_seed(self, value: u32)

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fn m_actor(self) -> UnitActor

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fn set_m_actor(self, value: UnitActor)

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fn m_info(self) -> MapInfoRoot

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fn set_m_info(self, value: MapInfoRoot)

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fn m_index(self) -> u8

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fn set_m_index(self, value: u8)

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fn m_level(self) -> u8

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fn set_m_level(self, value: u8)

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fn m_exp(self) -> u8

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fn set_m_exp(self, value: u8)

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fn m_hp(self) -> Unit_ChangeValue

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fn set_m_hp(self, value: Unit_ChangeValue)

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fn m_hp_stock_count(self) -> u8

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fn set_m_hp_stock_count(self, value: u8)

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fn m_hp_stock_count_max(self) -> u8

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fn set_m_hp_stock_count_max(self, value: u8)

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fn m_extra_hp_stock_count(self) -> u8

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fn set_m_extra_hp_stock_count(self, value: u8)

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fn m_extra_hp_stock_count_max(self) -> u8

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fn set_m_extra_hp_stock_count_max(self, value: u8)

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fn m_engage_count(self) -> u8

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fn set_m_engage_count(self, value: u8)

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fn m_engage_turn(self) -> u8

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fn set_m_engage_turn(self, value: u8)

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fn m_engage_count_view(self) -> u8

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fn set_m_engage_count_view(self, value: u8)

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fn m_god_states(self) -> Array<GodState>

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fn set_m_god_states(self, value: Array<GodState>)

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fn m_x(self) -> i8

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fn set_m_x(self, value: i8)

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fn m_z(self) -> i8

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fn set_m_z(self, value: i8)

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fn m_dispos_x(self) -> i8

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fn set_m_dispos_x(self, value: i8)

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fn m_dispos_z(self) -> i8

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fn set_m_dispos_z(self, value: i8)

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fn m_angle(self) -> f32

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fn set_m_angle(self, value: f32)

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fn m_dont_attack_person(self) -> PersonData

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fn set_m_dont_attack_person(self, value: PersonData)

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fn m_dont_attack_force_mask(self) -> u32

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fn set_m_dont_attack_force_mask(self, value: u32)

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fn m_item_list(self) -> UnitItemList

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fn set_m_item_list(self, value: UnitItemList)

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fn m_item_selected(self) -> UnitItem

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fn set_m_item_selected(self, value: UnitItem)

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fn m_accessory_list(self) -> UnitAccessoryList

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fn set_m_accessory_list(self, value: UnitAccessoryList)

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fn m_god_unit(self) -> GodUnit

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fn set_m_god_unit(self, value: GodUnit)

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fn m_ring(self) -> UnitRing

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fn set_m_ring(self, value: UnitRing)

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fn m_extra_sight(self) -> i32

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fn set_m_extra_sight(self, value: i32)

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fn m_move_distance(self) -> i32

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fn set_m_move_distance(self, value: i32)

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fn m_mask_skill(self) -> SkillArray

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fn set_m_mask_skill(self, value: SkillArray)

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fn m_equip_skill(self) -> SkillArray

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fn set_m_equip_skill(self, value: SkillArray)

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fn m_private_skill(self) -> SkillArray

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fn set_m_private_skill(self, value: SkillArray)

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fn m_receive_skill(self) -> SkillArray

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fn set_m_receive_skill(self, value: SkillArray)

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fn m_supported_skill(self) -> SkillArray

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fn set_m_supported_skill(self, value: SkillArray)

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fn m_equip_skill_pool(self) -> SkillArray

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fn set_m_equip_skill_pool(self, value: SkillArray)

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fn m_learned_job_skill(self) -> SkillData

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fn set_m_learned_job_skill(self, value: SkillData)

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fn m_original_aptitude(self) -> WeaponMask

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fn set_m_original_aptitude(self, value: WeaponMask)

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fn m_aptitude(self) -> WeaponMask

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fn set_m_aptitude(self, value: WeaponMask)

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fn m_weapon_mask(self) -> WeaponMask

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fn set_m_weapon_mask(self, value: WeaponMask)

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fn m_selected_weapon_mask(self) -> WeaponMask

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fn set_m_selected_weapon_mask(self, value: WeaponMask)

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fn m_enhance_factors(self) -> UnitEnhanceFactors

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fn set_m_enhance_factors(self, value: UnitEnhanceFactors)

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fn m_enhance_calculator(self) -> UnitEnhanceCalculator

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fn set_m_enhance_calculator(self, value: UnitEnhanceCalculator)

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fn m_internal_level(self) -> i8

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fn set_m_internal_level(self, value: i8)

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fn m_last_pick_voice(self) -> i8

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fn set_m_last_pick_voice(self, value: i8)

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fn m_attack_image(self) -> MapDeployAttackImage

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fn set_m_attack_image(self, value: MapDeployAttackImage)

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fn m_rod_image(self) -> MapDeployRodImage

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fn set_m_rod_image(self, value: MapDeployRodImage)

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fn m_heal_image(self) -> MapDeployHealImage

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fn set_m_heal_image(self, value: MapDeployHealImage)

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fn m_support_image(self) -> MapDeploySupportImage

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fn set_m_support_image(self, value: MapDeploySupportImage)

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fn m_interference_image(self) -> MapDeployInterferenceImage

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fn set_m_interference_image(self, value: MapDeployInterferenceImage)

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fn m_engage_image(self) -> MapDeployEngageImage

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fn set_m_engage_image(self, value: MapDeployEngageImage)

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fn m_move_image(self) -> MapDeployMoveImage

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fn set_m_move_image(self, value: MapDeployMoveImage)

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fn m_record(self) -> UnitRecord

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fn set_m_record(self, value: UnitRecord)

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fn m_map_history_index(self) -> u8

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fn set_m_map_history_index(self, value: u8)

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fn m_mask_skill_lock(self) -> IlInstance

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fn set_m_mask_skill_lock(self, value: IlInstance)

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fn m_fortune_target(self) -> PersonData

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fn set_m_fortune_target(self, value: PersonData)

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fn m_fortune_seed(self) -> u32

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fn set_m_fortune_seed(self, value: u32)

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fn m_relay_player_index(self) -> u8

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fn set_m_relay_player_index(self, value: u8)

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fn m_skill_point(self) -> i16

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fn set_m_skill_point(self, value: i16)

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fn m_owner_unit(self) -> i32

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fn set_m_owner_unit(self, value: i32)

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fn m_lock_target_x(self) -> i8

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fn set_m_lock_target_x(self, value: i8)

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fn m_lock_target_z(self) -> i8

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fn set_m_lock_target_z(self, value: i8)

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fn m_calc_info(self) -> Unit_CalcInfo

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fn set_m_calc_info(self, value: Unit_CalcInfo)

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§