ICharacterSubcondition
Interface
Inheritance 24 descendants
- ICharacterSubconditioncurrent
- ContextualConditionCharacterBuffStackCount
- ContextualConditionCharacterDistance
- ContextualConditionCharacterFormName
- ContextualConditionCharacterHasCAC
- ContextualConditionCharacterHasSpellBuff
- ContextualConditionCharacterHasTimeRemainingForAnimation
- ContextualConditionCharacterHealth
- ContextualConditionCharacterInRangeForSyncedAnimation
- ContextualConditionCharacterIsCastingRecall
- ContextualConditionCharacterIsLocalPlayer
- ContextualConditionCharacterMetadata
- ContextualConditionCharacterName
- ContextualConditionCharacterPlayingAnimation
- ContextualConditionCharacterPlayingEmote
- ContextualConditionCharacterPrimarySearchTag
- ContextualConditionCharacterRole
- ContextualConditionCharacterSkinID
- ContextualConditionCharacterTimeToLive
- ContextualConditionCharacterUnitTags
- ContextualConditionEnemyEncounterNumber
- ContextualConditionIsAlly
- ContextualConditionIsInCombat
- ContextualConditionIsSelf
- ContextualConditionIsStealthed
Class Documentation
Edit documentationA character subcondition: a test on one unit. A subcondition does not choose the unit. Its parent does:
- ContextualConditionCharacter selects one unit
with
mCharacterTypeand runs itsmChildConditionson it. If the selector resolves no unit, the condition fails. An empty list passes. Otherwise every child must pass; the evaluation stops at the first failure. - ContextualConditionAnyOtherHero runs its children on every hero other than the unit of the situation.
Unit selector
ContextualConditionCharacter.mCharacterType picks the unit from the situation context
(see IContextualCondition). These fields use the same
values:
ContextualConditionCharacterBuffStackCount.BuffCasterContextualConditionUserFactCount.CharacterTypeContextualConditionUserFactSequence.CharacterTypeContextualActionUserFactAction.Subject
| Value | Name | Unit |
|---|---|---|
0 |
Self | the unit that owns the component |
1 |
Other | the other unit of the situation: the attack target, the kill victim, the damage source, and so on |
2 |
Nearby A | a unit from the first nearby list of the owner, refreshed every second. Which units the list holds is not yet identified. |
3 |
Nearby B | a unit from the second nearby list of the owner, refreshed every second. Which units the list holds is not yet identified. |
4 |
Killer | the killer in a kill situation |
5 |
Owner's killer | the unit that last killed the owner. It is set when the owner dies and kept afterwards. |
6 |
Victim | the victim in a kill situation |
7 |
Nearby source | the unit whose event a nearby situation reacts to, such as TauntEndedNearby or MasteryBadgeStartedNearby |
8 |
Global hero | a hero that the client holds globally, independent of the situation. The identity of this hero is not yet confirmed. |
9 |
Role counterpart | the hero of the other team that holds the same role slot as the owner in the client's per-team role table |
Any other value resolves no unit.