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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAttributeSet | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AttributeTest | |
| float32 | CritMultiplier |
| float32 | Health |
| You can't make a GameplayEffect modify Health Directly (go through). | |
| float32 | Mana |
| float32 | MaxMana |
| float32 | Damage |
| This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. // You can't make a GameplayEffect 'powered' by Damage (Its transient). | |
| float32 | SpellDamage |
| This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects. | |
| float32 | PhysicalDamage |
| This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects. | |
| float32 | CritChance |
| float32 | MaxHealth |
| NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets. You can't make a GameplayEffect modify Health Directly (go through). | |
| float32 | ArmorDamageReduction |
| float32 | DodgeChance |
| float32 | LifeSteal |
| float32 | Strength |
| float32 | StackingAttribute1 |
| float32 | StackingAttribute2 |
| float32 | NoStackAttribute |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Additional Inherited Members | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
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static |
| float32 ArmorDamageReduction |
| float32 CritChance |
| float32 CritMultiplier |
| float32 Damage |
This Damage is just used for applying negative health mods. Its not a 'persistent' attribute. // You can't make a GameplayEffect 'powered' by Damage (Its transient).
| float32 DodgeChance |
| float32 Health |
You can't make a GameplayEffect modify Health Directly (go through).
| float32 LifeSteal |
| float32 Mana |
| float32 MaxHealth |
NOTE ON MUTABLE: This is only done so that UAbilitySystemTestAttributeSet can be initialized directly in GameplayEffectsTest.cpp without doing a const_cast in 100+ places. Mutable is not required and should never be used on normal attribute sets. You can't make a GameplayEffect modify Health Directly (go through).
| float32 MaxMana |
| float32 NoStackAttribute |
| float32 PhysicalDamage |
This Attribute is the actual physical damage for this actor. It will power physical based GameplayEffects.
| float32 SpellDamage |
This Attribute is the actual spell damage for this actor. It will power spell based GameplayEffects.
| float32 StackingAttribute1 |
| float32 StackingAttribute2 |
| float32 Strength |