G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UActivePersonalRelationshipModifier Class Reference

Kind of personal relationship modifier that you can add to a specific character, allowing to store data and be more dynamic. More...

Public Member Functions

Functions
void HandleModifierRemoved ()
 Called when the modifier was removed from the character.
bool MatchesModifier (const UActivePersonalRelationshipModifier OtherModifier) const
 Whether this modifier matches the given one and could be updated instead of having the same thing twice.
void Tick (float32 DeltaTime)
 Requires bCanTick = true.
void Discard ()
 Discards this modifier. It will no longer be considered and will be removed from the character.
FString GetDebugDescription () const
 Override to return a debug-description here.
FInGameTime GetInGameTimeNow () const
 Current ingame time.
AGothicCharacterState GetOwner () const
 Returns the CharacterState that owns this modifier.
FInGameTime GetTimeLeft () const
 Returns how much time this modifier has left until it will be discarded.
void HandleModifierAdded ()
 Called when the modifier was first added to the character. (After perceptions are set up).
void DrawImGui ()
bool HasTimeRanOut () const
 Whether the ValidUntil time has been reached.
void SetupPerceptions (UCharacterPerceptionComponent Perception)
 Called when the modifier got added, set up perceptions in here.
void SetValidForIngameDays (float32 InGameDays)
 Assigns a how long after the current time this modifier will be discarded. (Ingame day count).
void SetValidForIngameHours (float32 InGameHours)
 Assigns a how long after the current time this modifier will be discarded. (Ingame hour count).
void SetValidForIngameSeconds (float32 InGameSeconds)
 Assigns a how long after the current time this modifier will be discarded. (Ingame second count).
void SetValidForTime (FInGameTime Duration)
 Assigns a how long after the current time this modifier will be discarded.
void SetValidUntilTime (FInGameTime Time)
 Assigns a new time that will discard this modifier.
Public Member Functions inherited from UPersonalRelationshipModifier
ERelationship HowMuchDoILike (const AGothicCharacterState Me, const AGothicCharacterState Other) const
 How much would I see Other as my friend?
bool IsApplicableFor (const AGothicCharacterState Me, const AGothicCharacterState Other) const
 Whether this modifier can be applied with the given characters.
void SetHostilityTowardsOther (ERelationshipHostility Hostility)
 Sets the static relationship for this modifier. If this is set, no update calls will be made.
void SetRelationshipTowardsOther (ERelationship Relationship)
 Sets the static relationship for this modifier. If this is set, no update calls will be made.
void SetRelativeRankTowardsOther (ERelationshipRelativeRank RelativeRank)
 Sets the static relationship for this modifier. If this is set, no update calls will be made.
ERelationshipRelativeRank WhatsOthersRankComparedToMe (const AGothicCharacterState Me, const AGothicCharacterState Other) const
 What rank does Other have compared to me?
ERelationshipHostility HowHostileAmIAgainst (const AGothicCharacterState Me, const AGothicCharacterState Other) const
 How much would I see Other as my friend?
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

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UPersonalRelationshipModifier
static UClass StaticClass ()
Static Public Member Functions inherited from URelationshipModifier
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

ActivePersonalRelationshipModifier
bool bDiscardIfNotHighestRankWeight
 If some other ActivePersonalRelationshipModifer ends up with a higher weight than this in the final evaluation, discard this one.
FInGameTime ValidFor
 After this time has been reached, the modifier will be discarded.
bool bCanTick
 If true, this modifer can tick.
bool bDiscardIfNotHighestRelationshipWeight
 If some other ActivePersonalRelationshipModifer ends up with a higher weight than this in the final evaluation, discard this one.
bool bDiscardIfNotHighestHostilityWeight
 If some other ActivePersonalRelationshipModifer ends up with a higher weight than this in the final evaluation, discard this one.
FInGameTime ActivatedAtTime
 Ingame time when this was added to the character.
FGameplayTagContainer OwnedTagsWhileActive
 Tags to apply to the character as OwnedGameplayTag.
Variables
const FInGameTime InGameTimeNow
 Current ingame time.
const AGothicCharacterState Owner
 Returns the CharacterState that owns this modifier.
const FInGameTime TimeLeft
 Returns how much time this modifier has left until it will be discarded.
const FString DebugDescription
 Override to return a debug-description here.
Public Attributes inherited from UPersonalRelationshipModifier
FGameplayTagContainer NotApplicableWhenSelfHasAnyOf
 If non-empty, this modifier will only be considered "not applicable" if the Self Character has any of these owned GameplayTags.
FGameplayTagContainer ApplicableWhenOtherHasAnyOf
 If non-empty, this modifier will only be considered "applicable" if the Other Character has any of these owned GameplayTags.
FGameplayTagContainer ApplicableWhenSelfHasAnyOf
 If non-empty, this modifier will only be considered "applicable" if the Self Character has any of these owned GameplayTags.
FGameplayTagContainer ApplicableWhenOtherHasAllOf
 If non-empty, this modifier will only be considered "applicable" if the Other Character has all of these owned GameplayTags.
FGameplayTagContainer ApplicableWhenSelfHasAllOf
 If non-empty, this modifier will only be considered "applicable" if the Self Character has all of these owned GameplayTags.
FGameplayTagContainer NotApplicableWhenOtherHasAnyOf
 If non-empty, this modifier will only be considered "not applicable" if the Other Character has any of these owned GameplayTags.
float32 Weight
 How much does this modifier influence the final decision?
FGameplayTagContainer NotApplicableWhenOtherHasAllOf
 If non-empty, this modifier will only be considered "not applicable" if the Other Character has all of these owned GameplayTags.
FGameplayTagContainer NotApplicableWhenSelfHasAllOf
 If non-empty, this modifier will only be considered "not applicable" if the Self Character has all of these owned GameplayTags.
bool bApplicableWhenOtherIsPlayer
 If true, allow this modifier when Other is the player.
bool bApplicableWhenOtherIsNPC
 If true, allow this modifier when Other is NOT the player.
TSet< ERelationship > NotApplicableWhenStaticRelationshipToOtherIs
 Ignore this modifier when the static relationship to Other is one of these.
TSet< ERelationship > ApplicableWhenStaticRelationshipToOtherIs
 If non-empty, only allow this modifier if the static relationship to Other is one of these.
Public Attributes inherited from URelationshipModifier
bool bIsGlobalModifierClass
 If true, this modifier will be executed for each character pair.
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

Detailed Description

Kind of personal relationship modifier that you can add to a specific character, allowing to store data and be more dynamic.

Member Function Documentation

◆ Discard()

void Discard ( )

Discards this modifier. It will no longer be considered and will be removed from the character.

◆ DrawImGui()

void DrawImGui ( )

◆ GetDebugDescription()

FString GetDebugDescription ( ) const

Override to return a debug-description here.

◆ GetInGameTimeNow()

FInGameTime GetInGameTimeNow ( ) const

Current ingame time.

◆ GetOwner()

AGothicCharacterState GetOwner ( ) const

Returns the CharacterState that owns this modifier.

◆ GetTimeLeft()

FInGameTime GetTimeLeft ( ) const

Returns how much time this modifier has left until it will be discarded.

◆ HandleModifierAdded()

void HandleModifierAdded ( )

Called when the modifier was first added to the character. (After perceptions are set up).

◆ HandleModifierRemoved()

void HandleModifierRemoved ( )

Called when the modifier was removed from the character.

◆ HasTimeRanOut()

bool HasTimeRanOut ( ) const

Whether the ValidUntil time has been reached.

◆ MatchesModifier()

bool MatchesModifier ( const UActivePersonalRelationshipModifier OtherModifier) const

Whether this modifier matches the given one and could be updated instead of having the same thing twice.

◆ SetupPerceptions()

void SetupPerceptions ( UCharacterPerceptionComponent Perception)

Called when the modifier got added, set up perceptions in here.

◆ SetValidForIngameDays()

void SetValidForIngameDays ( float32 InGameDays)

Assigns a how long after the current time this modifier will be discarded. (Ingame day count).

◆ SetValidForIngameHours()

void SetValidForIngameHours ( float32 InGameHours)

Assigns a how long after the current time this modifier will be discarded. (Ingame hour count).

◆ SetValidForIngameSeconds()

void SetValidForIngameSeconds ( float32 InGameSeconds)

Assigns a how long after the current time this modifier will be discarded. (Ingame second count).

◆ SetValidForTime()

void SetValidForTime ( FInGameTime Duration)

Assigns a how long after the current time this modifier will be discarded.

◆ SetValidUntilTime()

void SetValidUntilTime ( FInGameTime Time)

Assigns a new time that will discard this modifier.

◆ StaticClass()

UClass StaticClass ( )
static

◆ Tick()

void Tick ( float32 DeltaTime)

Requires bCanTick = true.

Member Data Documentation

◆ ActivatedAtTime

FInGameTime ActivatedAtTime

Ingame time when this was added to the character.

◆ bCanTick

bool bCanTick

If true, this modifer can tick.

◆ bDiscardIfNotHighestHostilityWeight

bool bDiscardIfNotHighestHostilityWeight

If some other ActivePersonalRelationshipModifer ends up with a higher weight than this in the final evaluation, discard this one.

◆ bDiscardIfNotHighestRankWeight

bool bDiscardIfNotHighestRankWeight

If some other ActivePersonalRelationshipModifer ends up with a higher weight than this in the final evaluation, discard this one.

◆ bDiscardIfNotHighestRelationshipWeight

bool bDiscardIfNotHighestRelationshipWeight

If some other ActivePersonalRelationshipModifer ends up with a higher weight than this in the final evaluation, discard this one.

◆ DebugDescription

const FString DebugDescription

Override to return a debug-description here.

◆ InGameTimeNow

const FInGameTime InGameTimeNow

Current ingame time.

◆ OwnedTagsWhileActive

FGameplayTagContainer OwnedTagsWhileActive

Tags to apply to the character as OwnedGameplayTag.

◆ Owner

const AGothicCharacterState Owner

Returns the CharacterState that owns this modifier.

◆ TimeLeft

const FInGameTime TimeLeft

Returns how much time this modifier has left until it will be discarded.

◆ ValidFor

FInGameTime ValidFor

After this time has been reached, the modifier will be discarded.