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

Public Member Functions

Functions
int GetBuffToughness () const
int GetBuffBluntProtection () const
int GetBuffDexterity () const
int GetBuffEdgeProtection () const
int GetBuffEnergyProtection () const
int GetBuffFireProtection () const
int GetBuffHealth () const
int GetBuffIceProtection () const
int GetBuffMana () const
int GetBuffPointProtection () const
int GetBuffStrength () const
int GetBluntProtection () const
int GetBuffWeight () const
int GetBuffWindProtection () const
int GetEdgeProtection () const
int GetEnergyProtection () const
TArray< TSubclassOf< UScriptGameplayEffect > > GetEquipGEPlusUpgrades (const UAbilitySystemComponent ABComp, AActor Player)
int GetFireProtection () const
int GetIceProtection () const
int GetPointProtection () const
int GetWindProtection () const
Public Member Functions inherited from UItemDefinition
bool HasAnyItemSpecs (FGameplayTagContainer specTags) const
 Returns true, if this item has at least one SpecTag that matches any of the given Tags.
void AddItemReqTag (FGameplayTag itemSpec)
void AddItemSpec (FGameplayTag itemSpec)
void AddLearningRecipes (TSubclassOf< UItemRecipeDefinition > recipe)
UItemEffectDefinition AddOnConsume (TSubclassOf< UGameplayEffect > effectToAdd)
void AddPossibleActionAfterDrop (FGameplayTag itemSpec)
void ApplyTo (UAbilitySystemComponent owner)
bool CanBeEquippedBy (const UAbilitySystemComponent abComp) const
 Checks if a character can equip this item with his attributes.
FGameplayTagContainer GetAllMatchingSpecs (FGameplayTag SpecTag) const
 Returns all Spec tags matching the given tag.
FGameplayAttribute GetAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName)
FGameplayTag GetItemSpec (FGameplayTag SpecTag) const
 Returns the first full tag that matches the given SpecTag.
const FGameplayTag & GetItemType () const
FText GetItemTypeDisplayText () const
 Returns localized text for this item Type.
TSubclassOf< UTargetConfigBase > GetTargetConfigClass () const
bool HasAllItemSpecs (FGameplayTagContainer specTags) const
 Returns true, if this item has tags SpecTag that match all of the given Tags.
bool HasAllItemSpecsExactly (FGameplayTagContainer specTags) const
 Returns true, if this item has SpecTags that match every given Tag exactly.
void AddCollisionEffect (FGameplayTag CollisionEffect)
bool HasAnyItemSpecsExactly (FGameplayTagContainer specTags) const
 Returns true, if this item has SpecTag that matches any of the given Tags exactly.
bool HasItemSpec (FGameplayTag specTag) const
 Returns true, if this item has any SpecTag that matches the given Tag.
bool HasItemSpecExactly (FGameplayTag specTag) const
 Returns true, if this item has any SpecTag that matches the given Tag exactly.
AActor LoadAndGetEmptyVisual () const
TSubclassOf< AActor > LoadAndGetEmptyVisualClass () const
TSubclassOf< AItemVisualWorld > LoadAndGetThrowVisualWorldClass () const
AItemVisual LoadAndGetVisual () const
TSubclassOf< AItemVisual > LoadAndGetVisualClass () const
TSubclassOf< AItemVisualWorld > LoadAndGetVisualWorldClass () const
bool MatchesItemType (FGameplayTag ItemType) const
 Returns true if the tags match or if the given tag occurs fully within this items tag hierarchy. Item.Weapon --> Item.Weapon.Pickaxe == true.
bool MatchesItemTypeExactly (FGameplayTag ItemType) const
 Returns true if the item type is exactly the same.
void RemoveItemSpec (FGameplayTag itemSpec)
void SetItemCustomAction (FGameplayTag gameplayTag)
void SetItemType (FGameplayTag gameplayTag)
Public Member Functions inherited from UGothicObjectDefinition
FString GetNameAsString () const
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 UItemDefinition
static UClass StaticClass ()
static TMap< FGameplayAttribute, float32 > GetAttributeListFromGEList (const UAbilitySystemComponent ABComp, TArray< TSubclassOf< UScriptGameplayEffect > > GEList)
 returns the Gameplayattributes and their values from a list of GameplayEffects
Static Public Member Functions inherited from UGothicObjectDefinition
static UClass StaticClass ()
Static Public Member Functions inherited from UGothicBaseConfig
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

ArmorDefinition
TSubclassOf< UArmorVisualsDefinition > m_ArmorVisualDefinition
Buffs
int m_BuffMana
 Buff to add to the character's Mana while the item is equipped.
int m_BuffToughness
 Buff to add to the character's Toughness while the item is equipped.
int m_BuffWeight
 Buff to add to the character's Toughness while the item is equipped.
int m_BuffProtBlunt
 Buff to add to the character's Protection against blunt damage while the item is equipped.
int m_BuffProtIce
 Buff to add to the character's Protection against ice damage while the item is equipped.
int m_BuffProtWind
 Buff to add to the character's Protection against wind damage while the item is equipped.
int m_BuffProtFire
 Buff to add to the character's Protection against fire damage while the item is equipped.
int m_BuffProtPoint
 Buff to add to the character's Protection against point damage (arrows) while the item is equipped.
int m_BuffProtEnergy
 Buff to add to the character's Protection against energy damage while the item is equipped.
int m_BuffProtEdge
 Buff to add to the character's Protection against edge damage while the item is equipped.
int m_BuffHealth
 Buff to add to the character's Max health while the item is equipped.
int m_BuffDexterity
 Buff to add to the character's Dexterity while the item is equipped.
int m_BuffStrength
 Buff to add to the character's Strength while the item is equipped.
Protection
int m_ProtPoint
 Protection against point damage (arrows).
int m_ProtBlunt
 Protection against blunt damage.
int m_ProtEnergy
 Protection against energy damage.
int m_ProtFire
 Protection against fire damage.
int m_ProtEdge
 Protection against edge damage.
int m_ProtWind
 Protection against wind damage.
int m_ProtIce
 Protection against ice damage.
Upgrades
TSubclassOf< UArmorUpgradeDefinition > m_LowerBody_Mid02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_LowerBody_Light02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_LowerBody_Heavy02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_LowerBody_Heavy01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_LowerBody_Light01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_LowerBody_Mid01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_MidBody_Heavy02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_MidBody_Heavy01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_UpperBody_Light01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_UpperBody_Light02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_UpperBody_Mid02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_MidBody_Mid02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_MidBody_Mid01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_MidBody_Light02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_MidBody_Light01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_UpperBody_Heavy02_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_UpperBody_Heavy01_ArmorUpgrade
TSubclassOf< UArmorUpgradeDefinition > m_UpperBody_Mid01_ArmorUpgrade
Variables
const int BuffStrength
const int BuffBluntProtection
const int BuffDexterity
const int BuffEdgeProtection
const int BuffEnergyProtection
const int BuffFireProtection
const int BuffHealth
const int BuffIceProtection
const int BuffMana
const int BuffPointProtection
const int BluntProtection
const int BuffToughness
const int BuffWeight
const int BuffWindProtection
const int EdgeProtection
const int EnergyProtection
const int FireProtection
const int IceProtection
const int PointProtection
const int WindProtection
Public Attributes inherited from UItemDefinition
TArray< UItemEffectDefinition > m_OnConsumeEffects
TSubclassOf< UInteractiveObjectDefinition > m_ForcedInteraction
TSubclassOf< UScriptGameplayEffect > m_OnEquipEffect
float32 m_Mass
int m_Value
float32 m_Weight
float32 m_Buoyancy
int m_MaxStack
TMap< FGameplayAttribute, float32 > m_RequiredStats
FGameplayTag m_ParticlesWhenPickUp
FGameplayTagContainer m_EquipBlockingTags
 If the character has any of these tags, he won't be able to equip the item.
FGameplayTag m_EventWhenPickUp
TArray< TSubclassOf< UItemRecipeDefinition > > m_LearnRecipes
FGameplayTagContainer m_RequiredTagsToLearn
TSubclassOf< UItemDefinition > m_RequiredToPick
FOwnershipSettings m_Ownership
 Marks this item as being always owned by these specific characters. Cannot be changed at runtime.
TSubclassOf< UItemDefinition > m_ComparedTo
 This item is used to compare stats in certain menus.
bool m_AutoTarget
bool m_CanBeSpawned
EHoldsterLocation m_HoldsterLocation
 Where the holdster of this item is located (back or waist).
TSubclassOf< UTargetConfigBase > m_TargetConfigClass
TArray< TSubclassOf< UActionKeywords > > m_ActionsKeywords
 Temp to allow normal weapons (melee) do magic. Like orc staff.
EInventoryTypes m_TryToStoreFirst
TArray< FGameplayTag > m_ItemStatsTags
TSubclassOf< UItemDefinition > m_ReplaceBy
 When the player picks this item,it will be changed by m_ReplaceBy.
TSoftClassPtr< AItemVisualWorld > m_ItemVisualWorldDrop
TSoftClassPtr< AItemVisual > m_ItemVisual
TSoftClassPtr< AActor > m_ItemEmptyVisual
TSoftClassPtr< AActor > m_ItemGeneric
TSoftClassPtr< AItemVisualWorld > m_ItemVisualWorld
const FText ItemTypeDisplayText
 Returns localized text for this item Type.
const TSubclassOf< UTargetConfigBase > TargetConfigClass
FGameplayTag ItemType
Public Attributes inherited from UGothicObjectDefinition
TSoftObjectPtr< UTexture2D > m_Icon
FText m_Description
FText m_Name
const FString NameAsString
FName m_UniqueName
 Unique name is a unique name used for Gameplay system to uniquely identify and item or a character.
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

Member Function Documentation

◆ GetBluntProtection()

int GetBluntProtection ( ) const

◆ GetBuffBluntProtection()

int GetBuffBluntProtection ( ) const

◆ GetBuffDexterity()

int GetBuffDexterity ( ) const

◆ GetBuffEdgeProtection()

int GetBuffEdgeProtection ( ) const

◆ GetBuffEnergyProtection()

int GetBuffEnergyProtection ( ) const

◆ GetBuffFireProtection()

int GetBuffFireProtection ( ) const

◆ GetBuffHealth()

int GetBuffHealth ( ) const

◆ GetBuffIceProtection()

int GetBuffIceProtection ( ) const

◆ GetBuffMana()

int GetBuffMana ( ) const

◆ GetBuffPointProtection()

int GetBuffPointProtection ( ) const

◆ GetBuffStrength()

int GetBuffStrength ( ) const

◆ GetBuffToughness()

int GetBuffToughness ( ) const

◆ GetBuffWeight()

int GetBuffWeight ( ) const

◆ GetBuffWindProtection()

int GetBuffWindProtection ( ) const

◆ GetEdgeProtection()

int GetEdgeProtection ( ) const

◆ GetEnergyProtection()

int GetEnergyProtection ( ) const

◆ GetEquipGEPlusUpgrades()

TArray< TSubclassOf< UScriptGameplayEffect > > GetEquipGEPlusUpgrades ( const UAbilitySystemComponent ABComp,
AActor Player )

◆ GetFireProtection()

int GetFireProtection ( ) const

◆ GetIceProtection()

int GetIceProtection ( ) const

◆ GetPointProtection()

int GetPointProtection ( ) const

◆ GetWindProtection()

int GetWindProtection ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ BluntProtection

const int BluntProtection

◆ BuffBluntProtection

const int BuffBluntProtection

◆ BuffDexterity

const int BuffDexterity

◆ BuffEdgeProtection

const int BuffEdgeProtection

◆ BuffEnergyProtection

const int BuffEnergyProtection

◆ BuffFireProtection

const int BuffFireProtection

◆ BuffHealth

const int BuffHealth

◆ BuffIceProtection

const int BuffIceProtection

◆ BuffMana

const int BuffMana

◆ BuffPointProtection

const int BuffPointProtection

◆ BuffStrength

const int BuffStrength

◆ BuffToughness

const int BuffToughness

◆ BuffWeight

const int BuffWeight

◆ BuffWindProtection

const int BuffWindProtection

◆ EdgeProtection

const int EdgeProtection

◆ EnergyProtection

const int EnergyProtection

◆ FireProtection

const int FireProtection

◆ IceProtection

const int IceProtection

◆ m_ArmorVisualDefinition

TSubclassOf<UArmorVisualsDefinition> m_ArmorVisualDefinition

◆ m_BuffDexterity

int m_BuffDexterity

Buff to add to the character's Dexterity while the item is equipped.

◆ m_BuffHealth

int m_BuffHealth

Buff to add to the character's Max health while the item is equipped.

◆ m_BuffMana

int m_BuffMana

Buff to add to the character's Mana while the item is equipped.

◆ m_BuffProtBlunt

int m_BuffProtBlunt

Buff to add to the character's Protection against blunt damage while the item is equipped.

◆ m_BuffProtEdge

int m_BuffProtEdge

Buff to add to the character's Protection against edge damage while the item is equipped.

◆ m_BuffProtEnergy

int m_BuffProtEnergy

Buff to add to the character's Protection against energy damage while the item is equipped.

◆ m_BuffProtFire

int m_BuffProtFire

Buff to add to the character's Protection against fire damage while the item is equipped.

◆ m_BuffProtIce

int m_BuffProtIce

Buff to add to the character's Protection against ice damage while the item is equipped.

◆ m_BuffProtPoint

int m_BuffProtPoint

Buff to add to the character's Protection against point damage (arrows) while the item is equipped.

◆ m_BuffProtWind

int m_BuffProtWind

Buff to add to the character's Protection against wind damage while the item is equipped.

◆ m_BuffStrength

int m_BuffStrength

Buff to add to the character's Strength while the item is equipped.

◆ m_BuffToughness

int m_BuffToughness

Buff to add to the character's Toughness while the item is equipped.

◆ m_BuffWeight

int m_BuffWeight

Buff to add to the character's Toughness while the item is equipped.

◆ m_LowerBody_Heavy01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_LowerBody_Heavy01_ArmorUpgrade

◆ m_LowerBody_Heavy02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_LowerBody_Heavy02_ArmorUpgrade

◆ m_LowerBody_Light01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_LowerBody_Light01_ArmorUpgrade

◆ m_LowerBody_Light02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_LowerBody_Light02_ArmorUpgrade

◆ m_LowerBody_Mid01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_LowerBody_Mid01_ArmorUpgrade

◆ m_LowerBody_Mid02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_LowerBody_Mid02_ArmorUpgrade

◆ m_MidBody_Heavy01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_MidBody_Heavy01_ArmorUpgrade

◆ m_MidBody_Heavy02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_MidBody_Heavy02_ArmorUpgrade

◆ m_MidBody_Light01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_MidBody_Light01_ArmorUpgrade

◆ m_MidBody_Light02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_MidBody_Light02_ArmorUpgrade

◆ m_MidBody_Mid01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_MidBody_Mid01_ArmorUpgrade

◆ m_MidBody_Mid02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_MidBody_Mid02_ArmorUpgrade

◆ m_ProtBlunt

int m_ProtBlunt

Protection against blunt damage.

◆ m_ProtEdge

int m_ProtEdge

Protection against edge damage.

◆ m_ProtEnergy

int m_ProtEnergy

Protection against energy damage.

◆ m_ProtFire

int m_ProtFire

Protection against fire damage.

◆ m_ProtIce

int m_ProtIce

Protection against ice damage.

◆ m_ProtPoint

int m_ProtPoint

Protection against point damage (arrows).

◆ m_ProtWind

int m_ProtWind

Protection against wind damage.

◆ m_UpperBody_Heavy01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_UpperBody_Heavy01_ArmorUpgrade

◆ m_UpperBody_Heavy02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_UpperBody_Heavy02_ArmorUpgrade

◆ m_UpperBody_Light01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_UpperBody_Light01_ArmorUpgrade

◆ m_UpperBody_Light02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_UpperBody_Light02_ArmorUpgrade

◆ m_UpperBody_Mid01_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_UpperBody_Mid01_ArmorUpgrade

◆ m_UpperBody_Mid02_ArmorUpgrade

TSubclassOf<UArmorUpgradeDefinition> m_UpperBody_Mid02_ArmorUpgrade

◆ PointProtection

const int PointProtection

◆ WindProtection

const int WindProtection