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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Handles all attributes related to sleeping. Note about sleep time recovery: we don't use a sleep time recovery rate here in order to avoid precision issues. We use a simple "counter"-based model instead (recover X amount after Y hours). Note that all the "hour" values can be fractional. Ex: 1.5h is 1 hour and 30 minutes. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAttributeSetBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UAngelscriptAttributeSet | |
| static UClass | StaticClass () |
| static bool | TryGetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName, FGameplayAttribute &OutGameplayAttribute) |
| Attempt to find a gameplay attribute. This is useful with for example dynamic attributes where you are not sure if the attribute exists. | |
| static FGameplayAttribute | GetGameplayAttribute (TSubclassOf< UAngelscriptAttributeSet > AttributeSetClass, FName AttributeName) |
| Get an attribute on an attribute set that you expects will exist and want to assert if it for whatever reason does not. | |
| static bool | CompareGameplayAttributes (FGameplayAttribute First, FGameplayAttribute Second) |
| Comapre two gameplay attributes whether or not they are equal. | |
| Static Public Member Functions inherited from UAttributeSet | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
AttributeSet_Sleep | |
| FGameplayAttributeData | MaxSleepTime |
| Max sleep time value, in hours. | |
| FGameplayAttributeData | SleepTimeRecoveryAmount |
| Sleep time recovery amount, in hours. How much sleep time is recovered every recovery period. | |
| FGameplayAttributeData | SleepTimeRecoveryPeriod |
| Sleep time recovery period, in hours. How long to wait before sleep time gets recovered. | |
| FGameplayAttributeData | MaxRestTime |
| Max time character can rest to let time pass sleeping. | |
| FGameplayAttributeData | SleepTime |
| Current sleep time value, in hours. | |
| Public Attributes inherited from UAngelscriptAttributeSet | |
| const UAngelscriptAbilitySystemComponent | OwningAbilitySystemComponent |
| const AActor | OwningActor |
| const FGameplayAbilityActorInfo & | ActorInfo |
| TArray< FName > | ReplicatedAttributeBlackList |
| The default behavior of the attribute set is to replicate all attributes for the entire lifetime of the set. If you don't want an attribute to be replicated, add its name to this list. | |
| 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 UAngelscriptAttributeSet | |
| FGameplayAbilityActorInfo & | GetActorInfo () const |
| bool | TryGetAttributeBaseValue (FName AttributeName, float32 &OutBaseValue) |
| bool | TrySetAttributeBaseValue (FName AttributeName, float32 NewBaseValue) |
| Use these functions when you are not sure if the attribute you are trying to manipulate will exist on the set. | |
| UAngelscriptAbilitySystemComponent | GetOwningAbilitySystemComponent () const |
| bool | TryGetAttributeCurrentValue (FName AttributeName, float32 &OutCurrentValue) |
| AActor | GetOwningActor () |
| bool | OnInitFromMetaDataTable (const UDataTable DataTable) |
| Return true if you could load the data. False if you want to use the default loading function. | |
| void | PostGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent) |
| void | PostAttributeBaseChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) const |
| void | PreAttributeBaseChange (FGameplayAttribute Attribute, float32 &NewValue) const |
| void | PostAttributeChange (FGameplayAttribute Attribute, float32 OldValue, float32 NewValue) |
| void | PreAttributeChange (FGameplayAttribute Attribute, float32 &NewValue) |
| bool | PreGameplayEffectExecute (FGameplayEffectSpec EffectSpec, FGameplayModifierEvaluatedData &EvaluatedData, UAngelscriptAbilitySystemComponent AbilitySystemComponent) |
| Return true if you want to allow the effect to execute. | |
| void | OnRep_Attribute (FAngelscriptGameplayAttributeData &OldAttributeData) |
| void | InitFromMetaDataTable (const UDataTable DataTable) |
| 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 |
Handles all attributes related to sleeping. Note about sleep time recovery: we don't use a sleep time recovery rate here in order to avoid precision issues. We use a simple "counter"-based model instead (recover X amount after Y hours). Note that all the "hour" values can be fractional. Ex: 1.5h is 1 hour and 30 minutes.
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static |
| FGameplayAttributeData MaxRestTime |
Max time character can rest to let time pass sleeping.
| FGameplayAttributeData MaxSleepTime |
Max sleep time value, in hours.
| FGameplayAttributeData SleepTime |
Current sleep time value, in hours.
| FGameplayAttributeData SleepTimeRecoveryAmount |
Sleep time recovery amount, in hours. How much sleep time is recovered every recovery period.
| FGameplayAttributeData SleepTimeRecoveryPeriod |
Sleep time recovery period, in hours. How long to wait before sleep time gets recovered.