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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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This GE can be applied whenever we want to kill a character imediatly. It's a copy of UGameplayEffect_PlayerKilledHimself by BFG. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UScriptGameplayEffect | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayEffectBase | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UGameplayEffect | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Additional Inherited Members | |
| Public Member Functions inherited from UScriptGameplayEffect | |
| void | MultiplyAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 MultiplyBy) |
| Multiply the given Attribute by a constant amount. | |
| void | DecreaseAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 DecreaseBy) |
| Decrease the given Attribute by a constant amount. | |
| void | DecreaseAttributeByPercentage (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 Percentage) |
| Decrease the given Attribute by a percentage of itself (1.0f = 100%). | |
| FGameplayAttribute | GetAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName) |
| EGameplayEffectDurationType | GetDurationType () |
| void | IncreaseAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 IncreaseBy) |
| Increase the given Attribute by a constant amount. | |
| void | IncreaseAttributeByPercentage (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 Percentage) |
| Increase the given Attribute by a percentage of itself (1.0f = 100%). | |
| void | AddCallerValueToAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, FGameplayTag DataTag) |
| Add a value from the effects caller to the given Attribute (Parametrized effect). | |
| void | RefreshAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName) |
| Refresh the given attibute. Useful when the max value of an attribute changes in a debuff GE and the current value must be refreshed (base value may not have changed). | |
| void | SetAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, float32 SetTo) |
| Decrease the given Attribute by a constant amount. | |
| void | SetCallerValueToAttribute (TSubclassOf< UAttributeSet > AttributeSetClass, FName AttributeName, FGameplayTag DataTag) |
| Set (override) a value from the effects caller to the given Attribute (Parametrized effect). | |
| void | SetPeriodic (float32 NewPeriod, float32 NewDuration) |
| Set the effect as a periodic effect. | |
| void | UseCallerValueAsDuration (FGameplayTag DataTag) |
| Set (override) a value from the effects caller to the effects Duration time. (Parametrized effect). | |
| Public Member Functions inherited from UGameplayEffectBase | |
| void | RemoveOtherTags () |
| 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 |
| Public Attributes inherited from UScriptGameplayEffect | |
| const EGameplayEffectDurationType | DurationType |
| Public Attributes inherited from UGameplayEffectBase | |
| UBlockAbilityTagsGameplayEffectComponent | BlockAbilityTagsComponent |
| UAssetTagsGameplayEffectComponent | AssetTagsComponent |
| UTargetTagRequirementsGameplayEffectComponent | TargetTagRequirements |
| URemoveOtherGameplayEffectComponent | RemoveOther |
| UAdditionalEffectsGameplayEffectComponent | AdditionalEffects |
| UGothicAbilitiesGameplayEffectComponent | AbilitiesComponent |
| FGameplayTagContainer | TagsToRemoveOther |
| UTargetTagsGameplayEffectComponent | TargetTagsComponent |
| Public Attributes inherited from UGameplayEffect | |
| FInheritedTagContainer | InheritableGameplayEffectTags |
| FGameplayTagRequirements | ApplicationTagRequirements |
| FGameplayEffectQuery | GrantedApplicationImmunityQuery |
| FGameplayTagRequirements | GrantedApplicationImmunityTags |
| FInheritedTagContainer | RemoveGameplayEffectsWithTags |
| FGameplayTagRequirements | RemovalTagRequirements |
| FInheritedTagContainer | InheritableBlockedAbilityTagsContainer |
| FGameplayTagRequirements | OngoingTagRequirements |
| FInheritedTagContainer | InheritableOwnedTagsContainer |
| UGameplayEffectUIData | UIData |
| TArray< TSubclassOf< UGameplayEffect > > | PrematureExpirationEffectClasses |
| TArray< TSubclassOf< UGameplayEffect > > | RoutineExpirationEffectClasses |
| TArray< FConditionalGameplayEffect > | ConditionalGameplayEffects |
| EGameplayEffectDurationType | DurationPolicy |
| Policy for the duration of this effect. | |
| FGameplayEffectModifierMagnitude | DurationMagnitude |
| Duration in seconds. 0.0 for instantaneous effects; -1.0 for infinite duration. | |
| bool | bExecutePeriodicEffectOnApplication |
| If true, the effect executes on application and then at every period interval. If false, no execution occurs until the first period elapses. // EditCondition in FGameplayEffectDetails. | |
| FScalableFloat | Period |
| Period in seconds. 0.0 for non-periodic effects. | |
| EGameplayEffectPeriodInhibitionRemovedPolicy | PeriodicInhibitionPolicy |
| How we should respond when a periodic gameplay effect is no longer inhibited // EditCondition in FGameplayEffectDetails. | |
| bool | bRequireModifierSuccessToTriggerCues |
| If true, cues will only trigger when GE modifiers succeed being applied (whether through modifiers or executions). | |
| bool | bSuppressStackingCues |
| If true, GameplayCues will only be triggered for the first instance in a stacking GameplayEffect. | |
| TArray< FGameplayEffectCue > | GameplayCues |
| Cues to trigger non-simulated reactions in response to this GameplayEffect such as sounds, particle effects, etc. | |
| TArray< FGameplayModifierInfo > | Modifiers |
| Array of modifiers that will affect the target of this effect. | |
| TArray< TObjectPtr< UGameplayEffectComponent > > | GEComponents |
| These Gameplay Effect Components define how this Gameplay Effect behaves when applied. | |
| TArray< FGameplayEffectExecutionDefinition > | Executions |
| Array of executions that will affect the target of this effect. | |
| TArray< FGameplayAbilitySpecDef > | GrantedAbilities |
| EGameplayEffectStackingType | StackingType |
| How this GameplayEffect stacks with other instances of this same GameplayEffect. | |
| int | StackLimitCount |
| Stack limit for StackingType. | |
| EGameplayEffectStackingDurationPolicy | StackDurationRefreshPolicy |
| Policy for how the effect duration should be refreshed while stacking. | |
| EGameplayEffectStackingPeriodPolicy | StackPeriodResetPolicy |
| Policy for how the effect period should be reset (or not) while stacking. | |
| EGameplayEffectStackingExpirationPolicy | StackExpirationPolicy |
| Policy for how to handle duration expiring on this gameplay effect. | |
| bool | bClearStackOnOverflow |
| If true, the entire stack of the effect will be cleared once it overflows. | |
| TArray< TSubclassOf< UGameplayEffect > > | OverflowEffects |
| Effects to apply when a stacking effect "overflows" its stack count through another attempted application. Added whether the overflow application succeeds or not. | |
| bool | bDenyOverflowApplication |
| If true, stacking attempts made while at the stack count will fail, resulting in the duration and context not being refreshed. | |
| FGameplayEffectQuery | RemoveGameplayEffectQuery |
| 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 |
This GE can be applied whenever we want to kill a character imediatly. It's a copy of UGameplayEffect_PlayerKilledHimself by BFG.
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