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

Allows fixing up old savegames if needed. Modifies to persistant data before it is applied to the world. More...

Public Member Functions

Functions
bool HasNPCDailyRoutine (FName GlobalID, TSubclassOf< UAIState_DailyRoutine > DailyRoutine) const
 Returns true if an NPC with the given unique name has the given daily routine.
bool DoesCharacterHaveTag (FName GlobalID, FGameplayTag Tag) const
 Returns whether the character has State_Defeated tag added or not.
bool DoesPlayerHaveSkillEffect (TSubclassOf< UGameplayEffect_SkillGeneric > SkillEffect, FName GlobalID=FName("")) const
 Returns if the player has the given skill-effect.
bool FindGlobalIDForCharacter (TSubclassOf< UCharacterDefinition > CharacterDefinition, FName &OutGlobalID) const
 Returns the first GlobalID in the savegame for a character with the given definition.
bool FindGlobalIDForUniqueName (FName UniqueName, FName &OutGlobalID) const
 Returns the first GlobalID in the savegame for a character with the given unique name.
TSubclassOf< UGameplayEffect_Guild > GetGuildEffectOfCharacter (FName GlobalID) const
 Returns the Guild GameplayEffect of the given character.
FInGameTime GetInGameTimeNow () const
 Returns the ingame time of this savegame.
int GetItemCountInNPCInventory (FName GlobalID, TSubclassOf< UItemDefinition > ItemDefinition) const
 Gives this many items (or takes them away) to or from all NPCs with the given GlobalID.
int GetItemCountInPlayerInventory (TSubclassOf< UItemDefinition > ItemDefinition, FString PlayerID="") const
 Gives this many items (or takes them away) to or from the player.
int GetStoryChapter (TSubclassOf< UGameStory > Story) const
 Returns story chapter this savegame is currently in.
FInGameTime GetStoryValueInGameTime (TSubclassOf< UGameStory > Story, FName StoryValueName) const
 Returns the state of the given story value as FInGameTime.
int GetStoryValueInt32 (TSubclassOf< UGameStory > Story, FName StoryValueName) const
 Returns the state of the given story value as int32.
bool HasCharacterKnowledgeOf (FName CharacterUniqueName, FName Knowledge) const
 Returns true if named Character has given knowledge.
bool HasCharacterKnowledgeOfText (FName CharacterUniqueName, FText Text) const
 Returns true if named Character has knowledge given Text.
bool HasCharacterKnowledgeOfTopic (FName CharacterUniqueName, TSubclassOf< UConversationTopic > TopicClass) const
 Returns true if named Character has given topics knowledge.
void AddSkillEffectToPlayer (TSubclassOf< UGameplayEffect_SkillGeneric > SkillEffect, FName GlobalID=FName(""))
 Grants a skill to the player.
bool HasQuestBeenStarted (TSubclassOf< UQuest > Quest) const
 Returns true if the given quest has been started (Running,Succeeded,Failed).
bool IsQuestInState (TSubclassOf< UQuest > Quest, EQuestState State) const
 Returns true if the given quest is in the given state.
bool Migrate ()
 Override and apply migrations here.
bool RemoveKnowledgeFromCharacter (FName CharacterUniqueName, FName Knowledge)
 Tries to remove given Knowledge from Character, returns true if any was removed.
bool RemoveKnowledgeOfTextFromCharacter (FName CharacterUniqueName, FText Text)
 Tries to remove Knowledge of given Text from Character, returns true if any was removed.
bool RemoveKnowledgeOfTopicFromCharacter (FName CharacterUniqueName, TSubclassOf< UConversationTopic > TopicClass)
 Tries to remove Knowledge of given Topic from Character, returns true if any was removed.
void SetGuildEffectOfCharacter (FName GlobalID, TSubclassOf< UGameplayEffect_Guild > GuildEffect)
 Sets the Guild GameplayEffect of the given character.
void SetItemCountInNPCInventory (FName GlobalID, TSubclassOf< UItemDefinition > ItemDefinition, int Count=1)
 Gives this many items (or takes them away) to or from all NPCs with the given GlobalID.
void SetItemCountInPlayerInventory (TSubclassOf< UItemDefinition > ItemDefinition, int Count=1, FString PlayerID="")
 Gives this many items (or takes them away) to or from the player.
void SetNPCDailyRoutine (FName GlobalID, TSubclassOf< UAIState_DailyRoutine > DailyRoutine)
 Sets the daily routine to use for NPCs with the given GlobalID.
void SetQuestState (TSubclassOf< UQuest > Quest, EQuestState State) const
 Modifies the quest state of the given quest..
void SetStoryValueInGameTime (TSubclassOf< UGameStory > Story, FName StoryValueName, FInGameTime Value) const
 Sets the state of the given story value as FInGameTime.
void SetStoryValueInt32 (TSubclassOf< UGameStory > Story, FName StoryValueName, int Value) const
 Sets the state of the given story value as int32.
void SwitchDefeatedTagsForEffects (TSubclassOf< UGameplayEffect > DefeatedEffect)
 Grants a skill to the player.
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 UObject
static UClass StaticClass ()

Public Attributes

GothicSavegameMigrationScript
EGothicSaveGameVersion ApplyToVersionsAfterIncluding
 Only run this migration on savegames after this version (including the given one).
EGothicSaveGameVersion ApplyToVersionsBefore
 Only run this migration on savegames before this version (not including the given one).
float32 Order
 Sort order in which this migration should be applied. (Lower numbers first).
UGothicPersistentDataGame SaveGame
 Savegame to modify during migration.
Variables
const FInGameTime InGameTimeNow
 Returns the ingame time of this savegame.
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

Allows fixing up old savegames if needed. Modifies to persistant data before it is applied to the world.

Member Function Documentation

◆ AddSkillEffectToPlayer()

void AddSkillEffectToPlayer ( TSubclassOf< UGameplayEffect_SkillGeneric > SkillEffect,
FName GlobalID = FName ( "" ) )

Grants a skill to the player.

◆ DoesCharacterHaveTag()

bool DoesCharacterHaveTag ( FName GlobalID,
FGameplayTag Tag ) const

Returns whether the character has State_Defeated tag added or not.

◆ DoesPlayerHaveSkillEffect()

bool DoesPlayerHaveSkillEffect ( TSubclassOf< UGameplayEffect_SkillGeneric > SkillEffect,
FName GlobalID = FName ( "" ) ) const

Returns if the player has the given skill-effect.

◆ FindGlobalIDForCharacter()

bool FindGlobalIDForCharacter ( TSubclassOf< UCharacterDefinition > CharacterDefinition,
FName & OutGlobalID ) const

Returns the first GlobalID in the savegame for a character with the given definition.

◆ FindGlobalIDForUniqueName()

bool FindGlobalIDForUniqueName ( FName UniqueName,
FName & OutGlobalID ) const

Returns the first GlobalID in the savegame for a character with the given unique name.

◆ GetGuildEffectOfCharacter()

TSubclassOf< UGameplayEffect_Guild > GetGuildEffectOfCharacter ( FName GlobalID) const

Returns the Guild GameplayEffect of the given character.

◆ GetInGameTimeNow()

FInGameTime GetInGameTimeNow ( ) const

Returns the ingame time of this savegame.

◆ GetItemCountInNPCInventory()

int GetItemCountInNPCInventory ( FName GlobalID,
TSubclassOf< UItemDefinition > ItemDefinition ) const

Gives this many items (or takes them away) to or from all NPCs with the given GlobalID.

◆ GetItemCountInPlayerInventory()

int GetItemCountInPlayerInventory ( TSubclassOf< UItemDefinition > ItemDefinition,
FString PlayerID = "" ) const

Gives this many items (or takes them away) to or from the player.

◆ GetStoryChapter()

int GetStoryChapter ( TSubclassOf< UGameStory > Story) const

Returns story chapter this savegame is currently in.

◆ GetStoryValueInGameTime()

FInGameTime GetStoryValueInGameTime ( TSubclassOf< UGameStory > Story,
FName StoryValueName ) const

Returns the state of the given story value as FInGameTime.

◆ GetStoryValueInt32()

int GetStoryValueInt32 ( TSubclassOf< UGameStory > Story,
FName StoryValueName ) const

Returns the state of the given story value as int32.

◆ HasCharacterKnowledgeOf()

bool HasCharacterKnowledgeOf ( FName CharacterUniqueName,
FName Knowledge ) const

Returns true if named Character has given knowledge.

◆ HasCharacterKnowledgeOfText()

bool HasCharacterKnowledgeOfText ( FName CharacterUniqueName,
FText Text ) const

Returns true if named Character has knowledge given Text.

◆ HasCharacterKnowledgeOfTopic()

bool HasCharacterKnowledgeOfTopic ( FName CharacterUniqueName,
TSubclassOf< UConversationTopic > TopicClass ) const

Returns true if named Character has given topics knowledge.

◆ HasNPCDailyRoutine()

bool HasNPCDailyRoutine ( FName GlobalID,
TSubclassOf< UAIState_DailyRoutine > DailyRoutine ) const

Returns true if an NPC with the given unique name has the given daily routine.

◆ HasQuestBeenStarted()

bool HasQuestBeenStarted ( TSubclassOf< UQuest > Quest) const

Returns true if the given quest has been started (Running,Succeeded,Failed).

◆ IsQuestInState()

bool IsQuestInState ( TSubclassOf< UQuest > Quest,
EQuestState State ) const

Returns true if the given quest is in the given state.

◆ Migrate()

bool Migrate ( )

Override and apply migrations here.

◆ RemoveKnowledgeFromCharacter()

bool RemoveKnowledgeFromCharacter ( FName CharacterUniqueName,
FName Knowledge )

Tries to remove given Knowledge from Character, returns true if any was removed.

◆ RemoveKnowledgeOfTextFromCharacter()

bool RemoveKnowledgeOfTextFromCharacter ( FName CharacterUniqueName,
FText Text )

Tries to remove Knowledge of given Text from Character, returns true if any was removed.

◆ RemoveKnowledgeOfTopicFromCharacter()

bool RemoveKnowledgeOfTopicFromCharacter ( FName CharacterUniqueName,
TSubclassOf< UConversationTopic > TopicClass )

Tries to remove Knowledge of given Topic from Character, returns true if any was removed.

◆ SetGuildEffectOfCharacter()

void SetGuildEffectOfCharacter ( FName GlobalID,
TSubclassOf< UGameplayEffect_Guild > GuildEffect )

Sets the Guild GameplayEffect of the given character.

◆ SetItemCountInNPCInventory()

void SetItemCountInNPCInventory ( FName GlobalID,
TSubclassOf< UItemDefinition > ItemDefinition,
int Count = 1 )

Gives this many items (or takes them away) to or from all NPCs with the given GlobalID.

◆ SetItemCountInPlayerInventory()

void SetItemCountInPlayerInventory ( TSubclassOf< UItemDefinition > ItemDefinition,
int Count = 1,
FString PlayerID = "" )

Gives this many items (or takes them away) to or from the player.

◆ SetNPCDailyRoutine()

void SetNPCDailyRoutine ( FName GlobalID,
TSubclassOf< UAIState_DailyRoutine > DailyRoutine )

Sets the daily routine to use for NPCs with the given GlobalID.

◆ SetQuestState()

void SetQuestState ( TSubclassOf< UQuest > Quest,
EQuestState State ) const

Modifies the quest state of the given quest..

◆ SetStoryValueInGameTime()

void SetStoryValueInGameTime ( TSubclassOf< UGameStory > Story,
FName StoryValueName,
FInGameTime Value ) const

Sets the state of the given story value as FInGameTime.

◆ SetStoryValueInt32()

void SetStoryValueInt32 ( TSubclassOf< UGameStory > Story,
FName StoryValueName,
int Value ) const

Sets the state of the given story value as int32.

◆ StaticClass()

UClass StaticClass ( )
static

◆ SwitchDefeatedTagsForEffects()

void SwitchDefeatedTagsForEffects ( TSubclassOf< UGameplayEffect > DefeatedEffect)

Grants a skill to the player.

Member Data Documentation

◆ ApplyToVersionsAfterIncluding

EGothicSaveGameVersion ApplyToVersionsAfterIncluding

Only run this migration on savegames after this version (including the given one).

◆ ApplyToVersionsBefore

EGothicSaveGameVersion ApplyToVersionsBefore

Only run this migration on savegames before this version (not including the given one).

◆ InGameTimeNow

const FInGameTime InGameTimeNow

Returns the ingame time of this savegame.

◆ Order

float32 Order

Sort order in which this migration should be applied. (Lower numbers first).

◆ SaveGame

Savegame to modify during migration.