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

Public Member Functions

Functions
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 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

Equip
TArray< UItemEffectDefinition > m_OnConsumeEffects
TSubclassOf< UInteractiveObjectDefinition > m_ForcedInteraction
TSubclassOf< UScriptGameplayEffect > m_OnEquipEffect
Item
float32 m_Mass
int m_Value
float32 m_Weight
float32 m_Buoyancy
int m_MaxStack
ItemDefinition
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.
Visual
TSoftClassPtr< AItemVisualWorld > m_ItemVisualWorldDrop
TSoftClassPtr< AItemVisual > m_ItemVisual
TSoftClassPtr< AActor > m_ItemEmptyVisual
TSoftClassPtr< AActor > m_ItemGeneric
TSoftClassPtr< AItemVisualWorld > m_ItemVisualWorld
Variables
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

◆ AddCollisionEffect()

void AddCollisionEffect ( FGameplayTag CollisionEffect)

◆ AddItemReqTag()

void AddItemReqTag ( FGameplayTag itemSpec)

◆ AddItemSpec()

void AddItemSpec ( FGameplayTag itemSpec)

◆ AddLearningRecipes()

void AddLearningRecipes ( TSubclassOf< UItemRecipeDefinition > recipe)

◆ AddOnConsume()

UItemEffectDefinition AddOnConsume ( TSubclassOf< UGameplayEffect > effectToAdd)

◆ AddPossibleActionAfterDrop()

void AddPossibleActionAfterDrop ( FGameplayTag itemSpec)

◆ ApplyTo()

void ApplyTo ( UAbilitySystemComponent owner)

◆ CanBeEquippedBy()

bool CanBeEquippedBy ( const UAbilitySystemComponent abComp) const

Checks if a character can equip this item with his attributes.

Returns
true if can be equipped, false otherwise

◆ GetAllMatchingSpecs()

FGameplayTagContainer GetAllMatchingSpecs ( FGameplayTag SpecTag) const

Returns all Spec tags matching the given tag.

For example, given "Item.Grip", this will return {"Item.Grip.OneHand"} on one-handed weapons.

◆ GetAttribute()

FGameplayAttribute GetAttribute ( TSubclassOf< UAttributeSet > AttributeSetClass,
FName AttributeName )

◆ GetAttributeListFromGEList()

TMap< FGameplayAttribute, float32 > GetAttributeListFromGEList ( const UAbilitySystemComponent ABComp,
TArray< TSubclassOf< UScriptGameplayEffect > > GEList )
static

returns the Gameplayattributes and their values from a list of GameplayEffects

◆ GetItemSpec()

FGameplayTag GetItemSpec ( FGameplayTag SpecTag) const

Returns the first full tag that matches the given SpecTag.

For example, given "Item.Grip", this will return "Item.Grip.OneHand" on one-handed weapons.

◆ GetItemType()

const FGameplayTag & GetItemType ( ) const

◆ GetItemTypeDisplayText()

FText GetItemTypeDisplayText ( ) const

Returns localized text for this item Type.

◆ GetTargetConfigClass()

TSubclassOf< UTargetConfigBase > GetTargetConfigClass ( ) const

◆ HasAllItemSpecs()

bool HasAllItemSpecs ( FGameplayTagContainer specTags) const

Returns true, if this item has tags SpecTag that match all of the given Tags.

◆ HasAllItemSpecsExactly()

bool HasAllItemSpecsExactly ( FGameplayTagContainer specTags) const

Returns true, if this item has SpecTags that match every given Tag exactly.

◆ HasAnyItemSpecs()

bool HasAnyItemSpecs ( FGameplayTagContainer specTags) const

Returns true, if this item has at least one SpecTag that matches any of the given Tags.

◆ HasAnyItemSpecsExactly()

bool HasAnyItemSpecsExactly ( FGameplayTagContainer specTags) const

Returns true, if this item has SpecTag that matches any of the given Tags exactly.

◆ HasItemSpec()

bool HasItemSpec ( FGameplayTag specTag) const

Returns true, if this item has any SpecTag that matches the given Tag.

◆ HasItemSpecExactly()

bool HasItemSpecExactly ( FGameplayTag specTag) const

Returns true, if this item has any SpecTag that matches the given Tag exactly.

◆ LoadAndGetEmptyVisual()

AActor LoadAndGetEmptyVisual ( ) const

◆ LoadAndGetEmptyVisualClass()

TSubclassOf< AActor > LoadAndGetEmptyVisualClass ( ) const

◆ LoadAndGetThrowVisualWorldClass()

TSubclassOf< AItemVisualWorld > LoadAndGetThrowVisualWorldClass ( ) const

◆ LoadAndGetVisual()

AItemVisual LoadAndGetVisual ( ) const

◆ LoadAndGetVisualClass()

TSubclassOf< AItemVisual > LoadAndGetVisualClass ( ) const

◆ LoadAndGetVisualWorldClass()

TSubclassOf< AItemVisualWorld > LoadAndGetVisualWorldClass ( ) const

◆ MatchesItemType()

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.

◆ MatchesItemTypeExactly()

bool MatchesItemTypeExactly ( FGameplayTag ItemType) const

Returns true if the item type is exactly the same.

◆ RemoveItemSpec()

void RemoveItemSpec ( FGameplayTag itemSpec)

◆ SetItemCustomAction()

void SetItemCustomAction ( FGameplayTag gameplayTag)

◆ SetItemType()

void SetItemType ( FGameplayTag gameplayTag)

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ ItemType

FGameplayTag ItemType

◆ ItemTypeDisplayText

const FText ItemTypeDisplayText

Returns localized text for this item Type.

◆ m_ActionsKeywords

TArray<TSubclassOf<UActionKeywords> > m_ActionsKeywords

Temp to allow normal weapons (melee) do magic. Like orc staff.

◆ m_AutoTarget

bool m_AutoTarget

◆ m_Buoyancy

float32 m_Buoyancy

◆ m_CanBeSpawned

bool m_CanBeSpawned

◆ m_ComparedTo

This item is used to compare stats in certain menus.

◆ m_EquipBlockingTags

FGameplayTagContainer m_EquipBlockingTags

If the character has any of these tags, he won't be able to equip the item.

◆ m_EventWhenPickUp

FGameplayTag m_EventWhenPickUp

◆ m_ForcedInteraction

◆ m_HoldsterLocation

EHoldsterLocation m_HoldsterLocation

Where the holdster of this item is located (back or waist).

◆ m_ItemEmptyVisual

TSoftClassPtr<AActor> m_ItemEmptyVisual

◆ m_ItemGeneric

TSoftClassPtr<AActor> m_ItemGeneric

◆ m_ItemStatsTags

TArray<FGameplayTag> m_ItemStatsTags

◆ m_ItemVisual

TSoftClassPtr<AItemVisual> m_ItemVisual

◆ m_ItemVisualWorld

TSoftClassPtr<AItemVisualWorld> m_ItemVisualWorld

◆ m_ItemVisualWorldDrop

TSoftClassPtr<AItemVisualWorld> m_ItemVisualWorldDrop

◆ m_LearnRecipes

◆ m_Mass

float32 m_Mass

◆ m_MaxStack

int m_MaxStack

◆ m_OnConsumeEffects

TArray<UItemEffectDefinition> m_OnConsumeEffects

◆ m_OnEquipEffect

◆ m_Ownership

FOwnershipSettings m_Ownership

Marks this item as being always owned by these specific characters. Cannot be changed at runtime.

◆ m_ParticlesWhenPickUp

FGameplayTag m_ParticlesWhenPickUp

◆ m_ReplaceBy

When the player picks this item,it will be changed by m_ReplaceBy.

◆ m_RequiredStats

TMap<FGameplayAttribute,float32> m_RequiredStats

◆ m_RequiredTagsToLearn

FGameplayTagContainer m_RequiredTagsToLearn

◆ m_RequiredToPick

TSubclassOf<UItemDefinition> m_RequiredToPick

◆ m_TargetConfigClass

TSubclassOf<UTargetConfigBase> m_TargetConfigClass

◆ m_TryToStoreFirst

EInventoryTypes m_TryToStoreFirst

◆ m_Value

int m_Value

◆ m_Weight

float32 m_Weight

◆ TargetConfigClass

const TSubclassOf<UTargetConfigBase> TargetConfigClass