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

Calculates the relationship between two characters, depending on their guild, memories, game state, etc. More...

Public Member Functions

Functions
TArray< AGothicCharacterState > FindAllCharactersWithRelationshipInRadius (const AGothicCharacterState Me, FVector QueryLocation, float32 QueryRadius, ERelationship Relationship) const
 Returns a list of all nearby characters (excluding the given one) that have the given relationship to "Me". Note: only considers Loaded characters.
FPersonalRelationshipEvaluation PersonalRelationshipBetween (const AGothicCharacterState Me, const AGothicCharacterState Other) const
 Returns how much character 'Me' likes character 'Other' from a personal standpoint (not looking at guild/species) Note: Runs all relationship modifiers and returns their combined result. (Kinda slow, not meant for hot codepaths).
FRelationshipEvaluation RelationshipBetween (const AGothicCharacterState Me, const AGothicCharacterState Other, float32 MaxAgeSeconds=10.000000, bool bStaticOnly=false) const
 Returns how much character 'Me' likes character 'Other'. Note: Runs all relationship modifiers and returns their combined result. (Kinda slow, not meant for hot codepaths).
FStaticRelationshipEvaluation StaticRelationshipBetween (FGameplayTag MySpecies, FGameplayTag OtherSpecies, FGameplayTag MyGuild, FGameplayTag OtherGuild) const
 Static relationship between this species/guild.
FPersonalRelationshipEvaluation ActivePersonalRelationshipBetween (const AGothicCharacterState Me, const AGothicCharacterState Other) const
 Same as PersonalRelationshipBetween, but only runs ActiveModifiers.
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 URelationshipSystem Get ()
static UClass StaticClass ()
Static Public Member Functions inherited from UTickableWorldSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UWorldSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from USubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

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

Calculates the relationship between two characters, depending on their guild, memories, game state, etc.

For example, people from the Old Camp won't like members of the New Camp.

Member Function Documentation

◆ ActivePersonalRelationshipBetween()

FPersonalRelationshipEvaluation ActivePersonalRelationshipBetween ( const AGothicCharacterState Me,
const AGothicCharacterState Other ) const

Same as PersonalRelationshipBetween, but only runs ActiveModifiers.

◆ FindAllCharactersWithRelationshipInRadius()

TArray< AGothicCharacterState > FindAllCharactersWithRelationshipInRadius ( const AGothicCharacterState Me,
FVector QueryLocation,
float32 QueryRadius,
ERelationship Relationship ) const

Returns a list of all nearby characters (excluding the given one) that have the given relationship to "Me". Note: only considers Loaded characters.

◆ Get()

URelationshipSystem Get ( )
static

◆ PersonalRelationshipBetween()

FPersonalRelationshipEvaluation PersonalRelationshipBetween ( const AGothicCharacterState Me,
const AGothicCharacterState Other ) const

Returns how much character 'Me' likes character 'Other' from a personal standpoint (not looking at guild/species) Note: Runs all relationship modifiers and returns their combined result. (Kinda slow, not meant for hot codepaths).

◆ RelationshipBetween()

FRelationshipEvaluation RelationshipBetween ( const AGothicCharacterState Me,
const AGothicCharacterState Other,
float32 MaxAgeSeconds = 10.000000,
bool bStaticOnly = false ) const

Returns how much character 'Me' likes character 'Other'. Note: Runs all relationship modifiers and returns their combined result. (Kinda slow, not meant for hot codepaths).

◆ StaticClass()

UClass StaticClass ( )
static

◆ StaticRelationshipBetween()

FStaticRelationshipEvaluation StaticRelationshipBetween ( FGameplayTag MySpecies,
FGameplayTag OtherSpecies,
FGameplayTag MyGuild,
FGameplayTag OtherGuild ) const

Static relationship between this species/guild.