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

ITEM DATA. More...

Public Member Functions

Functions
UGameplayEffect GetDeathEffect () const
float32 GetCriticalMultiplier () const
FGameplayTagContainer GetCriticalWeakSpotsTags () const
float32 GetDamage (FGameplayTag DamageType) const
TArray< FGameplayTag > GetDamageTypes () const
void AddHitCueDataForSpecie (FGameplayTag DamageTypeTag, FGameplayTag SpecieTypeTag, FGameplayTag HitCueTag)
FGameplayTag GetHitCueDataByDamageTypeAndSpecie (FGameplayTag DamageTypeTag, FGameplayTag SpecieTypeTag)
UGameplayEffect GetHitEffect () const
float32 GetSuperArmorDamage () const
Public Member Functions inherited from UItemDefinition
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 Public Member Functions inherited from UItemDefinition
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

Attack
TMap< FGameplayTag, FHitCueData > m_HitCueDataByDamageType
float32 m_SuperArmorDamageBase
TSubclassOf< UGameplayEffect > m_HitEffect
TSubclassOf< UGameplayEffect > m_DeathEffect
 @DE - Effect will apply when this weapon kills a target. Ej. Uriziel Wave of Death. This gameplay effect can be applied on a death target to spawn a gameplay cue with custom visual effects.
TMap< FGameplayTag, float32 > m_DamageBase
Critical
float32 m_CriticalMultiplier
FGameplayTagContainer m_CriticalWeakSpotsTags
Variables
const float32 CriticalMultiplier
const FGameplayTagContainer CriticalWeakSpotsTags
const TArray< FGameplayTag > DamageTypes
const UGameplayEffect DeathEffect
const UGameplayEffect HitEffect
const float32 SuperArmorDamage
Public Attributes inherited from UItemDefinition
TArray< UItemEffectDefinition > m_OnConsumeEffects
TSubclassOf< UInteractiveObjectDefinition > m_ForcedInteraction
TSubclassOf< UScriptGameplayEffect > m_OnEquipEffect
float32 m_Mass
int m_Value
float32 m_Weight
float32 m_Buoyancy
int m_MaxStack
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.
TSoftClassPtr< AItemVisualWorld > m_ItemVisualWorldDrop
TSoftClassPtr< AItemVisual > m_ItemVisual
TSoftClassPtr< AActor > m_ItemEmptyVisual
TSoftClassPtr< AActor > m_ItemGeneric
TSoftClassPtr< AItemVisualWorld > m_ItemVisualWorld
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

Detailed Description

ITEM DATA.

Member Function Documentation

◆ AddHitCueDataForSpecie()

void AddHitCueDataForSpecie ( FGameplayTag DamageTypeTag,
FGameplayTag SpecieTypeTag,
FGameplayTag HitCueTag )

◆ GetCriticalMultiplier()

float32 GetCriticalMultiplier ( ) const

◆ GetCriticalWeakSpotsTags()

FGameplayTagContainer GetCriticalWeakSpotsTags ( ) const

◆ GetDamage()

float32 GetDamage ( FGameplayTag DamageType) const

◆ GetDamageTypes()

TArray< FGameplayTag > GetDamageTypes ( ) const

◆ GetDeathEffect()

UGameplayEffect GetDeathEffect ( ) const

◆ GetHitCueDataByDamageTypeAndSpecie()

FGameplayTag GetHitCueDataByDamageTypeAndSpecie ( FGameplayTag DamageTypeTag,
FGameplayTag SpecieTypeTag )

◆ GetHitEffect()

UGameplayEffect GetHitEffect ( ) const

◆ GetSuperArmorDamage()

float32 GetSuperArmorDamage ( ) const

◆ StaticClass()

UClass StaticClass ( )
static

Member Data Documentation

◆ CriticalMultiplier

const float32 CriticalMultiplier

◆ CriticalWeakSpotsTags

const FGameplayTagContainer CriticalWeakSpotsTags

◆ DamageTypes

const TArray<FGameplayTag> DamageTypes

◆ DeathEffect

const UGameplayEffect DeathEffect

◆ HitEffect

const UGameplayEffect HitEffect

◆ m_CriticalMultiplier

float32 m_CriticalMultiplier

◆ m_CriticalWeakSpotsTags

FGameplayTagContainer m_CriticalWeakSpotsTags

◆ m_DamageBase

TMap<FGameplayTag,float32> m_DamageBase

◆ m_DeathEffect

TSubclassOf<UGameplayEffect> m_DeathEffect

@DE - Effect will apply when this weapon kills a target. Ej. Uriziel Wave of Death. This gameplay effect can be applied on a death target to spawn a gameplay cue with custom visual effects.

◆ m_HitCueDataByDamageType

TMap<FGameplayTag,FHitCueData> m_HitCueDataByDamageType

◆ m_HitEffect

◆ m_SuperArmorDamageBase

float32 m_SuperArmorDamageBase

◆ SuperArmorDamage

const float32 SuperArmorDamage