class
AIActionTransactionSystem
- 0 properties
- 19 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static bool DoesItemMeetRequirements(game.ItemID weaponItemID, game.data.AIItemCond_Record condition, WeakHandle<game.data.WeaponEvolution_Record> evolution)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::DoesItemMeetRequirements;ItemIDAIItemCond_RecordWeaponEvolution_Record", (AIActionTransactionSystem_DoesItemMeetRequirements x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_DoesItemMeetRequirements( game.ItemID weaponItemID, game.data.AIItemCond_Record? condition, WeakHandle<game.data.WeaponEvolution_Record> evolution );static bool CheckSlotsForEquipment(AIbehaviorScriptExecutionContext context, CName equipmentGroup)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::CheckSlotsForEquipment;ScriptExecutionContextCName", (AIActionTransactionSystem_CheckSlotsForEquipment x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_CheckSlotsForEquipment( AIbehaviorScriptExecutionContext context, CName equipmentGroup );static bool GetItemID(WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.Item_Record> itemRecord, TDBID onBodySlotID, out game.ItemID itemID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetItemID;ScriptedPuppetItem_RecordTweakDBIDItemID", (AIActionTransactionSystem_GetItemID x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetItemID( WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.Item_Record> itemRecord, TDBID onBodySlotID, game.ItemID itemID );static bool CheckEquipmentGroupForEquipment(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::CheckEquipmentGroupForEquipment;ScriptExecutionContextAIItemCond_Record", (AIActionTransactionSystem_CheckEquipmentGroupForEquipment x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_CheckEquipmentGroupForEquipment( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition );static bool GetEquipment(AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, NPCItemToEquip[] itemsList)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetEquipment;ScriptExecutionContextBoolscript_ref<array<NPCItemToEquip>>", (AIActionTransactionSystem_GetEquipment x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetEquipment( AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, NPCItemToEquip[] itemsList );static void CalculateEquipmentItems(WeakHandle<ScriptedPuppet> puppet, CName equipmentGroupName, out WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel)staticRTTI globalre.Hooks.PlaceVoid( "AIActionTransactionSystem", "AIActionTransactionSystem::CalculateEquipmentItems;ScriptedPuppetCNamearray<NPCEquipmentItem_Record>Int32", (AIActionTransactionSystem_CalculateEquipmentItems x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_CalculateEquipmentItems( WeakHandle<ScriptedPuppet> puppet, CName equipmentGroupName, WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel );static bool ShouldPerformEquipmentCheck(WeakHandle<ScriptedPuppet> obj, CName equipmentGroup)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::ShouldPerformEquipmentCheck;ScriptedPuppetCName", (AIActionTransactionSystem_ShouldPerformEquipmentCheck x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_ShouldPerformEquipmentCheck( WeakHandle<ScriptedPuppet> obj, CName equipmentGroup );static bool GetFirstItemID(WeakHandle<game.Object> owner, CName itemTag, out game.ItemID itemID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetFirstItemID;GameObjectCNameItemID", (AIActionTransactionSystem_GetFirstItemID x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetFirstItemID( WeakHandle<game.Object> owner, CName itemTag, game.ItemID itemID );static bool GetOnBodyEquipment(WeakHandle<ScriptedPuppet> obj, NPCItemToEquip[] itemsToEquip)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetOnBodyEquipment;ScriptedPuppetscript_ref<array<NPCItemToEquip>>", (AIActionTransactionSystem_GetOnBodyEquipment x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetOnBodyEquipment( WeakHandle<ScriptedPuppet> obj, NPCItemToEquip[] itemsToEquip );static bool IsSlotEmptySpawningItem(WeakHandle<game.Object> owner, TDBID slotID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::IsSlotEmptySpawningItem;GameObjectTweakDBID", (AIActionTransactionSystem_IsSlotEmptySpawningItem x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_IsSlotEmptySpawningItem( WeakHandle<game.Object> owner, TDBID slotID );static void ChooseSingleItemsSetFromPool(int powerLevel, uint seed, WeakHandle<game.data.NPCEquipmentItemPool_Record> itemPool, out WeakHandle<game.data.NPCEquipmentItem_Record>[] outItems)staticRTTI globalre.Hooks.PlaceVoid( "AIActionTransactionSystem", "AIActionTransactionSystem::ChooseSingleItemsSetFromPool;Int32Uint32NPCEquipmentItemPool_Recordarray<NPCEquipmentItem_Record>", (AIActionTransactionSystem_ChooseSingleItemsSetFromPool x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_ChooseSingleItemsSetFromPool( int powerLevel, uint seed, WeakHandle<game.data.NPCEquipmentItemPool_Record> itemPool, WeakHandle<game.data.NPCEquipmentItem_Record>[] outItems );static bool GetFirstItemID(WeakHandle<game.Object> owner, WeakHandle<game.data.ItemType_Record> itemType, CName itemTag, out game.ItemID itemID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetFirstItemID;GameObjectItemType_RecordCNameItemID", (AIActionTransactionSystem_GetFirstItemID2 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetFirstItemID2( WeakHandle<game.Object> owner, WeakHandle<game.data.ItemType_Record> itemType, CName itemTag, game.ItemID itemID );static bool GetItemIDFromRecord(WeakHandle<game.data.Item_Record> itemRecord, out game.ItemID itemID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetItemIDFromRecord;Item_RecordItemID", (AIActionTransactionSystem_GetItemIDFromRecord x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetItemIDFromRecord( WeakHandle<game.data.Item_Record> itemRecord, game.ItemID itemID );static bool GetFirstItemID(WeakHandle<game.Object> owner, WeakHandle<game.data.ItemCategory_Record> itemCategory, CName itemTag, out game.ItemID itemID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetFirstItemID;GameObjectItemCategory_RecordCNameItemID", (AIActionTransactionSystem_GetFirstItemID3 x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetFirstItemID3( WeakHandle<game.Object> owner, WeakHandle<game.data.ItemCategory_Record> itemCategory, CName itemTag, game.ItemID itemID );static bool GetItemsBodySlot(WeakHandle<ScriptedPuppet> owner, game.ItemID itemID, out TDBID onBodySlotID)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetItemsBodySlot;ScriptedPuppetItemIDTweakDBID", (AIActionTransactionSystem_GetItemsBodySlot x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetItemsBodySlot( WeakHandle<ScriptedPuppet> owner, game.ItemID itemID, TDBID onBodySlotID );static bool GetOnBodyEquipmentRecords(WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.NPCEquipmentItem_Record>[] outEquipmentRecords)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetOnBodyEquipmentRecords;ScriptedPuppetscript_ref<array<NPCEquipmentItem_Record>>", (AIActionTransactionSystem_GetOnBodyEquipmentRecords x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetOnBodyEquipmentRecords( WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.NPCEquipmentItem_Record>[] outEquipmentRecords );static void CalculateEquipmentItems(WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.NPCEquipmentGroup_Record> equipmentGroupRecord, out WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel)staticRTTI globalre.Hooks.PlaceVoid( "AIActionTransactionSystem", "AIActionTransactionSystem::CalculateEquipmentItems;ScriptedPuppetNPCEquipmentGroup_Recordarray<NPCEquipmentItem_Record>Int32", (AIActionTransactionSystem_CalculateEquipmentItems2 x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_CalculateEquipmentItems2( WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.NPCEquipmentGroup_Record> equipmentGroupRecord, WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel );static bool GetDefaultEquipment(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.Character_Record> characterRecord, bool checkForUnequip, NPCItemToEquip[] itemsList)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetDefaultEquipment;ScriptExecutionContextCharacter_RecordBoolscript_ref<array<NPCItemToEquip>>", (AIActionTransactionSystem_GetDefaultEquipment x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetDefaultEquipment( AIbehaviorScriptExecutionContext context, WeakHandle<game.data.Character_Record> characterRecord, bool checkForUnequip, NPCItemToEquip[] itemsList );static bool GetEquipmentWithCondition(AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, bool checkForUnequip, NPCItemToEquip[] itemsList)staticRTTI globalre.Hooks.Place( "AIActionTransactionSystem", "AIActionTransactionSystem::GetEquipmentWithCondition;ScriptExecutionContextBoolBoolscript_ref<array<NPCItemToEquip>>", (AIActionTransactionSystem_GetEquipmentWithCondition x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct AIActionTransactionSystem_GetEquipmentWithCondition( AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, bool checkForUnequip, NPCItemToEquip[] itemsList );