AIActionTransactionSystem class
AIActionTransactionSystem
Inheritance
Base: IScriptable
Derived
None.
Properties
None.
Functions
static bool DoesItemMeetRequirements(game.ItemID weaponItemID, game.data.AIItemCond_Record condition, WeakHandle<game.data.WeaponEvolution_Record> evolution)staticRTTI globalstatic bool CheckSlotsForEquipment(AIbehaviorScriptExecutionContext context, CName equipmentGroup)staticRTTI globalstatic bool GetItemID(WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.Item_Record> itemRecord, TDBID onBodySlotID, game.ItemID itemID)staticRTTI globalstatic bool CheckEquipmentGroupForEquipment(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.AIItemCond_Record> condition)staticRTTI globalstatic bool GetEquipment(AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, NPCItemToEquip[] itemsList)staticRTTI globalstatic void CalculateEquipmentItems(WeakHandle<ScriptedPuppet> puppet, CName equipmentGroupName, WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel)staticRTTI globalstatic bool ShouldPerformEquipmentCheck(WeakHandle<ScriptedPuppet> obj, CName equipmentGroup)staticRTTI globalstatic bool GetFirstItemID(WeakHandle<game.Object> owner, CName itemTag, game.ItemID itemID)staticRTTI globalstatic bool GetOnBodyEquipment(WeakHandle<ScriptedPuppet> obj, NPCItemToEquip[] itemsToEquip)staticRTTI globalstatic bool IsSlotEmptySpawningItem(WeakHandle<game.Object> owner, TDBID slotID)staticRTTI globalstatic void ChooseSingleItemsSetFromPool(int powerLevel, uint seed, WeakHandle<game.data.NPCEquipmentItemPool_Record> itemPool, WeakHandle<game.data.NPCEquipmentItem_Record>[] outItems)staticRTTI globalstatic bool GetFirstItemID(WeakHandle<game.Object> owner, WeakHandle<game.data.ItemType_Record> itemType, CName itemTag, game.ItemID itemID)staticRTTI globalstatic bool GetItemIDFromRecord(WeakHandle<game.data.Item_Record> itemRecord, game.ItemID itemID)staticRTTI globalstatic bool GetFirstItemID(WeakHandle<game.Object> owner, WeakHandle<game.data.ItemCategory_Record> itemCategory, CName itemTag, game.ItemID itemID)staticRTTI globalstatic bool GetItemsBodySlot(WeakHandle<ScriptedPuppet> owner, game.ItemID itemID, TDBID onBodySlotID)staticRTTI globalstatic bool GetOnBodyEquipmentRecords(WeakHandle<ScriptedPuppet> obj, WeakHandle<game.data.NPCEquipmentItem_Record>[] outEquipmentRecords)staticRTTI globalstatic void CalculateEquipmentItems(WeakHandle<ScriptedPuppet> puppet, WeakHandle<game.data.NPCEquipmentGroup_Record> equipmentGroupRecord, WeakHandle<game.data.NPCEquipmentItem_Record>[] items, int powerLevel)staticRTTI globalstatic bool GetDefaultEquipment(AIbehaviorScriptExecutionContext context, WeakHandle<game.data.Character_Record> characterRecord, bool checkForUnequip, NPCItemToEquip[] itemsList)staticRTTI globalstatic bool GetEquipmentWithCondition(AIbehaviorScriptExecutionContext context, bool checkPrimaryEquipment, bool checkForUnequip, NPCItemToEquip[] itemsList)staticRTTI global