class
ApplyStatusEffectBasedOnDifficultyEffector
- 4 properties
- 5 functions
Extends ApplyStatusEffectEffector game.Effector IScriptable ISerializable
Properties
| Property | Type | Offset | |
|---|---|---|---|
statusEffectOnStoryDifficulty | TDBID | 0x40 | scripted |
statusEffectOnEasyDifficulty | TDBID | 0x48 | scripted |
statusEffectOnHardDifficulty | TDBID | 0x50 | scripted |
statusEffectOnVeryHardDifficulty | TDBID | 0x58 | scripted |
Functions
void Initialize(TDBID record, ScriptGameInstance game, TDBID parentRecord)overrideRTTIre.Hooks.PlaceVoid( "ApplyStatusEffectBasedOnDifficultyEffector", "Initialize;TweakDBIDGameInstanceTweakDBID", (ApplyStatusEffectBasedOnDifficultyEffector_Initialize x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ApplyStatusEffectBasedOnDifficultyEffector_Initialize( ApplyStatusEffectBasedOnDifficultyEffector self, TDBID record, ScriptGameInstance game, TDBID parentRecord );void Uninitialize(ScriptGameInstance game)overrideRTTIre.Hooks.PlaceVoid( "ApplyStatusEffectBasedOnDifficultyEffector", "Uninitialize;GameInstance", (ApplyStatusEffectBasedOnDifficultyEffector_Uninitialize x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ApplyStatusEffectBasedOnDifficultyEffector_Uninitialize( ApplyStatusEffectBasedOnDifficultyEffector self, ScriptGameInstance game );void ActionOn(game.Object owner)overrideRTTIre.Hooks.PlaceVoid( "ApplyStatusEffectBasedOnDifficultyEffector", "ActionOn;GameObject", (ApplyStatusEffectBasedOnDifficultyEffector_ActionOn x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ApplyStatusEffectBasedOnDifficultyEffector_ActionOn( ApplyStatusEffectBasedOnDifficultyEffector self, game.Object? owner );void RepeatedAction(game.Object owner)overrideRTTIre.Hooks.PlaceVoid( "ApplyStatusEffectBasedOnDifficultyEffector", "RepeatedAction;GameObject", (ApplyStatusEffectBasedOnDifficultyEffector_RepeatedAction x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ApplyStatusEffectBasedOnDifficultyEffector_RepeatedAction( ApplyStatusEffectBasedOnDifficultyEffector self, game.Object? owner );void SetStatusEffectBasedOnDifficulty(game.Object owner)RTTIre.Hooks.PlaceVoid( "ApplyStatusEffectBasedOnDifficultyEffector", "SetStatusEffectBasedOnDifficulty;GameObject", (ApplyStatusEffectBasedOnDifficultyEffector_SetStatusEffectBasedOnDifficulty x) => { re.Hooks.CallOriginalVoid(); } ); [Msgpack.Gen] public readonly partial record struct ApplyStatusEffectBasedOnDifficultyEffector_SetStatusEffectBasedOnDifficulty( ApplyStatusEffectBasedOnDifficultyEffector self, game.Object? owner );