BlackICE Scripting

class

PlayerDevelopmentData

  • 18 properties
  • 207 functions

Extends IScriptable ISerializable

Properties

PropertyTypeOffset
ownerWeakHandle<game.Object>0x0 scripted
ownerIDent.EntityID0x10 scripted
queuedCombatExpSExperiencePoints[]0x18 scripted
proficienciesSProficiency[]0x28 scripted
attributesSAttribute[]0x38 scripted
perkAreasSPerkArea[]0x48 scripted
traitsSTrait[]0x58 scripted
devPointsSDevelopmentPoints[]0x68 scripted
skillPrereqsSkillCheckPrereqState?[]0x78 scripted
statPrereqsStatCheckPrereqState?[]0x88 scripted
knownRecipesItemRecipe[]0x98 scripted
attributesDataSAttributeData[]0xA8 scripted
highestCompletedMinigameLevelint0xB8 scripted
startingLevelint0xBC scripted
startingExperienceint0xC0 scripted
lifePathgame.data.LifePath0xC4 scripted
displayActivityLogbool0xC8 scripted
progressionBuildSetCompletedbool0xC9 scripted

Functions

  • void OnAttach() RTTI
  • void OnDetach() RTTI
  • void OnNewGame() RTTI
  • void EspionageAttributeRetrofix() RTTI
  • void OnRestored(ScriptGameInstance gameInstance) RTTI
  • void SetOwner(game.Object owner) RTTI
  • WeakHandle<game.Object> GetOwner() RTTI
  • ent.EntityID GetOwnerID() RTTI
  • game.data.LifePath GetLifePath() RTTI
  • int GetProficiencyLevel(game.data.ProficiencyType type) RTTI
  • int GetProficiencyAbsoluteMaxLevel(game.data.ProficiencyType type) RTTI
  • int GetCurrentLevelProficiencyExp(game.data.ProficiencyType type) RTTI
  • int GetTotalProfExperience(game.data.ProficiencyType type) RTTI
  • int GetRemainingExpForLevelUp(game.data.ProficiencyType type) RTTI
  • game.data.ProficiencyType GetDominatingCombatProficiency() RTTI
  • int GetHighestCompletedMinigameLevel() RTTI
  • game.data.Proficiency_Record? GetProficiencyRecordByIndex(int index) RTTI
  • void ReinitializeProficiencies() RTTI
  • void SetProficiencies() RTTI
  • int GetProficiencyIndexByType(game.data.ProficiencyType type) RTTI
  • void ResetAllProficienciesLevel() RTTI
  • void ResetProficiencyLevel(game.data.ProficiencyType type) RTTI
  • int GetProficiencyMaxLevel(game.data.ProficiencyType type) RTTI
  • void GetProficiencyExpCurveNames(game.data.ProficiencyType type, out CName curvName, out CName colName) RTTI
  • void ModifyProficiencyLevel(game.data.ProficiencyType type, bool? isDebug, int? levelIncrease) RTTI
  • void ModifyProficiencyLevel(int proficiencyIndex, bool isDebug, int? levelIncrease) RTTI
  • void ProcessTutorialFacts() RTTI
  • void SendMaxStreetCredLevelReachedTrackingRequest() RTTI
  • void CheckSpecialistAchievement(int index) RTTI
  • void CheckRelicMasterAchievement() RTTI
  • void SetAchievementProgress(int index) RTTI
  • bool IsProficiencyStatAdded(game.data.ProficiencyType type) RTTI
  • void SetProficiencyStat(game.data.ProficiencyType type, int level) RTTI
  • void ProcessProficiencyPassiveBonus(int profIndex) RTTI
  • void RestoreProficiencyPassiveBonuses(int profIndex, ScriptGameInstance gameInstance) RTTI
  • void RefreshProficiencyStats() RTTI
  • void UpdateProficiencyMaxLevels() RTTI
  • void AddProficiency(game.data.ProficiencyType type) RTTI
  • void AddExperience(int amount, game.data.ProficiencyType type, telemetry.LevelGainReason telemetryGainReason, bool? isDebug) RTTI
  • void UpdatePlayerXP() RTTI
  • void QueueCombatExperience(float amount, game.data.ProficiencyType type, ent.EntityID entity) RTTI
  • void ProcessQueuedCombatExperience(ent.EntityID entity) RTTI
  • bool CanGainNextProficiencyLevel(int pIndex) RTTI
  • int GetExperienceForNextLevel(game.data.ProficiencyType type) RTTI
  • int GetExperiencePercentage() RTTI
  • void AddLevels(game.data.ProficiencyType type, int? amount) RTTI
  • void SetLevel(game.data.ProficiencyType type, int lvl, telemetry.LevelGainReason telemetryGainReason, bool? isDebug) RTTI
  • void BumpNetrunnerMinigameLevel(int value) RTTI
  • bool IsProficiencyMaxLvl(game.data.ProficiencyType type) RTTI
  • int GetDevPoints(game.data.DevelopmentPointType type) RTTI
  • int GetDevPointsIndex(game.data.DevelopmentPointType type) RTTI
  • void SetDevelopmentPoints() RTTI
  • void ModifyDevPoints(game.data.ProficiencyType type, int level) RTTI
  • int GetDevPointsForLevel(int level, game.data.ProficiencyType profType, game.data.DevelopmentPointType devPtsType) RTTI
  • void AddDevelopmentPoints(int amount, game.data.DevelopmentPointType type) RTTI
  • void SpendDevelopmentPoint(game.data.DevelopmentPointType type) RTTI
  • void SpendDevelopmentPoint(game.data.DevelopmentPointType type, int amount) RTTI
  • void ResetDevelopmentPoints(game.data.DevelopmentPointType type) RTTI
  • void ResetAllDevPoints() RTTI
  • void SetDevelopmentsPoint(game.data.DevelopmentPointType type, int value) RTTI
  • void ClearAllDevPoints() RTTI
  • void InitializeAttributesData() RTTI
  • int GetAttributePoints(game.data.AttributeDataType attributeDataType) RTTI
  • bool HasEnoughtAttributePoints(game.data.NewPerkType perkType) RTTI
  • bool UnlockNewPerk(game.data.NewPerkType perkType) RTTI
  • bool FindNewPerk(game.data.NewPerkType perkType, out int i, out int j) RTTI
  • bool LockNewPerk(game.data.NewPerkType perkType) RTTI
  • bool IsNewPerkUnlocked(game.data.NewPerkType perkType) RTTI
  • TDBID GetNewPerkGLPackageTDBID(game.data.NewPerkType perkType, int perkLevel) RTTI
  • void ActivateNewPerk(game.data.NewPerkType perkType, int perkLevel) RTTI
  • void DeactivateNewPerk(game.data.NewPerkType perkType, int perkLevel) RTTI
  • WeakHandle<game.data.AttributeData_Record> GetPerkAttribute(game.data.NewPerkType perkType) RTTI
  • void UnlockFreeNewPerks(game.data.AttributeDataType attributeDataType) RTTI
  • void GetUnlockedPerkList(game.data.NewPerkType perkType, out game.data.NewPerkType[] unlockedPerks) RTTI
  • bool CanNewPerkBeBought(game.data.NewPerkType perkType, bool isEspionagePerk, bool isEspionageMilestonePerk) RTTI
  • bool CheckIfAllnewPerkParentSold(game.data.NewPerkType perkType) RTTI
  • bool CheckIfAllNewPerkParentSold(int attributeIdx, SNewPerk perkRecord) RTTI
  • void LockAllNewPerkParents(int attributeIdx, SNewPerk perkRecord) RTTI
  • bool BuyNewPerk(game.data.NewPerkType perkType, bool? forceBuy) RTTI
  • bool SellNewPerk(game.data.NewPerkType perkType, out int perkLevelSold) RTTI
  • bool ForceSellNewPerk(game.data.NewPerkType perkType, out int perkLevelSold) RTTI
  • void HandleAddingPerkLevel(int i, int j) RTTI
  • void HandleRemovingTech_Central_Milestone_3(EquipmentSystemPlayerData playerData) RTTI
  • int HandleRemovingPerkLevel(int i, int j) RTTI
  • void ReturnDevelopmentPointForSoldPerk(int i, int j) RTTI
  • void ResetNewPerks() RTTI
  • int IsNewPerkBought(game.data.NewPerkType perkType) RTTI
  • bool IsNewPerkBoughtAnyLevel(game.data.NewPerkType perkType) RTTI
  • int GetNewPerkMaxLevel(game.data.NewPerkType perkType) RTTI
  • bool IsNewPerkEspionage(game.data.NewPerkType perkType) RTTI
  • bool IsEspionageMilestonePerk(game.data.NewPerkType type) RTTI
  • int GetEspionagePerksCount() RTTI
  • SAttributeData GetAttributeData(game.data.AttributeDataType type) RTTI
  • bool GetAttributeData(game.data.StatType statType, out SAttributeData attrData) RTTI
  • void InitializePerkAreas() RTTI
  • void InitializePerkArea(game.data.PerkArea areaType) RTTI
  • SPerk InitializePerk(game.data.PerkType perkType) RTTI
  • void IncreasePerkLevel(int areaIndex, int perkIndex) RTTI
  • void RefreshPerkAreas() RTTI
  • void EvaluatePerkAreas(game.data.ProficiencyType prof) RTTI
  • int GetPerkAreaIndex(game.data.PerkArea areaType) RTTI
  • int GetPerkIndex(int areaIndex, game.data.PerkType perkType) RTTI
  • int GetPerkIndex(game.data.PerkArea areaType, game.data.PerkType perkType) RTTI
  • int GetPerkIndex(game.data.PerkType perkType) RTTI
  • void UnlockPerkArea(game.data.PerkArea areaType) RTTI
  • void LockPerkArea(game.data.PerkArea areaType) RTTI
  • bool BuyPerk(game.data.PerkType perkType) RTTI
  • bool RemovePerk(game.data.PerkType perkType) RTTI
  • void RemoveAllPerks(bool free) RTTI
  • void RemoveDeprecatedPerkPoints() RTTI
  • int GetTotalRespecCost() RTTI
  • bool CheckPlayerRespecCost() RTTI
  • void RemovePerkRecipes(game.data.PerkType perkType) RTTI
  • game.data.Perk_Record? GetPerkRecord(game.data.PerkType perkType) RTTI
  • game.data.PerkArea_Record? GetPerkAreaRecord(game.data.PerkArea areaType) RTTI
  • TDBID GetPerkPackageTDBID(int areaIndex, int perkIndex) RTTI
  • TDBID GetPerkPackageTDBID(game.data.PerkType perkType) RTTI
  • bool HasPerk(game.data.PerkType perkType) RTTI
  • int GetInvestedPerkPoints(game.data.ProficiencyType profType) RTTI
  • bool ShouldPerkAreaBeAvailable(game.data.PerkArea areaType) RTTI
  • bool IsPerkAreaUnlocked(game.data.PerkArea area) RTTI
  • bool IsPerkAreaUnlocked(int aIndex) RTTI
  • bool IsPerkAreaValid(game.data.PerkArea areaType) RTTI
  • bool IsPerkMaxLevel(game.data.PerkType perkType) RTTI
  • int GetPerkMaxLevel(game.data.PerkType perkType) RTTI
  • int GetPerkLevel(game.data.PerkType perkType) RTTI
  • bool CanPerkBeBought(game.data.PerkType perkType) RTTI
  • bool CanTraitBeBought() RTTI
  • bool IsPerkAreaReqMet(game.data.PerkArea_Record areaRecord) RTTI
  • bool IsPerkAreaMasteryReqMet(game.data.PerkArea_Record areaRecord) RTTI
  • bool IsPerkAreaBaseReqMet(game.data.PerkArea_Record areaRecord) RTTI
  • bool GetRemainingRequiredPerkPoints(game.data.PerkArea_Record areaRecord, out int amount) RTTI
  • bool GetRemainingRequiredPerkPoints(game.data.Trait_Record traitRecord, out int amount) RTTI
  • game.data.PerkArea GetPerkAreaFromPerk(game.data.PerkType perkType) RTTI
  • game.data.ProficiencyType GetProficiencyFromPerkArea(game.data.PerkArea perkArea) RTTI
  • int GetProficiencyIndexFromPerkArea(game.data.PerkArea perkArea) RTTI
  • void ActivatePerkLevelData(int areaIndex, int perkIndex) RTTI
  • void DeactivatePerkLevelData(int areaIndex, int perkIndex) RTTI
  • int GetSpentPerkPoints() RTTI
  • SPerk[] GetPerks() RTTI
  • void InitializeTraits() RTTI
  • void AddTrait(game.data.TraitType traitType) RTTI
  • bool IncreaseTraitLevel(game.data.TraitType traitType) RTTI
  • bool RemoveTrait(game.data.TraitType traitType) RTTI
  • int GetSpentTraitPoints() RTTI
  • void EvaluateTraitInfiniteData(int traitIndex) RTTI
  • void ClearTraitInfiniteData(int traitIndex) RTTI
  • void EvaluateTrait(game.data.ProficiencyType profType) RTTI
  • void ActivateTraitBase(game.data.TraitType traitType) RTTI
  • bool IsTraitUnlocked(game.data.TraitType traitType) RTTI
  • bool IsTraitUnlocked(int traitIndex) RTTI
  • bool IsTraitReqMet(game.data.TraitType traitType) RTTI
  • int GetTraitLevel(game.data.TraitType traitType) RTTI
  • int GetTraitLevel(int traitIndex) RTTI
  • int GetTraitIndex(game.data.TraitType traitType) RTTI
  • game.data.Trait_Record? GetTraitRecord(game.data.TraitType traitType) RTTI
  • bool BuyAttribute(game.data.StatType type) RTTI
  • void ResetAttribute(game.data.StatType type) RTTI
  • void ResetAttributes() RTTI
  • void SellAllAttributes() RTTI
  • bool SellAttribute(game.data.StatType type) RTTI
  • void SetAttribute(game.data.StatType type, float amount) RTTI
  • SAttribute[] GetAttributes() RTTI
  • float GetAttributeValue(game.data.StatType type) RTTI
  • void SetAttributes() RTTI
  • void ModifyAttribute(game.data.StatType type, float amount) RTTI
  • int GetAttributeIndex(game.data.StatType type) RTTI
  • int GetAttributeDevCap(game.data.StatType type) RTTI
  • bool CanAttributeBeBought(game.data.StatType type) RTTI
  • bool IsStatValid(game.data.StatType type) RTTI
  • int GetAttributeNextLevelCost(game.data.StatType type) RTTI
  • game.data.Stat_Record? GetAttributeRecord(game.data.StatType type) RTTI
  • void RegisterSkillCheckPrereq(SkillCheckPrereqState skillPrereq) RTTI
  • void RegisterStatCheckPrereq(StatCheckPrereqState statPrereq) RTTI
  • void UnregisterSkillCheckPrereq(SkillCheckPrereqState skillPrereq) RTTI
  • void UnregisterStatCheckPrereq(StatCheckPrereqState statPrereq) RTTI
  • void UpdateSkillPrereqs(game.data.ProficiencyType changedSkill, int newLevel) RTTI
  • void UpdateStatPrereqs(game.data.StatType changedStat, float newValue) RTTI
  • void SetProgressionBuild(game.data.BuildType build, bool? isDebugBuild) RTTI
  • void SetProgressionBuild(TDBID buildID, bool? isDebugBuild) RTTI
  • void SetLifePath(TDBID lifePath) RTTI
  • void UpdateAttributes(game.ui.CharacterCustomizationAttribute[] attributes) RTTI
  • bool GetIsProgressionBuildSetCompleted() RTTI
  • void SetIsProgressionBuildSetCompleted(bool value) RTTI
  • void ProcessProgressionBuild(game.data.ProgressionBuild_Record buildRecord, bool? isDebugBuild) RTTI
  • void ScaleItems() RTTI
  • void ScaleNPCsToPlayerLevel() RTTI
  • void FlushDevelopment() RTTI
  • void ProcessBuildEquipment(WeakHandle<game.data.BuildEquipment_Record>[] equipment, bool randomizeClothing) RTTI
  • void ProcessBuildCyberware(WeakHandle<game.data.BuildCyberware_Record>[] cyberware) RTTI
  • void ProcessBuildPrograms(WeakHandle<game.data.BuildProgram_Record>[] programs) RTTI
  • void ProcessBuildAttributes(WeakHandle<game.data.BuildAttribute_Record>[] attributes) RTTI
  • void ProcessBuildProficiencies(WeakHandle<game.data.BuildProficiency_Record>[] proficiencies, bool isDebugBuild) RTTI
  • void ProcessBuildPerks(WeakHandle<game.data.BuildPerk_Record>[] perks) RTTI
  • void ProcessBuildNewPerks(WeakHandle<game.data.BuildNewPerk_Record>[] perks, bool? forceBuy) RTTI
  • void ProcessBuildItems(WeakHandle<game.data.InventoryItem_Record>[] items) RTTI
  • void ProcessCraftbook(WeakHandle<game.data.Craftable_Record> recipes) RTTI
  • void ProcessLifePath(WeakHandle<game.data.LifePath_Record> lifePath) RTTI
  • void RandomizeClothing() RTTI
  • void RefreshDevelopmentSystemOnNewGameStarted() RTTI
  • void RefreshDevelopmentSystem() RTTI
  • void UpdatePerkAreaBB(int areaIndex) RTTI
  • void UpdateUIBB() RTTI
  • static game.data.StatType AttributeDataTypeToStatType(game.data.AttributeDataType type) staticRTTI global
  • static bool IsAttribute(game.data.StatType type) staticRTTI global
  • static bool IsProfficiencyObsolete(game.data.ProficiencyType profficeinct) staticRTTI global
  • static game.data.AttributeDataType StatTypeToAttributeDataType(game.data.StatType type) staticRTTI global