BlackICE Scripting

class game

TransactionSystem

game.TransactionSystem

  • 0 properties
  • 89 functions

Extends game.ITransactionSystem game.IGameSystem IScriptable ISerializable

Properties

None.

Functions

  • void PrefetchItemAppearance(game.Object obj, game.ItemID itemID, CName newAppearanceName) RTTI
  • void ChangeItemAppearanceByName(game.Object obj, game.ItemID itemID, CName newAppearanceName) RTTI
  • void ChangeItemAppearanceByItemID(game.Object obj, game.ItemID itemID, game.ItemID newItemID) RTTI
  • void ChangeItemAppearanceWithItemData() RTTI
  • CName GetItemAppearance(game.Object obj, game.ItemID itemID) RTTI
  • void ResetItemAppearance(game.Object obj, game.ItemID itemID) RTTI
  • void ClearAttachmentAppearance(game.Object obj, TDBID slotID) RTTI
  • bool RemoveMoney(game.Object obj, int amount, CName currency) RTTI
  • bool TransferMoney(game.Object source, game.Object target, int amount, CName currency) RTTI
  • bool GiveMoney(game.Object target, int amount, CName currency) RTTI
  • bool RemoveItem(game.Object obj, game.ItemID itemID, int amount) RTTI
  • bool RemoveItemByTDBID(game.Object obj, TDBID tdbID, int amount, bool? checkMultipleInstances) RTTI
  • bool GiveItem(game.Object obj, game.ItemID itemID, int amount, CName[]? dynamicTags) RTTI
  • bool GiveItemByTDBID(game.Object obj, TDBID tdbID, int amount) RTTI
  • bool GiveItems(game.Object obj, game.ItemModParams[] itemList) RTTI
  • bool GiveItemByItemData(game.Object obj, game.ItemData itemData) RTTI
  • bool GivePreviewItemByItemData(game.Object obj, game.ItemData itemData) RTTI
  • bool GivePreviewItemByItemID(game.Object obj, game.ItemID itemID) RTTI
  • game.ItemID CreatePreviewItemID(game.ItemID itemID) RTTI
  • bool GiveItemByItemQuery(game.Object obj, TDBID itemQueryTDBID, uint? amount, ulong? seed, string? telemetryLogSource) RTTI
  • bool GiveItemByItemArrayQuery(game.Object obj, TDBID itemQueryTDBID, ulong? seed) RTTI
  • game.data.Item_Record? RunItemQuery(TDBID itemQueryTDBID, game.Object? context, ulong? seed) RTTI
  • void RunItemArrayQuery(out game.data.Item_Record[] itemRecords, TDBID itemQueryTDBID, TDBID[]? excludeItems, bool? uniquesOnly, game.Object? context, ulong? seed) RTTI
  • bool TransferItem(game.Object source, game.Object target, game.ItemID itemID, int amount, CName[]? dynamicTags, bool? force, bool? flagItemAsSilent) RTTI
  • bool TransferAllItems(game.Object source, game.Object target) RTTI
  • bool TakeItem(game.Object newOwner, WeakHandle<game.ItemObject> itemToLoot) RTTI
  • bool SellItem(game.Object seller, game.Object buyer, game.ItemID itemID, int amount, CName currency, int? price) RTTI
  • bool SellItemStrict(game.Object seller, game.Object buyer, game.ItemID itemID, int amount, CName currency, int? price) RTTI
  • bool HasItem(game.Object obj, game.ItemID itemID) RTTI
  • bool HasTag(game.Object obj, CName tag, game.ItemID itemID) RTTI
  • int GetItemQuantity(game.Object obj, game.ItemID itemID) RTTI
  • int GetItemQuantityWithDuplicates(game.Object obj, game.ItemID itemID) RTTI
  • int GetItemQuantityByTag(game.Object obj, CName tag) RTTI
  • int GetTotalItemQuantity(game.Object obj) RTTI
  • bool GetItemList(game.Object obj, out WeakHandle<game.ItemData>[] itemList) RTTI
  • bool GetItemListByTag(game.Object obj, CName tag, out WeakHandle<game.ItemData>[] itemList) RTTI
  • bool GetItemListByTags(game.Object obj, CName[] tagList, out WeakHandle<game.ItemData>[] itemList) RTTI
  • bool GetItemListExcludingTags(game.Object obj, CName[] tagList, out WeakHandle<game.ItemData>[] itemList) RTTI
  • bool GetItemListFilteredByTags(game.Object obj, CName[] tags, CName[] excludedTags, out WeakHandle<game.ItemData>[] itemList) RTTI
  • int GetNumItems(game.Object obj, CName[]? tagFilters) RTTI
  • WeakHandle<game.ItemData> GetItemData(game.Object obj, game.ItemID itemID) RTTI
  • WeakHandle<game.ItemData> GetItemDataByTDBID(game.Object obj, TDBID itemTDBID) RTTI
  • WeakHandle<game.ItemData> GetItemDataByOwnerEntityId(ent.EntityID id, game.ItemID itemID) RTTI
  • bool InitializeSlots(game.Object obj, out TDBID[] slotIDList) RTTI
  • void RefreshAttachment(game.Object obj, out TDBID slotID, bool? keepWorldTransform) RTTI
  • bool AddItemToSlot(game.Object obj, TDBID slotID, game.ItemID itemID, bool? highPriority, WeakHandle<game.ItemObject>? itemObject, ERenderingPlane? plane, bool? keepWorldTransform, bool? ignoreRestrictions, CName? garmentAppearanceName, game.ItemID? appearanceItem, bool? dontCacheEquippedItem) RTTI
  • bool DropItemFromSlot(game.Object obj, TDBID slotID, bool? shouldDestroyEntity, bool? keepWorldTransform, bool? skipSendAnimEquipEvents) RTTI
  • bool RemoveItemFromSlot(game.Object obj, TDBID slotID, bool? shouldDestroyEntity, bool? keepWorldTransform, bool? skipSendAnimEquipEvents) RTTI
  • bool RemoveItemFromAnySlot(game.Object obj, game.ItemID itemID, bool? shouldDestroyEntity, bool? keepWorldTransform) RTTI
  • bool ChangeItemToSlot(game.Object obj, TDBID newSlotID, game.ItemID itemID) RTTI
  • bool IsSlotEmpty(game.Object obj, TDBID slotID) RTTI
  • bool IsSlotEmptySpawningItem(game.Object obj, TDBID slotID) RTTI
  • bool IsSlotSpawningItem(game.Object obj, TDBID slotID, game.ItemID itemID) RTTI
  • bool IsSlotSpawningAnyItem(game.Object obj, TDBID slotID) RTTI
  • bool HasItemDataInSlot(game.Object obj, TDBID slotID, game.ItemID itemID) RTTI
  • bool HasItemInSlot(game.Object obj, TDBID slotID, game.ItemID itemID) RTTI
  • bool HasItemInAnySlot(game.Object obj, game.ItemID itemID) RTTI
  • bool CanPlaceItemInSlot(game.Object obj, TDBID slotID, game.ItemID itemID) RTTI
  • game.ItemObject? GetItemInSlot(game.Object obj, TDBID slotID) RTTI
  • game.ItemObject? GetItemInSlotByItemID(game.Object obj, game.ItemID itemID) RTTI
  • bool ClearAllSlots(game.Object obj) RTTI
  • game.ItemID CycleActiveItemInSlot(game.Object obj, TDBID slotID) RTTI
  • bool SetActiveItemInSlot(game.Object obj, TDBID slotID, game.ItemID itemID) RTTI
  • bool EquipActiveItemInSlot(game.Object obj, TDBID slotID, bool highPriority) RTTI
  • game.ItemID GetActiveItemInSlot(game.Object obj, TDBID slotID) RTTI
  • bool CanItemBeActiveInSlot(game.Object obj, TDBID slotID, game.ItemID itemID) RTTI
  • game.ItemID GetNextActiveItemInSlot(game.Object obj, TDBID slotID) RTTI
  • game.ItemID RemovePart(game.Object obj, game.ItemID itemID, TDBID slotID, bool? shouldUpdateEntity) RTTI
  • bool AddPart(game.Object obj, game.ItemID itemID, game.ItemID partItemID, TDBID? slotID) RTTI
  • bool ForcePartInSlot(game.Object obj, game.ItemID itemID, game.ItemID partItemID, TDBID slotID) RTTI
  • void GetEmptySlotsOnItem(game.Object obj, game.ItemID itemID, out TDBID[] emptySlots) RTTI
  • void GetAvailableSlotsOnItem(game.Object obj, game.ItemID itemID, out TDBID[] availableSlots) RTTI
  • void GetUsedSlotsOnItem(game.Object obj, game.ItemID itemID, out TDBID[] used) RTTI
  • void GetItemsInstallableInSlot(game.Object obj, game.ItemID itemID, TDBID slotID, out game.ItemID[] installableItems) RTTI
  • game.StatsBundleHandler? CalculateTemporaryStatsBundle(game.Object obj, game.ItemID rootPartID, game.ItemID replacementPartID, TDBID slotIdForReplacement) RTTI
  • void ReinitializeStatsOnEntityItems(game.Object obj) RTTI
  • bool ReleaseItem(game.Object owner, WeakHandle<game.ItemObject> item) RTTI
  • bool RemoveAllItems(game.Object obj) RTTI
  • bool ThrowItem(game.Object owner, WeakHandle<game.Object> item, game.projectile.SetUpAndLaunchEvent setUpAndLaunchEvent) RTTI
  • game.InventoryScriptListener? RegisterInventoryListener(game.Object owner, game.InventoryScriptCallback callback) RTTI
  • game.AttachmentSlotsScriptListener? RegisterAttachmentSlotListener(game.Object owner, game.AttachmentSlotsScriptCallback callback) RTTI
  • void UnregisterInventoryListener(game.Object owner, game.InventoryScriptListener listener) RTTI
  • void UnregisterAttachmentSlotListener(game.Object owner, game.AttachmentSlotsScriptListener listener) RTTI
  • bool OnItemAddedToEquipmentSlot(game.Object owner, game.ItemID itemID, CName? garmentAppearanceName, game.ItemID? appearanceItem) RTTI
  • bool OnItemRemovedFromEquipmentSlot(game.Object owner, game.ItemID itemID) RTTI
  • bool MatchVisualTag(ent.Entity entity, CName tag, bool? matchUsingDefaultAppearance) RTTI
  • bool MatchVisualTagByItemID(game.ItemID itemID, game.Object owner, CName tag) RTTI
  • CName[] GetVisualTags(ent.Entity entity, bool? matchUsingDefaultAppearance) RTTI
  • CName[] GetVisualTagsByItemID(game.ItemID itemID, game.Object owner) RTTI