BlackICE Scripting

class game.data

Character_Record

game.data.Character_Record

  • 0 properties
  • 133 functions
  • 1 derived class

Extends game.data.SpawnableObject_Record game.data.BaseObject_Record game.data.TweakDBRecord IScriptable ISerializable

Properties

None.

Functions

  • string CpoCharacterBuild() RTTI
  • string DevNotes() RTTI
  • WeakHandle<game.data.Vendor_Record> VendorID() RTTI
  • game.data.Vendor_Record? VendorIDHandle() RTTI
  • WeakHandle<game.data.BaseDrivingParameters_Record> Driving() RTTI
  • game.data.BaseDrivingParameters_Record? DrivingHandle() RTTI
  • WeakHandle<game.data.LootTable_Record> LootDrop() RTTI
  • game.data.LootTable_Record? LootDropHandle() RTTI
  • WeakHandle<game.data.AISquadParams_Record> SquadParamsID() RTTI
  • game.data.AISquadParams_Record? SquadParamsIDHandle() RTTI
  • WeakHandle<game.data.NPCEquipmentGroup_Record> SecondaryEquipment() RTTI
  • game.data.NPCEquipmentGroup_Record? SecondaryEquipmentHandle() RTTI
  • WeakHandle<game.data.NPCType_Record> CharacterType() RTTI
  • game.data.NPCType_Record? CharacterTypeHandle() RTTI
  • WeakHandle<game.data.NPCEquipmentGroup_Record> PrimaryEquipment() RTTI
  • game.data.NPCEquipmentGroup_Record? PrimaryEquipmentHandle() RTTI
  • WeakHandle<game.data.LootInjectionSettings_Record> LootInjectionParams() RTTI
  • game.data.LootInjectionSettings_Record? LootInjectionParamsHandle() RTTI
  • WeakHandle<game.data.UINameplate_Record> UiNameplate() RTTI
  • game.data.UINameplate_Record? UiNameplateHandle() RTTI
  • WeakHandle<game.data.NPCEquipmentItem_Record> DefaultEquipment() RTTI
  • game.data.NPCEquipmentItem_Record? DefaultEquipmentHandle() RTTI
  • WeakHandle<game.data.CrowdSettingsPackageBase_Record> CrowdMemberSettings() RTTI
  • game.data.CrowdSettingsPackageBase_Record? CrowdMemberSettingsHandle() RTTI
  • WeakHandle<game.data.NPCRarity_Record> Rarity() RTTI
  • game.data.NPCRarity_Record? RarityHandle() RTTI
  • WeakHandle<game.data.ActionMap_Record> ActionMap() RTTI
  • game.data.ActionMap_Record? ActionMapHandle() RTTI
  • WeakHandle<game.data.Crosshair_Record> DefaultCrosshair() RTTI
  • game.data.Crosshair_Record? DefaultCrosshairHandle() RTTI
  • WeakHandle<game.data.SensePreset_Record> SensePreset() RTTI
  • game.data.SensePreset_Record? SensePresetHandle() RTTI
  • WeakHandle<game.data.ContentAssignment_Record> ContentAssignment() RTTI
  • game.data.ContentAssignment_Record? ContentAssignmentHandle() RTTI
  • WeakHandle<game.data.ReactionPreset_Record> ReactionPreset() RTTI
  • game.data.ReactionPreset_Record? ReactionPresetHandle() RTTI
  • WeakHandle<game.data.AIActionSmartComposite_Record> IdleActions() RTTI
  • game.data.AIActionSmartComposite_Record? IdleActionsHandle() RTTI
  • WeakHandle<game.data.ScannerModuleVisibilityPreset_Record> ScannerModulePreset() RTTI
  • game.data.ScannerModuleVisibilityPreset_Record? ScannerModulePresetHandle() RTTI
  • WeakHandle<game.data.NPCQuestAffiliation_Record> Quest() RTTI
  • game.data.NPCQuestAffiliation_Record? QuestHandle() RTTI
  • WeakHandle<game.data.ArchetypeData_Record> ArchetypeData() RTTI
  • game.data.ArchetypeData_Record? ArchetypeDataHandle() RTTI
  • WeakHandle<game.data.Affiliation_Record> Affiliation() RTTI
  • game.data.Affiliation_Record? AffiliationHandle() RTTI
  • WeakHandle<game.data.ThreatTrackingPresetBase_Record> ThreatTrackingPreset() RTTI
  • game.data.ThreatTrackingPresetBase_Record? ThreatTrackingPresetHandle() RTTI
  • WeakHandle<game.data.BountyDrawTable_Record> BountyDrawTable() RTTI
  • game.data.BountyDrawTable_Record? BountyDrawTableHandle() RTTI
  • WeakHandle<game.data.Minigame_Def_Record> MinigameInstance() RTTI
  • game.data.Minigame_Def_Record? MinigameInstanceHandle() RTTI
  • void OnSpawnGLPs(out WeakHandle<game.data.GameplayLogicPackage_Record>[] outList) RTTI
  • int GetOnSpawnGLPsCount() RTTI
  • WeakHandle<game.data.GameplayLogicPackage_Record> GetOnSpawnGLPsItem(int index) RTTI
  • game.data.GameplayLogicPackage_Record? GetOnSpawnGLPsItemHandle(int index) RTTI
  • bool OnSpawnGLPsContains(WeakHandle<game.data.GameplayLogicPackage_Record> item) RTTI
  • void Genders(out WeakHandle<game.data.GenderEntity_Record>[] outList) RTTI
  • int GetGendersCount() RTTI
  • WeakHandle<game.data.GenderEntity_Record> GetGendersItem(int index) RTTI
  • game.data.GenderEntity_Record? GetGendersItemHandle(int index) RTTI
  • bool GendersContains(WeakHandle<game.data.GenderEntity_Record> item) RTTI
  • void Items(out WeakHandle<game.data.InventoryItem_Record>[] outList) RTTI
  • int GetItemsCount() RTTI
  • WeakHandle<game.data.InventoryItem_Record> GetItemsItem(int index) RTTI
  • game.data.InventoryItem_Record? GetItemsItemHandle(int index) RTTI
  • bool ItemsContains(WeakHandle<game.data.InventoryItem_Record> item) RTTI
  • CName[] CrowdAppearanceNames() RTTI
  • int GetCrowdAppearanceNamesCount() RTTI
  • CName GetCrowdAppearanceNamesItem(int index) RTTI
  • bool CrowdAppearanceNamesContains(CName item) RTTI
  • float[] BossHealthBarThresholds() RTTI
  • int GetBossHealthBarThresholdsCount() RTTI
  • float GetBossHealthBarThresholdsItem(int index) RTTI
  • bool BossHealthBarThresholdsContains(float item) RTTI
  • void EquipmentAreas(out WeakHandle<game.data.EquipmentArea_Record>[] outList) RTTI
  • int GetEquipmentAreasCount() RTTI
  • WeakHandle<game.data.EquipmentArea_Record> GetEquipmentAreasItem(int index) RTTI
  • game.data.EquipmentArea_Record? GetEquipmentAreasItemHandle(int index) RTTI
  • bool EquipmentAreasContains(WeakHandle<game.data.EquipmentArea_Record> item) RTTI
  • void AttachmentSlots(out WeakHandle<game.data.AttachmentSlot_Record>[] outList) RTTI
  • int GetAttachmentSlotsCount() RTTI
  • WeakHandle<game.data.AttachmentSlot_Record> GetAttachmentSlotsItem(int index) RTTI
  • game.data.AttachmentSlot_Record? GetAttachmentSlotsItemHandle(int index) RTTI
  • bool AttachmentSlotsContains(WeakHandle<game.data.AttachmentSlot_Record> item) RTTI
  • void ItemGroups(out WeakHandle<game.data.InventoryItemGroup_Record>[] outList) RTTI
  • int GetItemGroupsCount() RTTI
  • WeakHandle<game.data.InventoryItemGroup_Record> GetItemGroupsItem(int index) RTTI
  • game.data.InventoryItemGroup_Record? GetItemGroupsItemHandle(int index) RTTI
  • bool ItemGroupsContains(WeakHandle<game.data.InventoryItemGroup_Record> item) RTTI
  • void Abilities(out WeakHandle<game.data.GameplayAbility_Record>[] outList) RTTI
  • int GetAbilitiesCount() RTTI
  • WeakHandle<game.data.GameplayAbility_Record> GetAbilitiesItem(int index) RTTI
  • game.data.GameplayAbility_Record? GetAbilitiesItemHandle(int index) RTTI
  • bool AbilitiesContains(WeakHandle<game.data.GameplayAbility_Record> item) RTTI
  • CName SecuritySquad() RTTI
  • CName DisplayName() RTTI
  • CName LootBagEntity() RTTI
  • CName GlobalSquad() RTTI
  • CName ArchetypeName() RTTI
  • CName AudioResourceName() RTTI
  • CName CommunitySquad() RTTI
  • CName DisplayDescription() RTTI
  • CName AlternativeDisplayName() RTTI
  • CName StateMachineName() RTTI
  • CName BaseAttitudeGroup() RTTI
  • CName AlternativeFullDisplayName() RTTI
  • CName AudioMeleeMaterial() RTTI
  • CName FullDisplayName() RTTI
  • CName CpoClassName() RTTI
  • CName VoiceTag() RTTI
  • red.ResourceReferenceScriptToken HolocallInitializerPath() RTTI
  • float DropsAmmoOnDeathChance() RTTI
  • float ForcedTBHZOffset() RTTI
  • bool IsChild() RTTI
  • bool DespawnChildCommunityWhenPlayerInVehicle() RTTI
  • bool DisableDefeatedState() RTTI
  • bool IsCrowd() RTTI
  • bool HideUIElements() RTTI
  • bool HideUIDetection() RTTI
  • bool IgnoreDetectionForAudioCue() RTTI
  • bool CanHaveGenericTalk() RTTI
  • bool DropsControlledLoot() RTTI
  • bool DropsWeaponOnDeath() RTTI
  • bool StaticCommunityAppearancesDistributionEnabled() RTTI
  • bool IsBumpable() RTTI
  • bool IsLightCrowd() RTTI
  • bool ForceCanHaveGenericTalk() RTTI
  • bool EnableSensesOnStart() RTTI
  • bool HasDirectionalStarts() RTTI
  • bool DropsMoneyOnDeath() RTTI
  • bool UseForcedTBHZOffset() RTTI
  • bool SkipDisplayArchetype() RTTI