BlackICE Scripting

class game.data

Item_Record

game.data.Item_Record

  • 0 properties
  • 189 functions
  • 5 derived classes

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

Properties

None.

Functions

  • string FriendlyName() RTTI
  • string IconPath() RTTI
  • string LocalizedName() RTTI
  • WeakHandle<game.data.EquipmentMovementSound_Record> MovementSound() RTTI
  • game.data.EquipmentMovementSound_Record? MovementSoundHandle() RTTI
  • WeakHandle<game.data.Crosshair_Record> Crosshair() RTTI
  • game.data.Crosshair_Record? CrosshairHandle() RTTI
  • WeakHandle<game.data.EquipmentArea_Record> EquipArea() RTTI
  • game.data.EquipmentArea_Record? EquipAreaHandle() RTTI
  • WeakHandle<game.data.CraftingPackage_Record> CraftingData() RTTI
  • game.data.CraftingPackage_Record? CraftingDataHandle() RTTI
  • WeakHandle<game.data.ItemType_Record> ItemType() RTTI
  • game.data.ItemType_Record? ItemTypeHandle() RTTI
  • WeakHandle<game.data.ItemBlueprint_Record> Blueprint() RTTI
  • game.data.ItemBlueprint_Record? BlueprintHandle() RTTI
  • WeakHandle<game.data.RPGDataPackage_Record> NpcRPGData() RTTI
  • game.data.RPGDataPackage_Record? NpcRPGDataHandle() RTTI
  • WeakHandle<game.data.Quality_Record> Quality() RTTI
  • game.data.Quality_Record? QualityHandle() RTTI
  • WeakHandle<game.data.ParentAttachmentType_Record> ParentAttachmentType() RTTI
  • game.data.ParentAttachmentType_Record? ParentAttachmentTypeHandle() RTTI
  • WeakHandle<game.data.ItemStructure_Record> ItemStructure() RTTI
  • game.data.ItemStructure_Record? ItemStructureHandle() RTTI
  • WeakHandle<game.data.Item_Record> Equivalent() RTTI
  • game.data.Item_Record? EquivalentHandle() RTTI
  • WeakHandle<game.data.ItemCategory_Record> ItemCategory() RTTI
  • game.data.ItemCategory_Record? ItemCategoryHandle() RTTI
  • WeakHandle<game.data.CPOItemCategoryBase_Record> CpoItemCategory() RTTI
  • game.data.CPOItemCategoryBase_Record? CpoItemCategoryHandle() RTTI
  • WeakHandle<game.data.UIIcon_Record> Icon() RTTI
  • game.data.UIIcon_Record? IconHandle() RTTI
  • WeakHandle<game.data.Item_Record> Counterpart() RTTI
  • game.data.Item_Record? CounterpartHandle() RTTI
  • WeakHandle<game.data.ItemDropSettings_Record> DropSettings() RTTI
  • game.data.ItemDropSettings_Record? DropSettingsHandle() RTTI
  • WeakHandle<game.data.ItemAction_Record> ItemSecondaryAction() RTTI
  • game.data.ItemAction_Record? ItemSecondaryActionHandle() RTTI
  • WeakHandle<game.data.Minigame_Def_Record> MinigameInstance() RTTI
  • game.data.Minigame_Def_Record? MinigameInstanceHandle() RTTI
  • WeakHandle<game.data.Item_Record> NextUpgradeItem() RTTI
  • game.data.Item_Record? NextUpgradeItemHandle() RTTI
  • WeakHandle<game.data.Item_Record> SideUpgradeItem() RTTI
  • game.data.Item_Record? SideUpgradeItemHandle() RTTI
  • WeakHandle<game.data.StatsList_Record> OnEquipStats() RTTI
  • game.data.StatsList_Record? OnEquipStatsHandle() RTTI
  • void EquipPrereqs(out WeakHandle<game.data.IPrereq_Record>[] outList) RTTI
  • int GetEquipPrereqsCount() RTTI
  • WeakHandle<game.data.IPrereq_Record> GetEquipPrereqsItem(int index) RTTI
  • game.data.IPrereq_Record? GetEquipPrereqsItemHandle(int index) RTTI
  • bool EquipPrereqsContains(WeakHandle<game.data.IPrereq_Record> item) RTTI
  • void SlotPartListPreset(out WeakHandle<game.data.SlotItemPartPreset_Record>[] outList) RTTI
  • int GetSlotPartListPresetCount() RTTI
  • WeakHandle<game.data.SlotItemPartPreset_Record> GetSlotPartListPresetItem(int index) RTTI
  • game.data.SlotItemPartPreset_Record? GetSlotPartListPresetItemHandle(int index) RTTI
  • bool SlotPartListPresetContains(WeakHandle<game.data.SlotItemPartPreset_Record> item) RTTI
  • void EquipAreas(out WeakHandle<game.data.EquipmentArea_Record>[] outList) RTTI
  • int GetEquipAreasCount() RTTI
  • WeakHandle<game.data.EquipmentArea_Record> GetEquipAreasItem(int index) RTTI
  • game.data.EquipmentArea_Record? GetEquipAreasItemHandle(int index) RTTI
  • bool EquipAreasContains(WeakHandle<game.data.EquipmentArea_Record> item) RTTI
  • void AppearanceSuffixes(out WeakHandle<game.data.ItemsFactoryAppearanceSuffixBase_Record>[] outList) RTTI
  • int GetAppearanceSuffixesCount() RTTI
  • WeakHandle<game.data.ItemsFactoryAppearanceSuffixBase_Record> GetAppearanceSuffixesItem(int index) RTTI
  • game.data.ItemsFactoryAppearanceSuffixBase_Record? GetAppearanceSuffixesItemHandle(int index) RTTI
  • bool AppearanceSuffixesContains(WeakHandle<game.data.ItemsFactoryAppearanceSuffixBase_Record> item) RTTI
  • Vector3[] PreviewBBoxOverride() RTTI
  • int GetPreviewBBoxOverrideCount() RTTI
  • Vector3 GetPreviewBBoxOverrideItem(int index) RTTI
  • bool PreviewBBoxOverrideContains(Vector3 item) RTTI
  • void GameplayRestrictions(out WeakHandle<game.data.GameplayRestrictionStatusEffect_Record>[] outList) RTTI
  • int GetGameplayRestrictionsCount() RTTI
  • WeakHandle<game.data.GameplayRestrictionStatusEffect_Record> GetGameplayRestrictionsItem(int index) RTTI
  • game.data.GameplayRestrictionStatusEffect_Record? GetGameplayRestrictionsItemHandle(int index) RTTI
  • bool GameplayRestrictionsContains(WeakHandle<game.data.GameplayRestrictionStatusEffect_Record> item) RTTI
  • List AppearanceSuffixesOwnerOverride() RTTI
  • int GetAppearanceSuffixesOwnerOverrideCount() RTTI
  • bool GetAppearanceSuffixesOwnerOverrideItem(int index) RTTI
  • bool AppearanceSuffixesOwnerOverrideContains(bool item) RTTI
  • void OnEquip(out WeakHandle<game.data.GameplayLogicPackage_Record>[] outList) RTTI
  • int GetOnEquipCount() RTTI
  • WeakHandle<game.data.GameplayLogicPackage_Record> GetOnEquipItem(int index) RTTI
  • game.data.GameplayLogicPackage_Record? GetOnEquipItemHandle(int index) RTTI
  • bool OnEquipContains(WeakHandle<game.data.GameplayLogicPackage_Record> item) RTTI
  • CName[] Tags() RTTI
  • int GetTagsCount() RTTI
  • CName GetTagsItem(int index) RTTI
  • bool TagsContains(CName item) RTTI
  • void OnAttach(out WeakHandle<game.data.GameplayLogicPackage_Record>[] outList) RTTI
  • int GetOnAttachCount() RTTI
  • WeakHandle<game.data.GameplayLogicPackage_Record> GetOnAttachItem(int index) RTTI
  • game.data.GameplayLogicPackage_Record? GetOnAttachItemHandle(int index) RTTI
  • bool OnAttachContains(WeakHandle<game.data.GameplayLogicPackage_Record> item) RTTI
  • void SellPrice(out WeakHandle<game.data.StatModifier_Record>[] outList) RTTI
  • int GetSellPriceCount() RTTI
  • WeakHandle<game.data.StatModifier_Record> GetSellPriceItem(int index) RTTI
  • game.data.StatModifier_Record? GetSellPriceItemHandle(int index) RTTI
  • bool SellPriceContains(WeakHandle<game.data.StatModifier_Record> item) RTTI
  • CName[] VisualTags() RTTI
  • int GetVisualTagsCount() RTTI
  • CName GetVisualTagsItem(int index) RTTI
  • bool VisualTagsContains(CName item) RTTI
  • void BuyPrice(out WeakHandle<game.data.StatModifier_Record>[] outList) RTTI
  • int GetBuyPriceCount() RTTI
  • WeakHandle<game.data.StatModifier_Record> GetBuyPriceItem(int index) RTTI
  • game.data.StatModifier_Record? GetBuyPriceItemHandle(int index) RTTI
  • bool BuyPriceContains(WeakHandle<game.data.StatModifier_Record> item) RTTI
  • void OnLooted(out WeakHandle<game.data.GameplayLogicPackage_Record>[] outList) RTTI
  • int GetOnLootedCount() RTTI
  • WeakHandle<game.data.GameplayLogicPackage_Record> GetOnLootedItem(int index) RTTI
  • game.data.GameplayLogicPackage_Record? GetOnLootedItemHandle(int index) RTTI
  • bool OnLootedContains(WeakHandle<game.data.GameplayLogicPackage_Record> item) RTTI
  • void PlacementSlots(out WeakHandle<game.data.AttachmentSlot_Record>[] outList) RTTI
  • int GetPlacementSlotsCount() RTTI
  • WeakHandle<game.data.AttachmentSlot_Record> GetPlacementSlotsItem(int index) RTTI
  • game.data.AttachmentSlot_Record? GetPlacementSlotsItemHandle(int index) RTTI
  • bool PlacementSlotsContains(WeakHandle<game.data.AttachmentSlot_Record> item) RTTI
  • void SlotPartList(out WeakHandle<game.data.SlotItemPartListElement_Record>[] outList) RTTI
  • int GetSlotPartListCount() RTTI
  • WeakHandle<game.data.SlotItemPartListElement_Record> GetSlotPartListItem(int index) RTTI
  • game.data.SlotItemPartListElement_Record? GetSlotPartListItemHandle(int index) RTTI
  • bool SlotPartListContains(WeakHandle<game.data.SlotItemPartListElement_Record> item) RTTI
  • CName[] HairSkinnedMeshComponents() RTTI
  • int GetHairSkinnedMeshComponentsCount() RTTI
  • CName GetHairSkinnedMeshComponentsItem(int index) RTTI
  • bool HairSkinnedMeshComponentsContains(CName item) RTTI
  • void Variants(out WeakHandle<game.data.RandomVariant_Record>[] outList) RTTI
  • int GetVariantsCount() RTTI
  • WeakHandle<game.data.RandomVariant_Record> GetVariantsItem(int index) RTTI
  • game.data.RandomVariant_Record? GetVariantsItemHandle(int index) RTTI
  • bool VariantsContains(WeakHandle<game.data.RandomVariant_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 RequiredSlots(out WeakHandle<game.data.ItemRequiredSlot_Record>[] outList) RTTI
  • int GetRequiredSlotsCount() RTTI
  • WeakHandle<game.data.ItemRequiredSlot_Record> GetRequiredSlotsItem(int index) RTTI
  • game.data.ItemRequiredSlot_Record? GetRequiredSlotsItemHandle(int index) RTTI
  • bool RequiredSlotsContains(WeakHandle<game.data.ItemRequiredSlot_Record> item) RTTI
  • void Parts(out WeakHandle<game.data.Item_Record>[] outList) RTTI
  • int GetPartsCount() RTTI
  • WeakHandle<game.data.Item_Record> GetPartsItem(int index) RTTI
  • game.data.Item_Record? GetPartsItemHandle(int index) RTTI
  • bool PartsContains(WeakHandle<game.data.Item_Record> item) RTTI
  • void Connections(out WeakHandle<game.data.ItemPartConnection_Record>[] outList) RTTI
  • int GetConnectionsCount() RTTI
  • WeakHandle<game.data.ItemPartConnection_Record> GetConnectionsItem(int index) RTTI
  • game.data.ItemPartConnection_Record? GetConnectionsItemHandle(int index) RTTI
  • bool ConnectionsContains(WeakHandle<game.data.ItemPartConnection_Record> item) RTTI
  • CName[] AnimationParameters() RTTI
  • int GetAnimationParametersCount() RTTI
  • CName GetAnimationParametersItem(int index) RTTI
  • bool AnimationParametersContains(CName item) RTTI
  • CName DisplayName() RTTI
  • CName DropObject() RTTI
  • CName AudioName() RTTI
  • CName EquipSoundMetadata() RTTI
  • CName AudioSwitchValue() RTTI
  • CName EntityName() RTTI
  • CName AppearanceName() RTTI
  • CName AudioSwitchName() RTTI
  • CName AnimFeatureName() RTTI
  • CName StateMachineName() RTTI
  • CName AppearanceResourceName() RTTI
  • CName AnimName() RTTI
  • red.ResourceReferenceScriptToken AnimSetResource() RTTI
  • CName LocalizedDescription() RTTI
  • CName MovementPattern() RTTI
  • Vector3 CameraForward() RTTI
  • Vector3 CameraUp() RTTI
  • float UpgradeCostMult() RTTI
  • int GarmentOffset() RTTI
  • float Mass() RTTI
  • bool PowerLevelDeterminedByParent() RTTI
  • bool UseHeadgearGarmentAggregator() RTTI
  • bool IsSingleInstance() RTTI
  • bool IsPart() RTTI
  • bool Deprecated() RTTI
  • bool IsGarment() RTTI
  • bool IsCustomizable() RTTI
  • bool EnableNpcRPGData() RTTI
  • bool IsCached() RTTI
  • bool QualityRestrictedByParent() RTTI
  • bool CanDrop() RTTI
  • bool ReplicateWhenNotActive() RTTI
  • bool UsesVariants() RTTI
  • bool IsCoreCW() RTTI
  • bool UseNewSpawnMethod() RTTI