BlackICE Scripting

class game.data

ProgressionBuild_Record

game.data.ProgressionBuild_Record

  • 0 properties
  • 70 functions

Extends game.data.TweakDBRecord IScriptable ISerializable

Properties

None.

Functions

  • string EnumComment() RTTI
  • WeakHandle<game.data.InventoryItemSet_Record> InventorySet() RTTI
  • game.data.InventoryItemSet_Record? InventorySetHandle() RTTI
  • WeakHandle<game.data.BuildProficiencySet_Record> ProficiencySet() RTTI
  • game.data.BuildProficiencySet_Record? ProficiencySetHandle() RTTI
  • WeakHandle<game.data.BuildAttributeSet_Record> AttributeSet() RTTI
  • game.data.BuildAttributeSet_Record? AttributeSetHandle() RTTI
  • WeakHandle<game.data.LifePath_Record> LifePath() RTTI
  • game.data.LifePath_Record? LifePathHandle() RTTI
  • WeakHandle<game.data.BuildPerkSet_Record> PerkSet() RTTI
  • game.data.BuildPerkSet_Record? PerkSetHandle() RTTI
  • WeakHandle<game.data.BuildCyberwareSet_Record> CyberwareSet() RTTI
  • game.data.BuildCyberwareSet_Record? CyberwareSetHandle() RTTI
  • WeakHandle<game.data.BuildEquipmentSet_Record> EquipmentSet() RTTI
  • game.data.BuildEquipmentSet_Record? EquipmentSetHandle() RTTI
  • WeakHandle<game.data.Craftable_Record> CraftBook() RTTI
  • game.data.Craftable_Record? CraftBookHandle() RTTI
  • void PerkSets(out WeakHandle<game.data.BuildPerkSet_Record>[] outList) RTTI
  • int GetPerkSetsCount() RTTI
  • WeakHandle<game.data.BuildPerkSet_Record> GetPerkSetsItem(int index) RTTI
  • game.data.BuildPerkSet_Record? GetPerkSetsItemHandle(int index) RTTI
  • bool PerkSetsContains(WeakHandle<game.data.BuildPerkSet_Record> item) RTTI
  • void StartingItems(out WeakHandle<game.data.InventoryItem_Record>[] outList) RTTI
  • int GetStartingItemsCount() RTTI
  • WeakHandle<game.data.InventoryItem_Record> GetStartingItemsItem(int index) RTTI
  • game.data.InventoryItem_Record? GetStartingItemsItemHandle(int index) RTTI
  • bool StartingItemsContains(WeakHandle<game.data.InventoryItem_Record> item) RTTI
  • void StartingNewPerks(out WeakHandle<game.data.BuildNewPerk_Record>[] outList) RTTI
  • int GetStartingNewPerksCount() RTTI
  • WeakHandle<game.data.BuildNewPerk_Record> GetStartingNewPerksItem(int index) RTTI
  • game.data.BuildNewPerk_Record? GetStartingNewPerksItemHandle(int index) RTTI
  • bool StartingNewPerksContains(WeakHandle<game.data.BuildNewPerk_Record> item) RTTI
  • void StartingAttributes(out WeakHandle<game.data.BuildAttribute_Record>[] outList) RTTI
  • int GetStartingAttributesCount() RTTI
  • WeakHandle<game.data.BuildAttribute_Record> GetStartingAttributesItem(int index) RTTI
  • game.data.BuildAttribute_Record? GetStartingAttributesItemHandle(int index) RTTI
  • bool StartingAttributesContains(WeakHandle<game.data.BuildAttribute_Record> item) RTTI
  • void StartingEquipment(out WeakHandle<game.data.BuildEquipment_Record>[] outList) RTTI
  • int GetStartingEquipmentCount() RTTI
  • WeakHandle<game.data.BuildEquipment_Record> GetStartingEquipmentItem(int index) RTTI
  • game.data.BuildEquipment_Record? GetStartingEquipmentItemHandle(int index) RTTI
  • bool StartingEquipmentContains(WeakHandle<game.data.BuildEquipment_Record> item) RTTI
  • void StartingPrograms(out WeakHandle<game.data.BuildProgram_Record>[] outList) RTTI
  • int GetStartingProgramsCount() RTTI
  • WeakHandle<game.data.BuildProgram_Record> GetStartingProgramsItem(int index) RTTI
  • game.data.BuildProgram_Record? GetStartingProgramsItemHandle(int index) RTTI
  • bool StartingProgramsContains(WeakHandle<game.data.BuildProgram_Record> item) RTTI
  • void StartingCyberware(out WeakHandle<game.data.BuildCyberware_Record>[] outList) RTTI
  • int GetStartingCyberwareCount() RTTI
  • WeakHandle<game.data.BuildCyberware_Record> GetStartingCyberwareItem(int index) RTTI
  • game.data.BuildCyberware_Record? GetStartingCyberwareItemHandle(int index) RTTI
  • bool StartingCyberwareContains(WeakHandle<game.data.BuildCyberware_Record> item) RTTI
  • void StartingPerks(out WeakHandle<game.data.BuildPerk_Record>[] outList) RTTI
  • int GetStartingPerksCount() RTTI
  • WeakHandle<game.data.BuildPerk_Record> GetStartingPerksItem(int index) RTTI
  • game.data.BuildPerk_Record? GetStartingPerksItemHandle(int index) RTTI
  • bool StartingPerksContains(WeakHandle<game.data.BuildPerk_Record> item) RTTI
  • void StartingProficiencies(out WeakHandle<game.data.BuildProficiency_Record>[] outList) RTTI
  • int GetStartingProficienciesCount() RTTI
  • WeakHandle<game.data.BuildProficiency_Record> GetStartingProficienciesItem(int index) RTTI
  • game.data.BuildProficiency_Record? GetStartingProficienciesItemHandle(int index) RTTI
  • bool StartingProficienciesContains(WeakHandle<game.data.BuildProficiency_Record> item) RTTI
  • void InventoryLayout(out WeakHandle<game.data.CPOItemCategoryBase_Record>[] outList) RTTI
  • int GetInventoryLayoutCount() RTTI
  • WeakHandle<game.data.CPOItemCategoryBase_Record> GetInventoryLayoutItem(int index) RTTI
  • game.data.CPOItemCategoryBase_Record? GetInventoryLayoutItemHandle(int index) RTTI
  • bool InventoryLayoutContains(WeakHandle<game.data.CPOItemCategoryBase_Record> item) RTTI
  • CName EnumName() RTTI
  • bool RandomizeClothing() RTTI
  • game.data.BuildType Type() RTTI