REDNODE / GAME API

BaseScriptableAction

abstract classscriptedClass

extends DeviceAction › Event › IScriptable › ISerializable

Extended by 2 types

BaseItemAction ScriptableDeviceAction

Properties 19

NameTypeFlags
activationTimeReductionFloatscriptedpublic
calculatedBaseCostInt32scriptedprotected
canSkipPayCostBoolscriptedprotected
costComponentsarray<wref<ObjectActionCost_Record>>scriptedprotected
deviceActionQueueref<DeviceActionQueue>scriptedpublic
executorwref<GameObject>scriptedprotected
inkWidgetIDTweakDBIDscriptedprotected
interactionChoiceInteractionChoicescriptedprotected
interactionLayerCNamescriptedprotected
isActionQueueingUsedBoolscriptedpublic
isActionRPGCheckDissabledBoolscriptedprotected
IsAppliedByMonowireBoolscriptedpublic
isInactiveBoolscriptedpublic
isQueuedActionBoolscriptedpublic
isTargetDeadBoolscriptedpublic
objectActionIDTweakDBIDscriptedprotected
objectActionRecordwref<ObjectAction_Record>scriptedprotected
proxyExecutorwref<GameObject>scriptedprotected
requesterIDEntityIDscriptedprotected

Methods 53

public func CanInterrupt(target: wref<GameObject>, opt actionRecord: wref<ObjectAction_Record>) -> Boolscripted
public final func CanPayCost(opt user: ref<GameObject>, opt checkForOverclockedState: Bool) -> Boolscripted
public final func CanSkipPayCost(isJustConsulting: Bool) -> Boolscripted
public func CompleteAction(gameInstance: GameInstance)scripted
public final const func GetActionID() -> CNamescripted
public func GetActivationTime() -> Floatscripted
public func GetBaseCost() -> Int32scripted
public final func GetCooldownDuration() -> Floatscripted
public func GetCost() -> Int32scripted
private final func GetDetonateGranadeCostReduction(legendaryPlusPlus: Bool) -> Floatscripted
public final const func GetDeviceActionMaxQueueSize() -> Int32scripted
public final const func GetDeviceActionQueue() -> wref<DeviceActionQueue>scripted
public final const func GetDeviceActionQueueNames() -> array<CName>scripted
public final const func GetDeviceActionQueueSize() -> Int32scripted
public func GetDurationTime() -> Floatscripted
public final const func GetExecutor() -> wref<GameObject>scripted
private final func GetExecutorLevel() -> Floatscripted
public final const func GetGameplayCategoryID() -> TweakDBIDscripted
public final const func GetGameplayCategoryRecord() -> wref<ObjectActionGameplayCategory_Record>scripted
public final const func GetIsActionRPGCheckDissabled() -> Boolscripted
private final func GetMadnessLvl3ProgramCostReduction(targetID: EntityID) -> Floatscripted
public final func GetModifiedDurationTime(baseValue: Float) -> Floatscripted
public const func GetObjectActionID() -> TweakDBIDscripted
public const func GetObjectActionRecord() -> wref<ObjectAction_Record>scripted
protected func GetOwnerPS(game: GameInstance) -> ref<PersistentState>scripted
private final func GetPowerLevelDiff() -> Floatscripted
public final const func GetProxyExecutor() -> wref<GameObject>scripted
public final func GetRequesterID() -> EntityIDscripted
public func GetTweakDBChoiceID() -> TweakDBIDscripted
public func GetTweakDBChoiceRecord() -> Stringscripted
public final func IsEyesInTheSkyPerk() -> Boolscripted
public final const func IsFirstUniqueCategoryInQueue(targetID: EntityID, category: gamedataHackCategory) -> Boolscripted
public final const func IsInactive() -> Boolscripted
public final const func IsInteractionChoiceValid() -> Boolscripted
public func IsPossible(target: wref<GameObject>, opt actionRecord: wref<ObjectAction_Record>, opt objectActionsCallbackController: wref<gameObjectActionsCallbackController>) -> Boolscripted
public func IsVisible(player: wref<GameObject>, opt objectActionsCallbackController: wref<gameObjectActionsCallbackController>) -> Boolscripted
public func IsVisible(context: script_ref<GetActionsContext>, opt objectActionsCallbackController: wref<gameObjectActionsCallbackController>) -> Boolscripted
public func PayCost(opt checkForOverclockedState: Bool) -> Boolscripted
protected final func ProcessEffectors(actionEffects: script_ref<array<wref<ObjectActionEffect_Record>>>, gameInstance: GameInstance)scripted
public func ProcessRPGAction(gameInstance: GameInstance, opt gameplayRoleComponent: ref<GameplayRoleComponent>)scripted
protected func ProcessStatusEffects(actionEffects: script_ref<array<wref<ObjectActionEffect_Record>>>, gameInstance: GameInstance)scripted
protected final func ProduceInteractionPart()scripted
private final func PutActionInQuickhackQueue(gameInstance: GameInstance, gameplayRoleComponent: ref<GameplayRoleComponent>) -> Boolscripted
public final func RegisterAsRequester(id: EntityID)scripted
protected final func ResetStatusEffectIfActionIsQueued(entityID: EntityID, statusEffectRecord: ref<StatusEffect_Record>, gameInstance: GameInstance)scripted
public final func SetActive()scripted
public final func SetExecutor(executor: wref<GameObject>)scripted
public final func SetInactive()scripted
public final func SetIsActionRPGCheckDissabled(value: Bool)scripted
public func SetObjectActionID(id: TweakDBID)scripted
public final func SetProxyExecutor(proxy: wref<GameObject>)scripted
public func StartAction(gameInstance: GameInstance)scripted
private func StartUpload(gameInstance: GameInstance)scripted