REDNODE / GAME API

ItemsNotificationQueue

classscriptedClass

extends gameuiGenericNotificationGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable

Properties 14

NameTypeFlags
combatModeListenerref<CallbackHandle>scriptedprivate
combatModePSMgamePSMCombatscriptedprivate
comparisonResolverref<ItemPreferredComparisonResolver>scriptedprivate
currencyInventoryListenerwref<InventoryScriptListener>scriptedprivate
currencyNotificationCNamescriptedprivate
delaySystemref<DelaySystem>scriptedprivate
inventoryListenerwref<InventoryScriptListener>scriptedprivate
InventoryManagerref<InventoryDataManagerV2>scriptedprivate
itemNotificationCNamescriptedprivate
playerDevelopmentSystemref<PlayerDevelopmentSystem>scriptedprivate
playerPuppetwref<GameObject>scriptedprivate
showDurationFloatscriptedprivate
transactionSystemwref<TransactionSystem>scriptedprivate
xpNotificationCNamescriptedprivate

Methods 18

private final func EquipmentAreaNeedsNotification(area: gamedataEquipmentArea) -> Boolscripted
private final func GetComparisonState(item: script_ref<InventoryItemData>) -> ItemComparisonStatescripted
public func GetID() -> Int32scripted
public func GetShouldSaveState() -> Boolscripted
private final func IsBestInBackpack(newItem: script_ref<InventoryItemData>) -> Boolscripted
private final func NeedsNotification(newItem: script_ref<InventoryItemData>) -> Boolscripted
protected cb func OnCharacterProficiencyUpdated(evt: ref<ProficiencyProgressEvent>) -> Boolscripted
protected cb func OnCombatStateChanged(value: Int32) -> Boolscripted
protected cb func OnNewTarotCardAdded(evt: ref<TarotCardAdded>) -> Boolscripted
protected cb func OnPlayerAttach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnPlayerDetach(playerPuppet: ref<GameObject>) -> Boolscripted
protected cb func OnUILootedItemEvent(evt: ref<UILootedItemEvent>) -> Boolscripted
public final func PushCurrencyNotification(diff: Int32, total: Uint32)scripted
public final func PushItemNotification(itemID: ItemID, itemRarity: CName)scripted
public final func PushXPNotification(value: Int32, remainingPointsToLevelUp: Int32, delta: Int32, notificationColorTheme: CName, notificationName: script_ref<String>, type: gamedataProficiencyType, currentLevel: Int32, isLevelMaxed: Bool)scripted
protected final func RegisterPSMListeners(playerObject: ref<GameObject>)scripted
private final func ShouldRarityForceNotification(newItem: script_ref<InventoryItemData>) -> Boolscripted
protected final func UnregisterPSMListeners(playerObject: ref<GameObject>)scripted