REDNODE / GAME API

PlayerDevelopmentData

classscriptedClass

extends IScriptable › ISerializable

Properties 18

NameTypeFlags
attributesarray<SAttribute>scriptedprivatepersistent
attributesDataarray<SAttributeData>scriptedprivatepersistent
devPointsarray<SDevelopmentPoints>scriptedprivatepersistent
displayActivityLogBoolscriptedprivate
highestCompletedMinigameLevelInt32scriptedprivatepersistent
knownRecipesarray<ItemRecipe>scriptedprivatepersistent
lifePathgamedataLifePathscriptedprivatepersistent
ownerwref<GameObject>scriptedpublic
ownerIDEntityIDscriptedprivatepersistent
perkAreasarray<SPerkArea>scriptedprivatepersistent
proficienciesarray<SProficiency>scriptedprivatepersistent
progressionBuildSetCompletedBoolscriptedprivate
queuedCombatExparray<SExperiencePoints>scriptedprivatepersistent
skillPrereqsarray<ref<SkillCheckPrereqState>>scriptedprivatepersistent
startingExperienceInt32scriptedprivate
startingLevelInt32scriptedprivate
statPrereqsarray<ref<StatCheckPrereqState>>scriptedprivatepersistent
traitsarray<STrait>scriptedprivatepersistent

Methods 203

private final const func ActivateNewPerk(perkType: gamedataNewPerkType, perkLevel: Int32)scripted
private final const func ActivatePerkLevelData(areaIndex: Int32, perkIndex: Int32)scripted
private final const func ActivateTraitBase(traitType: gamedataTraitType)scripted
public final const func AddDevelopmentPoints(amount: Int32, type: gamedataDevelopmentPointType)scripted
public final const func AddExperience(amount: Int32, type: gamedataProficiencyType, telemetryGainReason: telemetryLevelGainReason, opt isDebug: Bool)scripted
private final const func AddLevels(type: gamedataProficiencyType, opt amount: Int32)scripted
private final func AddProficiency(type: gamedataProficiencyType)scripted
private final func AddTrait(traitType: gamedataTraitType)scripted
public final func BumpNetrunnerMinigameLevel(value: Int32)scripted
public final const func BuyAttribute(type: gamedataStatType) -> Boolscripted
public final func BuyNewPerk(perkType: gamedataNewPerkType, opt forceBuy: Bool) -> Boolscripted
public final const func BuyPerk(perkType: gamedataPerkType) -> Boolscripted
public final const func CanAttributeBeBought(type: gamedataStatType) -> Boolscripted
private final const func CanGainNextProficiencyLevel(pIndex: Int32) -> Boolscripted
private final const func CanNewPerkBeBought(perkType: gamedataNewPerkType, isEspionagePerk: Bool, isEspionageMilestonePerk: Bool) -> Boolscripted
private final const func CanPerkBeBought(perkType: gamedataPerkType) -> Boolscripted
public final const func CanTraitBeBought() -> Boolscripted
public final func CheckIfAllnewPerkParentSold(perkType: gamedataNewPerkType) -> Boolscripted
private final func CheckIfAllNewPerkParentSold(attributeIdx: Int32, perkRecord: script_ref<SNewPerk>) -> Boolscripted
public final func CheckPlayerRespecCost() -> Boolscripted
public final const func CheckRelicMasterAchievement()scripted
public final const func CheckSpecialistAchievement(index: Int32)scripted
public final const func ClearAllDevPoints()scripted
private final const func ClearTraitInfiniteData(traitIndex: Int32)scripted
private final const func DeactivateNewPerk(perkType: gamedataNewPerkType, perkLevel: Int32)scripted
private final const func DeactivatePerkLevelData(areaIndex: Int32, perkIndex: Int32)scripted
public final func EspionageAttributeRetrofix()scripted
private final const func EvaluatePerkAreas(prof: gamedataProficiencyType)scripted
private final const func EvaluateTrait(profType: gamedataProficiencyType)scripted
private final const func EvaluateTraitInfiniteData(traitIndex: Int32)scripted
private final const func FindNewPerk(perkType: gamedataNewPerkType, out i: Int32, out j: Int32) -> Boolscripted
private final func FlushDevelopment()scripted
public final func ForceSellNewPerk(perkType: gamedataNewPerkType, out perkLevelSold: Int32) -> Boolscripted
private final func GetAttributeData(type: gamedataAttributeDataType) -> SAttributeDatascripted
private final func GetAttributeData(statType: gamedataStatType, out attrData: SAttributeData) -> Boolscripted
private final const func GetAttributeDevCap(type: gamedataStatType) -> Int32scripted
private final const func GetAttributeIndex(type: gamedataStatType) -> Int32scripted
private final const func GetAttributeNextLevelCost(type: gamedataStatType) -> Int32scripted
public final func GetAttributePoints(attributeDataType: gamedataAttributeDataType) -> Int32scripted
public final const func GetAttributeRecord(type: gamedataStatType) -> ref<Stat_Record>scripted
public final const func GetAttributes() -> array<SAttribute>scripted
public final const func GetAttributeValue(type: gamedataStatType) -> Floatscripted
public final const func GetCurrentLevelProficiencyExp(type: gamedataProficiencyType) -> Int32scripted
public final const func GetDevPoints(type: gamedataDevelopmentPointType) -> Int32scripted
private final const func GetDevPointsForLevel(level: Int32, profType: gamedataProficiencyType, devPtsType: gamedataDevelopmentPointType) -> Int32scripted
private final const func GetDevPointsIndex(type: gamedataDevelopmentPointType) -> Int32scripted
public final const func GetDominatingCombatProficiency() -> gamedataProficiencyTypescripted
private final const func GetEspionagePerksCount() -> Int32scripted
private final const func GetExperienceForNextLevel(type: gamedataProficiencyType) -> Int32scripted
public final const func GetExperiencePercentage() -> Int32scripted
public final const func GetHighestCompletedMinigameLevel() -> Int32scripted
public final const func GetInvestedPerkPoints(profType: gamedataProficiencyType) -> Int32scripted
public final const func GetIsProgressionBuildSetCompleted() -> Boolscripted
public final const func GetLifePath() -> gamedataLifePathscripted
private final const func GetNewPerkGLPackageTDBID(perkType: gamedataNewPerkType, perkLevel: Int32) -> TweakDBIDscripted
public final const func GetNewPerkMaxLevel(perkType: gamedataNewPerkType) -> Int32scripted
public final func GetOwner() -> wref<GameObject>scripted
public final func GetOwnerID() -> EntityIDscripted
public final const func GetPerkAreaFromPerk(perkType: gamedataPerkType) -> gamedataPerkAreascripted
public final const func GetPerkAreaIndex(areaType: gamedataPerkArea) -> Int32scripted
public final const func GetPerkAreaRecord(areaType: gamedataPerkArea) -> ref<PerkArea_Record>scripted
public final const func GetPerkAttribute(perkType: gamedataNewPerkType) -> wref<AttributeData_Record>scripted
public final const func GetPerkIndex(areaType: gamedataPerkArea, perkType: gamedataPerkType) -> Int32scripted
private final const func GetPerkIndex(perkType: gamedataPerkType) -> Int32scripted
private final const func GetPerkIndex(areaIndex: Int32, perkType: gamedataPerkType) -> Int32scripted
public final const func GetPerkLevel(perkType: gamedataPerkType) -> Int32scripted
public final const func GetPerkMaxLevel(perkType: gamedataPerkType) -> Int32scripted
public final const func GetPerkPackageTDBID(perkType: gamedataPerkType) -> TweakDBIDscripted
public final const func GetPerkPackageTDBID(areaIndex: Int32, perkIndex: Int32) -> TweakDBIDscripted
public final const func GetPerkRecord(perkType: gamedataPerkType) -> ref<Perk_Record>scripted
public final const func GetPerks() -> array<SPerk>scripted
public final const func GetProficiencyAbsoluteMaxLevel(type: gamedataProficiencyType) -> Int32scripted
private final const func GetProficiencyExpCurveNames(type: gamedataProficiencyType, out curvName: CName, out colName: CName)scripted
public final const func GetProficiencyFromPerkArea(perkArea: gamedataPerkArea) -> gamedataProficiencyTypescripted
public final const func GetProficiencyIndexByType(type: gamedataProficiencyType) -> Int32scripted
public final const func GetProficiencyIndexFromPerkArea(perkArea: gamedataPerkArea) -> Int32scripted
public final const func GetProficiencyLevel(type: gamedataProficiencyType) -> Int32scripted
private final const func GetProficiencyMaxLevel(type: gamedataProficiencyType) -> Int32scripted
public final const func GetProficiencyRecordByIndex(index: Int32) -> ref<Proficiency_Record>scripted
public final const func GetRemainingExpForLevelUp(type: gamedataProficiencyType) -> Int32scripted
public final const func GetRemainingRequiredPerkPoints(areaRecord: ref<PerkArea_Record>, out amount: Int32) -> Boolscripted
public final const func GetRemainingRequiredPerkPoints(traitRecord: ref<Trait_Record>, out amount: Int32) -> Boolscripted
public final const func GetSpentPerkPoints() -> Int32scripted
public final const func GetSpentTraitPoints() -> Int32scripted
public final const func GetTotalProfExperience(type: gamedataProficiencyType) -> Int32scripted
public final const func GetTotalRespecCost() -> Int32scripted
private final const func GetTraitIndex(traitType: gamedataTraitType) -> Int32scripted
public final const func GetTraitLevel(traitType: gamedataTraitType) -> Int32scripted
private final const func GetTraitLevel(traitIndex: Int32) -> Int32scripted
private final const func GetTraitRecord(traitType: gamedataTraitType) -> ref<Trait_Record>scripted
public final func GetUnlockedPerkList(perkType: gamedataNewPerkType, out unlockedPerks: array<gamedataNewPerkType>)scripted
private final func HandleAddingPerkLevel(i: Int32, j: Int32)scripted
private final func HandleRemovingPerkLevel(i: Int32, j: Int32) -> Int32scripted
private final func HandleRemovingTech_Central_Milestone_3(playerData: ref<EquipmentSystemPlayerData>)scripted
public final func HasEnoughtAttributePoints(perkType: gamedataNewPerkType) -> Boolscripted
public final const func HasPerk(perkType: gamedataPerkType) -> Boolscripted
private final const func IncreasePerkLevel(areaIndex: Int32, perkIndex: Int32)scripted
public final const func IncreaseTraitLevel(traitType: gamedataTraitType) -> Boolscripted
private final func InitializeAttributesData()scripted
private final const func InitializePerk(perkType: gamedataPerkType) -> SPerkscripted
private final func InitializePerkArea(areaType: gamedataPerkArea)scripted
private final func InitializePerkAreas()scripted
private final func InitializeTraits()scripted
public final const func IsEspionageMilestonePerk(type: gamedataNewPerkType) -> Boolscripted
public final const func IsNewPerkBought(perkType: gamedataNewPerkType) -> Int32scripted
public final const func IsNewPerkBoughtAnyLevel(perkType: gamedataNewPerkType) -> Boolscripted
public final const func IsNewPerkEspionage(perkType: gamedataNewPerkType) -> Boolscripted
public final const func IsNewPerkUnlocked(perkType: gamedataNewPerkType) -> Boolscripted
private final const func IsPerkAreaBaseReqMet(areaRecord: ref<PerkArea_Record>) -> Boolscripted
public final const func IsPerkAreaMasteryReqMet(areaRecord: ref<PerkArea_Record>) -> Boolscripted
public final const func IsPerkAreaReqMet(areaRecord: ref<PerkArea_Record>) -> Boolscripted
public final const func IsPerkAreaUnlocked(area: gamedataPerkArea) -> Boolscripted
public final const func IsPerkAreaUnlocked(aIndex: Int32) -> Boolscripted
private final const func IsPerkAreaValid(areaType: gamedataPerkArea) -> Boolscripted
private final const func IsPerkMaxLevel(perkType: gamedataPerkType) -> Boolscripted
public final const func IsProficiencyMaxLvl(type: gamedataProficiencyType) -> Boolscripted
private final const func IsProficiencyStatAdded(type: gamedataProficiencyType) -> Boolscripted
private final const func IsStatValid(type: gamedataStatType) -> Boolscripted
private final const func IsTraitReqMet(traitType: gamedataTraitType) -> Boolscripted
public final const func IsTraitUnlocked(traitType: gamedataTraitType) -> Boolscripted
private final const func IsTraitUnlocked(traitIndex: Int32) -> Boolscripted
private final func LockAllNewPerkParents(attributeIdx: Int32, perkRecord: script_ref<SNewPerk>)scripted
public final func LockNewPerk(perkType: gamedataNewPerkType) -> Boolscripted
public final const func LockPerkArea(areaType: gamedataPerkArea)scripted
private final const func ModifyAttribute(type: gamedataStatType, amount: Float)scripted
public final const func ModifyDevPoints(type: gamedataProficiencyType, level: Int32)scripted
public final const func ModifyProficiencyLevel(type: gamedataProficiencyType, opt isDebug: Bool, opt levelIncrease: Int32)scripted
private final const func ModifyProficiencyLevel(proficiencyIndex: Int32, isDebug: Bool, opt levelIncrease: Int32)scripted
public final func OnAttach()scripted
public final func OnDetach()scripted
public final func OnNewGame()scripted
public final func OnRestored(gameInstance: GameInstance)scripted
private final const func ProcessBuildAttributes(attributes: script_ref<array<wref<BuildAttribute_Record>>>)scripted
private final const func ProcessBuildCyberware(cyberware: script_ref<array<wref<BuildCyberware_Record>>>)scripted
private final const func ProcessBuildEquipment(equipment: script_ref<array<wref<BuildEquipment_Record>>>, randomizeClothing: Bool)scripted
private final const func ProcessBuildItems(items: script_ref<array<wref<InventoryItem_Record>>>)scripted
private final func ProcessBuildNewPerks(perks: script_ref<array<wref<BuildNewPerk_Record>>>, opt forceBuy: Bool)scripted
private final func ProcessBuildPerks(perks: script_ref<array<wref<BuildPerk_Record>>>)scripted
private final const func ProcessBuildProficiencies(proficiencies: script_ref<array<wref<BuildProficiency_Record>>>, isDebugBuild: Bool)scripted
private final const func ProcessBuildPrograms(programs: script_ref<array<wref<BuildProgram_Record>>>)scripted
private final const func ProcessCraftbook(recipes: wref<Craftable_Record>)scripted
private final func ProcessLifePath(lifePath: wref<LifePath_Record>)scripted
private final const func ProcessProficiencyPassiveBonus(profIndex: Int32)scripted
private final func ProcessProgressionBuild(buildRecord: ref<ProgressionBuild_Record>, opt isDebugBuild: Bool)scripted
public final func ProcessQueuedCombatExperience(entity: EntityID)scripted
private final const func ProcessTutorialFacts()scripted
public final func QueueCombatExperience(amount: Float, type: gamedataProficiencyType, entity: EntityID)scripted
private final func RandomizeClothing()scripted
public final func RefreshDevelopmentSystem()scripted
public final func RefreshDevelopmentSystemOnNewGameStarted()scripted
public final const func RefreshPerkAreas()scripted
private final const func RefreshProficiencyStats()scripted
public final func RegisterSkillCheckPrereq(skillPrereq: ref<SkillCheckPrereqState>)scripted
public final func RegisterStatCheckPrereq(statPrereq: ref<StatCheckPrereqState>)scripted
public final func ReinitializeProficiencies()scripted
public final const func RemoveAllPerks(free: Bool)scripted
public final const func RemoveDeprecatedPerkPoints()scripted
public final const func RemovePerk(perkType: gamedataPerkType) -> Boolscripted
private final const func RemovePerkRecipes(perkType: gamedataPerkType)scripted
private final const func RemoveTrait(traitType: gamedataTraitType) -> Boolscripted
public final const func ResetAllDevPoints()scripted
public final const func ResetAllProficienciesLevel()scripted
public final const func ResetAttribute(type: gamedataStatType)scripted
public final const func ResetAttributes()scripted
private final const func ResetDevelopmentPoints(type: gamedataDevelopmentPointType)scripted
public final func ResetNewPerks()scripted
private final const func ResetProficiencyLevel(type: gamedataProficiencyType)scripted
private final const func RestoreProficiencyPassiveBonuses(profIndex: Int32, gameInstance: GameInstance)scripted
private final func ReturnDevelopmentPointForSoldPerk(i: Int32, j: Int32)scripted
private final func ScaleItems()scripted
public final func ScaleNPCsToPlayerLevel()scripted
public final const func SellAllAttributes()scripted
public final const func SellAttribute(type: gamedataStatType) -> Boolscripted
public final func SellNewPerk(perkType: gamedataNewPerkType, out perkLevelSold: Int32) -> Boolscripted
private final const func SendMaxStreetCredLevelReachedTrackingRequest()scripted
private final const func SetAchievementProgress(index: Int32)scripted
public final const func SetAttribute(type: gamedataStatType, amount: Float)scripted
private final func SetAttributes()scripted
private final func SetDevelopmentPoints()scripted
public final const func SetDevelopmentsPoint(type: gamedataDevelopmentPointType, value: Int32)scripted
public final func SetIsProgressionBuildSetCompleted(value: Bool)scripted
public final const func SetLevel(type: gamedataProficiencyType, lvl: Int32, telemetryGainReason: telemetryLevelGainReason, opt isDebug: Bool)scripted
public final func SetLifePath(lifePath: TweakDBID)scripted
public final func SetOwner(owner: ref<GameObject>)scripted
private final func SetProficiencies()scripted
private final const func SetProficiencyStat(type: gamedataProficiencyType, level: Int32)scripted
public final func SetProgressionBuild(build: gamedataBuildType, opt isDebugBuild: Bool)scripted
public final func SetProgressionBuild(buildID: TweakDBID, opt isDebugBuild: Bool)scripted
public final const func ShouldPerkAreaBeAvailable(areaType: gamedataPerkArea) -> Boolscripted
private final const func SpendDevelopmentPoint(type: gamedataDevelopmentPointType)scripted
private final const func SpendDevelopmentPoint(type: gamedataDevelopmentPointType, amount: Int32)scripted
public final func UnlockFreeNewPerks(attributeDataType: gamedataAttributeDataType)scripted
public final func UnlockNewPerk(perkType: gamedataNewPerkType) -> Boolscripted
public final const func UnlockPerkArea(areaType: gamedataPerkArea)scripted
public final func UnregisterSkillCheckPrereq(skillPrereq: ref<SkillCheckPrereqState>)scripted
public final func UnregisterStatCheckPrereq(statPrereq: ref<StatCheckPrereqState>)scripted
public final func UpdateAttributes(attributes: script_ref<array<CharacterCustomizationAttribute>>)scripted
public final const func UpdatePerkAreaBB(areaIndex: Int32)scripted
private final const func UpdatePlayerXP()scripted
private final const func UpdateProficiencyMaxLevels()scripted
private final const func UpdateSkillPrereqs(changedSkill: gamedataProficiencyType, newLevel: Int32)scripted
private final const func UpdateStatPrereqs(changedStat: gamedataStatType, newValue: Float)scripted
public final const func UpdateUIBB()scripted