REDNODE / GAME API

Vendor

classscriptedClass

extends IScriptable › ISerializable

Properties 16

NameTypeFlags
gameInstanceGameInstancescriptedpublic
inventoryInitBoolscriptedprivate
inventoryReinitWithPlayerStatsBoolscriptedprivate
isAttachedBoolscriptedprivate
lastInteractionTimeFloatscriptedprivatepersistent
newItemsarray<TweakDBID>scriptedprivatepersistent
playerHacksarray<ItemID>scriptedprivate
playerHacksInitBoolscriptedprivate
priceMultiplierFloatscriptedprivatepersistent
soldItemsref<SoldItemsCache>scriptedprivatepersistent
stockarray<SItemStack>scriptedprivatepersistent
stockInitBoolscriptedprivate
tweakIDTweakDBIDscriptedprivatepersistent
vendorObjectwref<GameObject>scriptedpublic
vendorPersistentIDPersistentIDscriptedprivatepersistent
vendorRecordwref<Vendor_Record>scriptedprivate

Methods 59

public final func AddItemsToStock(itemStack: script_ref<SItemStack>)scripted
private final func AlwaysInStock(itemTDBID: TweakDBID) -> Boolscripted
public final func BuybackItemFromVendor(itemStack: script_ref<SItemStack>, requestId: Int32)scripted
public final func BuybackItemsFromVendor(itemsStack: script_ref<array<SItemStack>>, requestId: Int32)scripted
public final func BuyItemFromVendor(itemStack: script_ref<SItemStack>, requestId: Int32)scripted
public final func BuyItemsFromVendor(itemsStack: script_ref<array<SItemStack>>, requestId: Int32)scripted
private final func CalculateQuantityForStack(vendorWare: ref<VendorWare_Record>, player: ref<PlayerPuppet>) -> Int32scripted
private final const func CompareWithPlayerGrenadesQuality(itemStack: script_ref<SItemStack>) -> Boolscripted
private final const func CompareWithPlayerHealingItemsQuality(itemStack: script_ref<SItemStack>) -> Boolscripted
private final func CreateDynamicStockFromPlayerProgression(out outputStacks: array<SItemStack>, player: wref<GameObject>)scripted
private final func CreateStacksFromVendorItem(out outputStacks: array<SItemStack>, vendorItem: wref<VendorItem_Record>, player: ref<PlayerPuppet>)scripted
private final func CreateStacksFromVendorItemQuery(out outputStack: array<SItemStack>, vendorItemQuery: wref<VendorItemQuery_Record>, player: ref<PlayerPuppet>)scripted
public final func DispenseItemFromVendor(position: Vector4, opt itemID: ItemID)scripted
public final func DispenseItemStackFromVendor(position: Vector4, itemID: ItemID, amount: Int32, opt bypassStock: Bool)scripted
public final func DoesEquipAreaContainNewItems(area: gamedataEquipmentArea, checkPlayerCanBuy: Bool) -> Boolscripted
private final func FillVendorInventory(allowRegeneration: Bool)scripted
public final func GetAllStockForSale(checkPlayerCanBuy: Bool) -> array<SItemStack>scripted
public final func GetCyberwareForSale(checkPlayerCanBuy: Bool) -> array<SItemStack>scripted
private final func GetItemIndex(itemID: ItemID) -> Int32scripted
public final func GetItemsForSale(checkPlayerCanBuy: Bool) -> array<SItemStack>scripted
public final func GetItemsPlayerCanSell(allowQuestItems: Bool, excludeEquipped: Bool) -> array<SItemStack>scripted
public final const func GetLastInteractionTime() -> Floatscripted
public final func GetMoney() -> Int32scripted
public final func GetNewItems() -> array<TweakDBID>scripted
public final const func GetPriceMultiplier() -> Floatscripted
private final func GetRandomStockItem() -> ItemIDscripted
public final const func GetSoldItems() -> ref<SoldItemsCache>scripted
public final func GetStock() -> array<SItemStack>scripted
public final func GetVendorObject() -> wref<GameObject>scripted
public final func GetVendorPersistentID() -> PersistentIDscripted
public final func GetVendorRecord() -> ref<Vendor_Record>scripted
public final func GetVendorTweakID() -> TweakDBIDscripted
public final const func GetVendorType() -> gamedataVendorTypescripted
public final func Initialize(gameInstance: GameInstance, vendorID: TweakDBID, vendorObject: ref<GameObject>)scripted
private final func InitializeStock()scripted
private final func InitPlayerHacks()scripted
private final func InitSingleItemStack(out itemStack: SItemStack, itemRecord: ref<Item_Record>, itemID: ItemID)scripted
public final func IsAttached() -> Boolscripted
public final func IsNewItem(itemTDBID: TweakDBID) -> Boolscripted
public final func ItemInspected(itemTDBID: TweakDBID)scripted
private final func LazyInitStock()scripted
private final func LoadPlayerHacks()scripted
public final func OnAttach(owner: wref<GameObject>)scripted
public final func OnDeattach(owner: wref<GameObject>)scripted
public final func OnRestored(gameInstance: GameInstance, forceReinit: Bool)scripted
public final func OnVendorMenuOpen()scripted
private final func PerformItemTransfer(buyer: wref<GameObject>, seller: wref<GameObject>, itemTransaction: script_ref<SItemTransaction>) -> Boolscripted
private final const func PlayerCanBuy(itemStack: script_ref<SItemStack>) -> Boolscripted
public final const func PlayerCanSell(itemID: ItemID, allowQuestItems: Bool, excludeEquipped: Bool) -> Boolscripted
private final func RegenerateStock()scripted
public final func RemoveItemIDFromStock(itemID: ItemID) -> Boolscripted
private final func RemoveItemsFromStock(itemStack: script_ref<SItemStack>) -> Boolscripted
public final func SellItemsToVendor(itemsStack: script_ref<array<SItemStack>>, requestId: Int32)scripted
public final func SellItemToVendor(itemStack: script_ref<SItemStack>, requestId: Int32)scripted
public final func SetPersistentID(persistentID: PersistentID)scripted
public final func SetPriceMultiplier(value: Float)scripted
private final func ShouldRegenerateItem(itemTDBID: TweakDBID) -> Boolscripted
protected func ShouldRegenerateStock() -> Boolscripted
private final func UpdateNewItems(newStock: script_ref<array<SItemStack>>)scripted