REDNODE / GAME API

TransactionSystem

classnative name gameTransactionSystemnativeimportOnly

extends ITransactionSystem › IGameSystem › IScriptable › ISerializable

Methods 89

native func AddItemToSlot(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID, opt highPriority: Bool, opt itemObject: wref<ItemObject>, opt plane: ERenderingPlane, opt keepWorldTransform: Bool, opt ignoreRestrictions: Bool, opt garmentAppearanceName: CName, opt appearanceItem: ItemID, opt dontCacheEquippedItem: Bool) -> Bool
native func AddPart(obj: ref<GameObject>, itemID: ItemID, partItemID: ItemID, opt slotID: TweakDBID) -> Bool
native func CalculateTemporaryStatsBundle(obj: ref<GameObject>, rootPartID: ItemID, replacementPartID: ItemID, slotIdForReplacement: TweakDBID) -> ref<StatsBundleHandler>
native func CanItemBeActiveInSlot(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID) -> Bool
native func CanPlaceItemInSlot(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID) -> Bool
native func ChangeItemAppearanceByItemID(obj: ref<GameObject>, itemID: ItemID, newItemID: ItemID)
native func ChangeItemAppearanceByName(obj: ref<GameObject>, itemID: ItemID, newAppearanceName: CName)
native func ChangeItemAppearanceWithItemData()
native func ChangeItemToSlot(obj: ref<GameObject>, newSlotID: TweakDBID, itemID: ItemID) -> Bool
native func ClearAllSlots(obj: ref<GameObject>) -> Bool
native func ClearAttachmentAppearance(obj: ref<GameObject>, slotID: TweakDBID)
native func CreatePreviewItemID(itemID: ItemID) -> ItemID
native func CycleActiveItemInSlot(obj: ref<GameObject>, slotID: TweakDBID) -> ItemID
native func DropItemFromSlot(obj: ref<GameObject>, slotID: TweakDBID, opt shouldDestroyEntity: Bool, opt keepWorldTransform: Bool, opt skipSendAnimEquipEvents: Bool) -> Bool
native func EquipActiveItemInSlot(obj: ref<GameObject>, slotID: TweakDBID, highPriority: Bool) -> Bool
native func ForcePartInSlot(obj: ref<GameObject>, itemID: ItemID, partItemID: ItemID, slotID: TweakDBID) -> Bool
native func GetActiveItemInSlot(obj: ref<GameObject>, slotID: TweakDBID) -> ItemID
native func GetAvailableSlotsOnItem(obj: ref<GameObject>, itemID: ItemID, out availableSlots: array<TweakDBID>)
native func GetEmptySlotsOnItem(obj: ref<GameObject>, itemID: ItemID, out emptySlots: array<TweakDBID>)
native func GetItemAppearance(obj: ref<GameObject>, itemID: ItemID) -> CName
native func GetItemData(obj: ref<GameObject>, itemID: ItemID) -> wref<gameItemData>
native func GetItemDataByOwnerEntityId(id: EntityID, itemID: ItemID) -> wref<gameItemData>
native func GetItemDataByTDBID(obj: ref<GameObject>, itemTDBID: TweakDBID) -> wref<gameItemData>
native func GetItemInSlot(obj: ref<GameObject>, slotID: TweakDBID) -> ref<ItemObject>
native func GetItemInSlotByItemID(obj: ref<GameObject>, itemID: ItemID) -> ref<ItemObject>
native func GetItemList(obj: ref<GameObject>, out itemList: array<wref<gameItemData>>) -> Bool
native func GetItemListByTag(obj: ref<GameObject>, tag: CName, out itemList: array<wref<gameItemData>>) -> Bool
native func GetItemListByTags(obj: ref<GameObject>, tagList: array<CName>, out itemList: array<wref<gameItemData>>) -> Bool
native func GetItemListExcludingTags(obj: ref<GameObject>, tagList: array<CName>, out itemList: array<wref<gameItemData>>) -> Bool
native func GetItemListFilteredByTags(obj: ref<GameObject>, tags: array<CName>, excludedTags: array<CName>, out itemList: array<wref<gameItemData>>) -> Bool
native func GetItemQuantity(obj: ref<GameObject>, itemID: ItemID) -> Int32
native func GetItemQuantityByTag(obj: ref<GameObject>, tag: CName) -> Int32
native func GetItemQuantityWithDuplicates(obj: ref<GameObject>, itemID: ItemID) -> Int32
native func GetItemsInstallableInSlot(obj: ref<GameObject>, itemID: ItemID, slotID: TweakDBID, out installableItems: array<ItemID>)
native func GetNextActiveItemInSlot(obj: ref<GameObject>, slotID: TweakDBID) -> ItemID
native func GetNumItems(obj: ref<GameObject>, opt tagFilters: array<CName>) -> Int32
native func GetTotalItemQuantity(obj: ref<GameObject>) -> Int32
native func GetUsedSlotsOnItem(obj: ref<GameObject>, itemID: ItemID, out used: array<TweakDBID>)
native func GetVisualTags(entity: ref<Entity>, opt matchUsingDefaultAppearance: Bool) -> array<CName>
native func GetVisualTagsByItemID(itemID: ItemID, owner: ref<GameObject>) -> array<CName>
native func GiveItem(obj: ref<GameObject>, itemID: ItemID, amount: Int32, opt dynamicTags: array<CName>) -> Bool
native func GiveItemByItemArrayQuery(obj: ref<GameObject>, itemQueryTDBID: TweakDBID, opt seed: Uint64) -> Bool
native func GiveItemByItemData(obj: ref<GameObject>, itemData: ref<gameItemData>) -> Bool
native func GiveItemByItemQuery(obj: ref<GameObject>, itemQueryTDBID: TweakDBID, opt amount: Uint32, opt seed: Uint64, opt telemetryLogSource: String) -> Bool
native func GiveItemByTDBID(obj: ref<GameObject>, tdbID: TweakDBID, amount: Int32) -> Bool
native func GiveItems(obj: ref<GameObject>, itemList: array<ItemModParams>) -> Bool
native func GiveMoney(target: ref<GameObject>, amount: Int32, currency: CName) -> Bool
native func GivePreviewItemByItemData(obj: ref<GameObject>, itemData: ref<gameItemData>) -> Bool
native func GivePreviewItemByItemID(obj: ref<GameObject>, itemID: ItemID) -> Bool
native func HasItem(obj: ref<GameObject>, itemID: ItemID) -> Bool
native func HasItemDataInSlot(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID) -> Bool
native func HasItemInAnySlot(obj: ref<GameObject>, itemID: ItemID) -> Bool
native func HasItemInSlot(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID) -> Bool
native func HasTag(obj: ref<GameObject>, tag: CName, itemID: ItemID) -> Bool
native func InitializeSlots(obj: ref<GameObject>, out slotIDList: array<TweakDBID>) -> Bool
native func IsSlotEmpty(obj: ref<GameObject>, slotID: TweakDBID) -> Bool
native func IsSlotEmptySpawningItem(obj: ref<GameObject>, slotID: TweakDBID) -> Bool
native func IsSlotSpawningAnyItem(obj: ref<GameObject>, slotID: TweakDBID) -> Bool
native func IsSlotSpawningItem(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID) -> Bool
native func MatchVisualTag(entity: ref<Entity>, tag: CName, opt matchUsingDefaultAppearance: Bool) -> Bool
native func MatchVisualTagByItemID(itemID: ItemID, owner: ref<GameObject>, tag: CName) -> Bool
native func OnItemAddedToEquipmentSlot(owner: ref<GameObject>, itemID: ItemID, opt garmentAppearanceName: CName, opt appearanceItem: ItemID) -> Bool
native func OnItemRemovedFromEquipmentSlot(owner: ref<GameObject>, itemID: ItemID) -> Bool
native func PrefetchItemAppearance(obj: ref<GameObject>, itemID: ItemID, newAppearanceName: CName)
native func RefreshAttachment(obj: ref<GameObject>, out slotID: TweakDBID, opt keepWorldTransform: Bool)
native func RegisterAttachmentSlotListener(owner: ref<GameObject>, callback: ref<AttachmentSlotsScriptCallback>) -> ref<AttachmentSlotsScriptListener>
native func RegisterInventoryListener(owner: ref<GameObject>, callback: ref<InventoryScriptCallback>) -> ref<InventoryScriptListener>
native func ReinitializeStatsOnEntityItems(obj: ref<GameObject>)
native func ReleaseItem(owner: ref<GameObject>, item: wref<ItemObject>) -> Bool
native func RemoveAllItems(obj: ref<GameObject>) -> Bool
native func RemoveItem(obj: ref<GameObject>, itemID: ItemID, amount: Int32) -> Bool
native func RemoveItemByTDBID(obj: ref<GameObject>, tdbID: TweakDBID, amount: Int32, opt checkMultipleInstances: Bool) -> Bool
native func RemoveItemFromAnySlot(obj: ref<GameObject>, itemID: ItemID, opt shouldDestroyEntity: Bool, opt keepWorldTransform: Bool) -> Bool
native func RemoveItemFromSlot(obj: ref<GameObject>, slotID: TweakDBID, opt shouldDestroyEntity: Bool, opt keepWorldTransform: Bool, opt skipSendAnimEquipEvents: Bool) -> Bool
native func RemoveMoney(obj: ref<GameObject>, amount: Int32, currency: CName) -> Bool
native func RemovePart(obj: ref<GameObject>, itemID: ItemID, slotID: TweakDBID, opt shouldUpdateEntity: Bool) -> ItemID
native func ResetItemAppearance(obj: ref<GameObject>, itemID: ItemID)
native func RunItemArrayQuery(out itemRecords: array<ref<Item_Record>>, itemQueryTDBID: TweakDBID, opt excludeItems: array<TweakDBID>, opt uniquesOnly: Bool, opt context: ref<GameObject>, opt seed: Uint64)
native func RunItemQuery(itemQueryTDBID: TweakDBID, opt context: ref<GameObject>, opt seed: Uint64) -> ref<Item_Record>
native func SellItem(seller: ref<GameObject>, buyer: ref<GameObject>, itemID: ItemID, amount: Int32, currency: CName, opt price: Int32) -> Bool
native func SellItemStrict(seller: ref<GameObject>, buyer: ref<GameObject>, itemID: ItemID, amount: Int32, currency: CName, opt price: Int32) -> Bool
native func SetActiveItemInSlot(obj: ref<GameObject>, slotID: TweakDBID, itemID: ItemID) -> Bool
native func TakeItem(newOwner: ref<GameObject>, itemToLoot: wref<ItemObject>) -> Bool
native func ThrowItem(owner: ref<GameObject>, item: wref<GameObject>, setUpAndLaunchEvent: ref<gameprojectileSetUpAndLaunchEvent>) -> Bool
native func TransferAllItems(source: ref<GameObject>, target: ref<GameObject>) -> Bool
native func TransferItem(source: ref<GameObject>, target: ref<GameObject>, itemID: ItemID, amount: Int32, opt dynamicTags: array<CName>, opt force: Bool, opt flagItemAsSilent: Bool) -> Bool
native func TransferMoney(source: ref<GameObject>, target: ref<GameObject>, amount: Int32, currency: CName) -> Bool
native func UnregisterAttachmentSlotListener(owner: ref<GameObject>, listener: ref<AttachmentSlotsScriptListener>)
native func UnregisterInventoryListener(owner: ref<GameObject>, listener: ref<InventoryScriptListener>)