BlackICE Scripting

class game

PrereqState

game.PrereqState

  • 0 properties
  • 5 functions
  • 90 derived classes

Extends IScriptable ISerializable

Derived

AlwaysTruePrereqState, ArmsCWInSlotPrereqState, CanPlayerHijackMountedNpcPrereqState, CharacterDataPrereqState, ChargedItemsPrereqState, ConsumableChargesPrereqState, DialogueChoiceHubPrereqState, DismembermentTriggeredPrereqState, EntityHasVisualTagPrereqState, EntityNoticedPlayerPrereqState

Show 80 more of 90 derived classes

FactValuePrereqState, GameTimePrereqState, GenericHitPrereqState, InstigatorSlotPrereqState, InvestedPerksPrereqState, IsHumanPrereqState, IsMountedByPreventionNPCPrereqState, IsNewPerkBoughtPrereqState, IsNpcMountedInSlotPrereqState, IsNpcPlayingMountingAnimationPrereqState, IsPlayerControlsDevicePrereqState, IsPlayerMovingPrereqState, IsPlayerOnGroundPrereqState, IsPlayerPrereqState, IsPlayerReachablePrereqState, IsPuppetActivePrereqState, IsPuppetBreachedPrereqState, IsVehicleDoorLockedState, IsVehicleDoorQuestLockedState, ItemInSlotPrereqState, ItemSlotsFilledPrereqState, NPCAttitudeTowardsPlayerPrereqState, NPCDetectingPlayerPrereqState, NPCHitReactionTypePrereqState, NPCHitSourcePrereqState, NPCInScenePrereqState, NPCIsAggressiveState, NPCLocomotionTypePrereqState, NPCRarityPrereqState, NPCReactionPresetPrereqState, NPCRecordHasVisualTagState, NPCRevealedPrereqState, NPCStatePrereqState, NPCTrackingPlayerPrereqState, OnOffPrereqState, PerkPrereqState, PlayerCombatStateTimePrereqState, PlayerDoesntHaveQuickhackPrereqState, PlayerDoesntHaveRecipePrereqState, PlayerElevationPrereqState, PlayerIsNewPerkBoughtPrereqState, PlayerStateMachinePrereqState, PuppetMortalPrereqState, RandomChancePrereqState, RarityOfEquippedConsumableItemPrereqState, RarityOfEquippedCyberdeckPrereqState, ReloadFromEmptyPrereqState, RevealAccessPointPrereqState, SetChancePrereqState, SkillCheckPrereqState, StartedUsingHealingItemOrCyberwarePrereqState, StatCheckPrereqState, StatPoolChangeOverTimePrereqState, StatPoolPrereqState, StatPoolSpentPrereqState, StatPrereqState, StatusEffectPrereqState, TemporalPrereqState, UsedHealingItemOrCyberwarePrereqState, WeaponFirstReloadStatePrereqState, WeaponShootPrereqState, WeaponStateMachinePrereqState, WoundedTriggeredPrereqState, game.AttitudePrereqState, game.BlackboardPrereqState, game.CurrentTargetPrereqState, game.EntitiesWithStatusEffectPrereqState, game.EntityIDArrayPrereqState, game.EquippedPrereqState, game.HasDialogVisualizerVisiblePrereqState, game.InventoryPrereqState, game.IsVisualizerActivePrereqState, game.MultiPrereqState, game.NotPrereqState, game.PlayerProximityPrereqState, game.RPGPrereqState, game.StatPoolPrereqState, game.TierPrereqState, game.VisionModePrereqState, game.WasScannedPrereqState

Properties

None.

Functions

  • void OnChanged(bool newState) RTTI
  • void OnChangedRepeated(bool? callOnlyOnStateFulfilled) RTTI
  • game.IPrereq? GetPrereq() RTTI
  • IScriptable? GetContext() RTTI
  • bool IsFulfilled() RTTI