StatusEffectAIData_Record class
game.data.StatusEffectAIData_Record
Inheritance
Base: game.data.TweakDBRecord
Derived
None.
Properties
None.
Functions
WeakHandle<game.data.StatusEffectAIBehaviorFlag_Record> BehaviorEventFlag()RTTIgame.data.StatusEffectAIBehaviorFlag_Record? BehaviorEventFlagHandle()RTTIWeakHandle<game.data.StatusEffectAIBehaviorType_Record> BehaviorType()RTTIgame.data.StatusEffectAIBehaviorType_Record? BehaviorTypeHandle()RTTIWeakHandle<game.data.SensePreset_Record> SensePreset()RTTIgame.data.SensePreset_Record? SensePresetHandle()RTTIint GetStimulisCount()RTTIWeakHandle<game.data.Stim_Record> GetStimulisItem(int index)RTTIgame.data.Stim_Record? GetStimulisItemHandle(int index)RTTIbool StimulisContains(WeakHandle<game.data.Stim_Record> item)RTTIint GetActivationPrereqsCount()RTTIWeakHandle<game.data.IPrereq_Record> GetActivationPrereqsItem(int index)RTTIgame.data.IPrereq_Record? GetActivationPrereqsItemHandle(int index)RTTIbool ActivationPrereqsContains(WeakHandle<game.data.IPrereq_Record> item)RTTIint GetBehaviorSignalResendDelayCount()RTTIWeakHandle<game.data.StatModifier_Record> GetBehaviorSignalResendDelayItem(int index)RTTIgame.data.StatModifier_Record? GetBehaviorSignalResendDelayItemHandle(int index)RTTIbool BehaviorSignalResendDelayContains(WeakHandle<game.data.StatModifier_Record> item)RTTICName BehaviourName()RTTIfloat Priority()RTTIfloat StimRangeMultiplier()RTTIbool UpdateSenses()RTTIbool ShouldDelayStatusEffectApplication()RTTIbool ShouldProcessAIDataOnReapplication()RTTIbool AllowDelayStatusEffectSignalIfSamePriorityExecuting()RTTI