attribute¶
set_attribute_base_rank¶
void native.attribute.set_attribute_base_rank(int ped, int attribute_index, int new_value)
attributeIndex:
enum ePedAttribute
{
PA_HEALTH,
PA_STAMINA,
PA_SPECIALABILITY,
PA_COURAGE,
PA_AGILITY,
PA_SPEED,
PA_ACCELERATION,
PA_BONDING,
SA_HUNGER,
SA_FATIGUED,
SA_INEBRIATED,
SA_POISONED,
SA_BODYHEAT,
SA_BODYWEIGHT,
SA_OVERFED,
SA_SICKNESS,
SA_DIRTINESS,
SA_DIRTINESSHAT,
MTR_STRENGTH,
MTR_GRIT,
MTR_INSTINCT,
PA_UNRULINESS,
SA_DIRTINESSSKIN
};
get_attribute_rank¶
int native.attribute.get_attribute_rank(int ped, int attribute_index)
get_attribute_base_rank¶
int native.attribute.get_attribute_base_rank(int ped, int attribute_index)
get_attribute_bonus_rank¶
int native.attribute.get_attribute_bonus_rank(int ped, int core_index)
get_max_attribute_rank¶
int native.attribute.get_max_attribute_rank(int ped, int attribute_index)
set_attribute_bonus_rank¶
void native.attribute.set_attribute_bonus_rank(int ped, int attribute_index, int new_value)
get_default_attribute_rank¶
int native.attribute.get_default_attribute_rank(int ped, int attribute_index)
get_default_max_attribute_rank¶
int native.attribute.get_default_max_attribute_rank(int ped, int attribute_index)
add_attribute_points¶
void native.attribute.add_attribute_points(int ped, int attribute_index, int p2)
set_attribute_points¶
void native.attribute.set_attribute_points(int ped, int attribute_index, int p2)
get_attribute_points¶
int native.attribute.get_attribute_points(int ped, int attribute_index)
get_max_attribute_points¶
int native.attribute.get_max_attribute_points(int ped, int attribute_index)
_set_attribute_core_value¶
void native.attribute._set_attribute_core_value(int ped, int core_index, int value)
coreIndex:
enum eAttributeCore
{
ATTRIBUTE_CORE_HEALTH,
ATTRIBUTE_CORE_STAMINA,
ATTRIBUTE_CORE_DEADEYE
};
_get_attribute_core_value¶
int native.attribute._get_attribute_core_value(int ped, int core_index)
get_default_attribute_points_needed_for_rank¶
int native.attribute.get_default_attribute_points_needed_for_rank(int model_hash, int attribute_index, int rank)
enable_attribute_overpower¶
void native.attribute.enable_attribute_overpower(int ped, int attribute_index, float value, bool make_sound)
_enable_attribute_core_overpower¶
void native.attribute._enable_attribute_core_overpower(int ped, int core_index, float value, bool make_sound)
disable_attribute_overpower¶
void native.attribute.disable_attribute_overpower(int ped, int attribute_index)
_is_attribute_overpowered¶
bool native.attribute._is_attribute_overpowered(int ped, int attribute_index)
_is_attribute_core_overpowered¶
bool native.attribute._is_attribute_core_overpowered(int ped, int core_index)
_get_attribute_overpower_seconds_left¶
float native.attribute._get_attribute_overpower_seconds_left(int ped, int attribute_index)
_get_attribute_core_overpower_seconds_left¶
float native.attribute._get_attribute_core_overpower_seconds_left(int ped, int core_index)
_start_item_preview¶
void native.attribute._start_item_preview(int p0, int p1)
stop_item_preview¶
void native.attribute.stop_item_preview()
_set_status_effect_core_icon¶
void native.attribute._set_status_effect_core_icon(int status_effect_type)
Displays status effects on core icons (includes warnings).
enum eUiRpgStatusEffect
{
STATUS_NONE,
STATUS_COLD,
STATUS_HOT,
STATUS_OVERFED,
STATUS_DIRTY,
STATUS_SNAKE_VENOM,
STATUS_ARROW_WOUNDED,
STATUS_ARROW_DRAINED,
STATUS_ARROW_DISORIENTED,
STATUS_ARROW_TRACKED,
STATUS_ARROW_CONFUSION,
STATUS_UNDERWEIGHT,
STATUS_OVERWEIGHT,
STATUS_SICK_1,
STATUS_SICK_2,
STATUS_PREDATOR_INVULNERABLE
};
_set_status_effect_periodic_icon¶
void native.attribute._set_status_effect_periodic_icon(int status_effect_type)
_stop_status_effect_periodic_icon¶
void native.attribute._stop_status_effect_periodic_icon(int status_effect_type)