Files
ReshadePluginsCore/ClairObscur/SDK/AC_jRPG_CharacterBattleStats_classes.hpp
2026-03-18 18:13:09 +01:00

348 lines
38 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AC_jRPG_CharacterBattleStats
#include "Basic.hpp"
#include "E_jRPG_ItemType_structs.hpp"
#include "FPassiveEffect_structs.hpp"
#include "S_jRPG_OverdriveSource_structs.hpp"
#include "Engine_structs.hpp"
#include "Engine_classes.hpp"
#include "S_ResurrectParameters_structs.hpp"
#include "ERuntimeBattleStatType_structs.hpp"
#include "S_jRPG_Item_StaticData_structs.hpp"
#include "E_jRPG_StatType_structs.hpp"
#include "FCharacterStats_structs.hpp"
#include "E_jRPG_ActionType_structs.hpp"
#include "E_BreakStunReason_structs.hpp"
#include "SandFall_structs.hpp"
#include "StatMultiplier_structs.hpp"
#include "CoreUObject_structs.hpp"
#include "FEquipmentSlot_structs.hpp"
#include "EAttackType_structs.hpp"
#include "EDamageReason_structs.hpp"
#include "ECharacterTeamSelector_structs.hpp"
#include "EBuffApplicationProbability_structs.hpp"
#include "EAPChangeReason_structs.hpp"
#include "EElementalAffinity_structs.hpp"
#include "EHealReason_structs.hpp"
namespace SDK
{
// BlueprintGeneratedClass AC_jRPG_CharacterBattleStats.AC_jRPG_CharacterBattleStats_C
// 0x0708 (0x07A8 - 0x00A0)
class UAC_jRPG_CharacterBattleStats_C final : public UActorComponent
{
public:
struct FPointerToUberGraphFrame UberGraphFrame; // 0x00A0(0x0008)(ZeroConstructor, Transient, DuplicateTransient)
class FName CharacterHardcodedName; // 0x00A8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UTexture2D* CharacterBattleIcon; // 0x00B0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class FText CharacterDisplayName; // 0x00B8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
TMap<E_jRPG_StatType, double> CharacterBaseStats; // 0x00C8(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, AdvancedDisplay)
TMap<E_jRPG_StatType, double> CharacterCurrentStats; // 0x0118(0x0050)(Edit, BlueprintVisible, Transient, DisableEditOnInstance, AdvancedDisplay)
double CurrentHP; // 0x0168(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
int32 CurrentShieldPoints; // 0x0170(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_174[0x4]; // 0x0174(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
double CurrentAP; // 0x0178(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
double CurrentInitiative; // 0x0180(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
bool Defending; // 0x0188(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
uint8 Pad_189[0x7]; // 0x0189(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
class UAC_jRPG_BattleManager_C* BattleManagerReference; // 0x0190(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
class UBP_jRPG_GI_Custom_C* GameInstanceReference; // 0x0198(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
E_jRPG_ActionType SelectedActionType; // 0x01A0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_1A1[0x3]; // 0x01A1(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
class FName SelectedSecondaryActionName; // 0x01A4(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_1AC[0x4]; // 0x01AC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class ABP_jRPG_Character_Battle_Base_C*> TargetedCharacters; // 0x01B0(0x0010)(Edit, BlueprintVisible, DisableEditOnTemplate, DisableEditOnInstance)
double CurrentPower; // 0x01C0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
TMap<E_jRPG_ItemType, struct FS_jRPG_Item_StaticData> EquipmentLegacy; // 0x01C8(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
double BuffPower; // 0x0218(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
double OriginalPower; // 0x0220(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UBP_BattleBuffComponent_C* BattleBuffComponent; // 0x0228(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMap<struct FGuid, struct FStatMultiplier> CharacterStatMultipliers; // 0x0230(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
TMap<class FName, int32> SkillsLearnt; // 0x0280(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated)
double CurrentOverdrive; // 0x02D0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
struct FS_jRPG_OverdriveSource OverdriveSources; // 0x02D8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool SimulatedDamage_; // 0x02E8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_2E9[0x3]; // 0x02E9(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
int32 TurnSkipRefCount; // 0x02EC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(class UBP_BattleBuffInstance_C* BuffInstance)> OnBuffAdded; // 0x02F0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UBP_BattleBuffInstance_C* BuffInstance)> OnBuffRemoved; // 0x0300(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(double NewHP, double PreviousHP)> OnHPChanged; // 0x0310(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(int32 CurrentValue, int32 PreviousValue)> OnShieldPointsChanged; // 0x0320(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void()> OnCharacterInitialized; // 0x0330(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class UWBP_HUD_Battle_CharacterPortrait_C* CharacterBattleSlotWidget; // 0x0340(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
bool HasReceivedHitDuringCurrentSkill; // 0x0348(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, Deprecated, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool HasParriedAllHitsDuringCurrentSkill; // 0x0349(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_34A[0x6]; // 0x034A(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class FName> ActiveChecks; // 0x0350(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
class FName Check_CanRecoverHP; // 0x0360(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class FName Check_IsAlive; // 0x0368(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class FName Check_IsMaxedHP; // 0x0370(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class FName Check_CanResurrect; // 0x0378(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
class UBP_BattleCheckContext_C* TargetingCheckContext; // 0x0380(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
class UBP_BattleCheckContext_C* BattleActionCheckContext; // 0x0388(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TMulticastInlineDelegate<void(int32 NewAP, int32 PreviousAP, class UAC_jRPG_CharacterBattleStats_C* CharacterStats)> OnAPChanged; // 0x0390(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
int32 APDefendCost; // 0x03A0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 APDodgeCost; // 0x03A4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 APParryCost; // 0x03A8(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 APNewTurnGain; // 0x03AC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 APGainParry; // 0x03B0(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 APGainAttack; // 0x03B4(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
struct FFCharacterStats CharacterStats; // 0x03B8(0x0030)(Edit, BlueprintVisible, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int32 APTurnStartBonus; // 0x03E8(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_3EC[0x4]; // 0x03EC(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TMulticastInlineDelegate<void(class UBP_BattleEvent_APChange_C* APChangeEvent)> OnAPChangedEvent; // 0x03F0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void()> OnDeath; // 0x0400(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
int32 DefenseLockRefCount; // 0x0410(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsStun; // 0x0414(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_415[0x3]; // 0x0415(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
TMap<struct FFEquipmentSlot, struct FS_jRPG_Item_StaticData> Equipment; // 0x0418(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, Deprecated, ContainsInstancedReference)
int64 StunBreakBarCurrent; // 0x0468(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
int64 StunBreakBarMax; // 0x0470(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
struct FSF_ReferenceCounter BreakDamageBlockerRefCount; // 0x0478(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
bool HasEngagementBonus; // 0x0498(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_499[0x7]; // 0x0499(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
TMap<class UBP_BattleBuffInstance_C*, struct FFPassiveEffect> BuffToPassiveMap; // 0x04A0(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
TMap<class UBP_BattleBuffInstance_C*, class FName> BuffToPassiveIDsMap; // 0x04F0(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
bool IsBoss; // 0x0540(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_541[0x7]; // 0x0541(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
struct FSF_ReferenceCounter PreventDeathRefCount; // 0x0548(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
bool IsCurrentAttackUndodgeable; // 0x0568(0x0001)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsCurrentAttackUnblockable; // 0x0569(0x0001)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsCurrentAttackGradient; // 0x056A(0x0001)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsCurrentAttackJumpable; // 0x056B(0x0001)(Edit, BlueprintVisible, ZeroConstructor, Transient, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_56C[0x4]; // 0x056C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
class UClass* AutomaticCounterSkill; // 0x0570(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
TArray<class UBP_DataAsset_Skill_C*> Skills; // 0x0578(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
TMap<class UBP_DataAsset_Skill_C*, class UBP_SkillState_C*> SkillStates; // 0x0588(0x0050)(Edit, BlueprintVisible, Transient, DisableEditOnInstance)
bool GradientAttackPpIsOn; // 0x05D8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool IsFleeing; // 0x05D9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_5DA[0x6]; // 0x05DA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
class UAC_jRPG_CharacterBattleStats_C* PuppetedBy; // 0x05E0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
TArray<class UBP_SkillDataComponentScript_C*> BattleStartEvent_ToProcess_SkillDataComponent; // 0x05E8(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
class UBP_DependencyRefCounter_C* BattleStartNotifyDependencies; // 0x05F8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
struct FSF_ReferenceCounter DodgeLock; // 0x0600(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void(class UBP_BattleDamages_C* BattleDamages)> OnDamageReceived; // 0x0620(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
bool IsPerformingLastStand; // 0x0630(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool ShouldInterceptAllTeamAttacks; // 0x0631(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_632[0x6]; // 0x0632(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class UAC_jRPG_CharacterBattleStats_C*> CharactersToProtectWithInterception; // 0x0638(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
class UAC_jRPG_CharacterBattleStats_C* CurrentInterceptedCharacter; // 0x0648(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
struct FSF_ReferenceCounter DamageLimitUnlockRefCount; // 0x0650(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
EAttackType BaseDamageType; // 0x0670(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
EAttackType FreeAimDamageType; // 0x0671(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, Deprecated, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_672[0x6]; // 0x0672(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
struct FS_ResurrectParameters NextResurrectParameters; // 0x0678(0x0018)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, ContainsInstancedReference, HasGetValueTypeHash)
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* SelfCharacter, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, int32 PreviousValue)> OnBreakDamageReceived; // 0x0690(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* SelfCharacter)> OnBreakBarStun; // 0x06A0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats, TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetCharacterBases, class FName ShardID, class FName ConsumableID)> OnConsumableActionEffect; // 0x06B0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
TMulticastInlineDelegate<void(class UObject* CharacterStats)> OnDeathDamagePrevented; // 0x06C0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
bool IsFlying; // 0x06D0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_6D1[0x7]; // 0x06D1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
struct FSF_ReferenceCounter ForceAutoAttackRefCount; // 0x06D8(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void(int64 Amount, class UBP_BattleDamages_C* BattleDamages)> OnDamageAbsorbed; // 0x06F8(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
class ABP_Battle_SkillScript_C* ForcedSkillOnNextTurn; // 0x0708(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
struct FSF_ReferenceCounter ParryLock; // 0x0710(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void(class UBP_SkillState_C* SkillState)> OnSkillPreExecution; // 0x0730(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
struct FSF_ModifierStackWrapper DodgeWindowModifierStack; // 0x0740(0x0008)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, ContainsInstancedReference)
struct FSF_ModifierStackWrapper ParryWindowModifierStack; // 0x0748(0x0008)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, ContainsInstancedReference)
TMulticastInlineDelegate<void()> OnPerfectDodge; // 0x0750(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
ETextGender GenderTag; // 0x0760(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool bIsPreparedForBattle; // 0x0761(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
bool bIsDeathQueuedForTurnEnd; // 0x0762(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
uint8 Pad_763[0x5]; // 0x0763(0x0005)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class UAction_AddBuff_C*> NestedAddBuffActionStack; // 0x0768(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
struct FSF_ReferenceCounter SilenceRefCounts; // 0x0778(0x0020)(Edit, BlueprintVisible, DisableEditOnInstance)
TMulticastInlineDelegate<void()> OnSkillStatesInitialized; // 0x0798(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
public:
void GetDamageSourceCharacter(class UAC_jRPG_CharacterBattleStats_C** CharacterStats_0);
void GetDamageSourceType(EDamageReason* DamageSourceType);
void NotifySkillStatesAvailable();
bool CanCounterAttackCurrentEnemySkill();
bool IsDeathQueuedForTurnEnd();
void ClearSkillStates();
void SetDead_Internal();
bool IsPreparedForBattle();
ETextGender GetGenderTag();
void TryDodgeHitFromCharacter(class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter, bool* Successful, bool* IsPerfectDodge);
void TryParryHitFromCharacter(class UAC_jRPG_CharacterBattleStats_C* AttackingCharacter, bool* Successful);
void GetParryWindowModifier(class UModifierStack_Float** Stack);
void RemoveParryWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle);
void AddParryWindowModifier(double Percent, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName);
void GetDodgeWindowModifier(class UModifierStack_Float** Stack);
void RemoveDodgeWindowModifier(struct FSF_ModifierStackEntryHandle& OutModifierHandle);
void AddDodgeWindowModifier(double Percent, struct FSF_ModifierStackEntryHandle& OutModifierHandle, const class FString& DebugName);
void RemoveParryLock(struct FSF_ReferenceCounterHandle& LockHandle);
void AddParryLock(struct FSF_ReferenceCounterHandle& LockHandle, const class FString& DebugReason);
bool IsParryLocked();
class ABP_Battle_SkillScript_C* GetCurrentSkillScript();
bool IsOfArchetype(TSoftObjectPtr<class UBP_DataAsset_EnemyBattleArchetype_C> Archetype);
void GetArchetype(class UBP_DataAsset_EnemyBattleArchetype_C** Archetype);
void ResetCurrentParryFlags();
void ResetCurrentAttackTypeFlags();
class ABP_Battle_SkillScript_C* GetForcedSkillOnNextTurn();
void TryProcessForcedSkill(bool* PreventPlayerChoice);
void ForceSkillOnNextTurn(class ABP_Battle_SkillScript_C* SkillScript);
bool IsSameCharacterStats(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0);
void TryPerformBreakStun(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, E_BreakStunReason Reason, bool* Success);
bool CanPerformBreakStun();
void PerformBreakStun(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, E_BreakStunReason Reason);
void SetIsCharacterFlying(bool IsFlying_0);
bool CanPerformAction();
bool HasForcedAutoAttack();
void RemoveForcedAutoAttack(struct FSF_ReferenceCounterHandle& ReferenceHandle);
void AddForcedAutoAttack(struct FSF_ReferenceCounterHandle& ReferenceHandle, const class FString& DebugName);
bool IsFlyingCharacter();
bool IsDead();
void GetCharacterData(class UBP_CharacterData_C** CharacterData);
bool IsInTeam(ECharacterTeamSelector Team);
void SetCurrentBreakBarDamage(int64 NewValue, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason);
class UClass* GetStunBuffClass();
void SetBreakBarDamagePercentage(double Percentage, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason);
void AddBreakBarDamagePercentage(double Percentage, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason);
void AddBreakBarDamage(int64 DamageValue, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, const class FString& Reason);
double GetCurrentBreakBarPercent();
void InitBreakBar(int32 BreakBarHPPercentage);
void HasPendingResurrect(bool* Enabled);
void ResurrectInternal();
EAttackType GetFreeAimDamageType();
EAttackType GetBaseDamageType();
void StopInterceptingAttacksAgainstCharacter(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0);
void StartInterceptingAttacksAgainstCharacter(class UAC_jRPG_CharacterBattleStats_C* CharacterStats_0);
bool CanInterceptAttack(class UAC_jRPG_CharacterBattleStats_C* TargetedCharacter, class UAC_jRPG_CharacterBattleStats_C* AttackerCharacter);
void OnBattleEnded();
bool IsDodgeLockActive();
void RemoveDodgeLock(struct FSF_ReferenceCounterHandle& LockHandle);
void AddDodgeLock(struct FSF_ReferenceCounterHandle& LockHandle, const class FString& DebugReason);
void GetTeam(ECharacterTeamSelector* Team);
void ReceiveDamageFromObject(double Straight_Damage__ignores_calculation_, class UBP_BattleDamageBuilder_C* DamageBuilder, double* DamageDealt, bool* HasHit, bool* DodgeSuccess, bool* ParrySuccess, class UBP_BattleDamages_C** BattleDamages);
bool IsSkillOvercharged(class UBP_DataAsset_Skill_C* Skill);
void GetSkillScriptByTurnStartEventCriteria(TArray<class UBP_SkillDataComponentScript_C*>* HasStartEvent, TArray<class UBP_SkillDataComponentScript_C*>* HasNoStartEvent);
void GetCurrentAPPercentage01(double* Percent01);
void GetRuntimeStatValue(ERuntimeBattleStatType StatType, double* Value);
void Force_Play_Again(bool ShouldPlayTooltip, bool PreventChainedPlayAgain, bool* HasAppliedForcePlayAgain);
void TryDisableGradientPostProcess(bool DuringCounter, const struct FVector& GradientCenterLocation);
void RegisterSkillChecks(class UBP_DataAsset_Skill_C* Skill);
void DrainAP(int32 Amount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacterStats);
void Drain_AP_FromTarget(class UAC_jRPG_CharacterBattleStats_C* TargetCharacter, int32 Amount);
void CheckForDeath(class UBP_BattleDamages_C* BattleDamages);
void SetDead();
void SetCharacterFleeing(bool IsFleeing_0);
void GetCurrentShieldPoints(int32* ShieldPoints);
void SetCurrentShieldPoints(int32 NewValue, const class FString& DebugReason);
void AddShieldPoints(int32 Amount, const class FString& DebugReason);
void TryConsumeShieldPoints(int32 Amount, const class FString& DebugReason, bool* Success);
void NotifyDeath(bool DeathCounter);
void FindEquippedSkillByID(class FName SkillID, class UBP_DataAsset_Skill_C** Skill);
void TriggerSkill(TArray<class ABP_jRPG_Character_Battle_Base_C*>& TargetedCharacters_0, class UClass* SkillClass);
void UpdateSkillStates();
void GetAllSkillStatesForUI(TMap<class UBP_DataAsset_Skill_C*, class UBP_SkillState_C*>* SkillStates_0);
void GetSkillState(const class UBP_DataAsset_Skill_C* SkillData, class UBP_SkillState_C** Value);
double GetProbabilityToReceiveBuff(class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, EBuffApplicationProbability StatusEffectProbability, class UBP_BattleBuffInstance_C* BuffInstance);
void DeinitBattleGear();
void GetDefenseAgainstElement(EAttackType AttackElement, double* Defense);
void PrepareForActionAsSkillCaster();
void PrepareForActionAsSkillTarget();
void InitSkillStates();
bool DEBUG_Console_AutoGradientParry();
void GetAttackPowerForType(EAttackType AttackElement, double* Power);
bool IsDefenseLockActive();
void RemoveDefenseLock();
void AddDefenseLock();
bool IsTurnSkipActive();
void RemoveTurnSkip();
void AddTurnSkip();
void GetPassiveFromBuff(const class UBP_BattleBuffInstance_C*& Key, struct FFPassiveEffect* PassiveEffect, class FName* PassiveID, bool* Found);
double GetCurrentSpeedSimulate(bool HasEngagementBonus_0);
double GetCurrentSpeed();
void GetCurrentHPPercentage(double* Percent01);
void OnKilledByDamage(class UBP_BattleDamages_C* BattleDamages);
bool CanSpendAP(int32 Amount);
void SetAP(int32 NewAP, EAPChangeReason ChangeReason);
void CheckIsAlive2(bool CheckMode, class UBP_BattleCheckContext_C* NewParam, bool* Value);
bool CheckCanResurrect(bool CheckMode);
void CheckCanRecoverHP(bool CheckMode, bool* CanRecover, bool* BecauseDead, bool* BecauseMaxHP);
void CheckIsMaxed(bool CheckMode, bool* Value);
void CheckIsAlive(bool CheckMode, bool* Value);
void InvalidateCheck(class FName CheckName);
void AddCheckStack(class FName CheckConstant, bool CheckMode);
void ResetChecks();
void Assert_Check(class FName CheckConstant, const class FString& OperationName);
void CanRecoverHP(bool* Valid, bool* BecauseDead);
void OnParryPerfectFail(const class FText& Reason);
bool DEBUG_Console_AutoDodge();
bool DEBUG_Console_AutoParry();
void ComputeNewInitiativeAfterTimeSimulate(double CurrentInitiative_0, double Time, bool HasEngagementBonus_0, bool DEBUG_Verbose, double* NewInitiative);
void AdvanceInitiativeByTime(double Time, bool DEBUG_Verbose);
void GetTimeToFullInitiativeSimulate(double CurrentInitiative_0, bool HasEngagementBonus_0, double* Time);
void GetTimeToFullInitiative(double* Time);
void GetMaxAP(double* MaxMP);
void GetMaxHP(double* MaxHP);
void InitBattleGear();
void GetOtherElementalAffinity(class UAC_jRPG_CharacterBattleStats_C* CharacterBattleStats, EAttackType AttackType, EElementalAffinity* Affinity);
void GetElementalAffinity(EAttackType AttackType, EElementalAffinity* Affinity);
void MaxHP();
void SetHP(double HP_Value);
void OnOverrideFull();
void AddOverdrive(double Amount, const class FText& Reason);
void OnBuffDeactivated(class UBP_BattleBuffInstanceWrapper_C* BuffInstanceWrapper);
void OnCharacterTurnStart(class UAC_jRPG_CharacterBattleStats_C* CharacterTurn);
void RecalculateStats();
void RemoveStatMultiplier(const struct FGuid& StatMultiplierUID);
void AddStatMultiplier(E_jRPG_StatType StatType, double Multiplier, struct FGuid* StatMultiplierUID);
void ActivateBuff(class UBP_BattleBuffInstance_C* BuffInstance, EBuffApplicationProbability StatusEffectProbability, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, bool* Success);
void Resurrect(double HP_Amount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter);
void ReduceAP(double Amount, EAPChangeReason ChangeReason);
void GainAP(int32 Amount, EAPChangeReason ChangeReason);
void GetCurrentAP(double* AP);
void ReduceHP(double Amount, double* NewHPValue, double* EffectiveDamage);
void ReduceInitiative(double Amount);
void CalculateDefendStanceDamageReduction(double DamageInput, double* DamageOutput);
void RemoveInitiative(double Amount);
void ReceiveDamage(double FinalDamageMultiplier, TScriptInterface<class IIBattleDamageSource_C> DamageSourceCharacter, EAttackType AttackType, bool Simulated_Damage__No_Damage_will_be_dealt_, double Straight_Damage__ignores_calculation_, bool IsCounterDamage, EDamageReason DamageReason, const struct FVector& DamageLocation, const class FString& DebugReason, double* DamageDealt, bool* HasHit, bool* DodgeSuccess, bool* ParrySuccess, bool* QTESuccess_, class UBP_BattleDamages_C** BattleDamages);
void RecoverHP(double RecoveryAmount, class UAC_jRPG_CharacterBattleStats_C* SourceCharacter, bool PlayVFX, EHealReason Reason, const class FString& DebugReason);
void AddInitiative(double Amount);
void CreateCharacterBattleSlotUI();
void SetCharacterDataFromHero(class UBP_CharacterData_C* HeroCharacterData);
void SetCharacterData(class FName HardcodedID, const class FText& CharacterDisplayName_0, ETextGender GenderTag_0, const TMap<E_jRPG_StatType, double>& CharacterStats_0, double CurrentHealth, double CurrentMana, const struct FS_jRPG_OverdriveSource& OverdriveSources_0, class UTexture2D* CharacterBattleIcon_0, struct FFCharacterStats& CommonCharacterStats, bool IsBoss_0, bool IsFlying_0, const TMap<EAttackType, EElementalAffinity>& ElementalAffinities);
void ReceiveBeginPlay();
void Internal_BeginPrepareForBattle();
void ProcessSkillComponentStartEvents(const class USF_BlueprintLatentAction* LatentAction, bool ForceInstant);
void BattleStart_SkillComponents_ProcessNext();
void BattleStart_SkillComponent_OnAllProcessed();
void Internal_FinishPrepareForBattle();
void ReceiveEndPlay(EEndPlayReason EndPlayReason);
void ExecuteUbergraph_AC_jRPG_CharacterBattleStats(int32 EntryPoint);
void GetCharacterBattleBase(class ABP_jRPG_Character_Battle_Base_C** jRPG_CharacterBattleBase, bool* IsValid) const;
public:
static class UClass* StaticClass()
{
BP_STATIC_CLASS_IMPL("AC_jRPG_CharacterBattleStats_C")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"AC_jRPG_CharacterBattleStats_C")
}
static class UAC_jRPG_CharacterBattleStats_C* GetDefaultObj()
{
return GetDefaultObjImpl<UAC_jRPG_CharacterBattleStats_C>();
}
};
DUMPER7_ASSERTS_UAC_jRPG_CharacterBattleStats_C;
}