280 lines
10 KiB
Plaintext
280 lines
10 KiB
Plaintext
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Scriptname Form Hidden
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; Returns the formID for this object
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Int Function GetFormID() native
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; Obtains this form's value in gold. Will return -1 if the form doesn't have any value (like a quest)
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int Function GetGoldValue() native
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; Returns if this form has the specified keyword attached
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bool Function HasKeyword(Keyword akKeyword) native
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; Is the "Known" flag set for this form?
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bool Function PlayerKnows() native
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; Register for the specified animation event from the specified object - returns true if it successfully registered
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bool Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName) native
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; Register for LOS gain and lost events between the viewer and the target
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; A loss or gain event will be sent immediately, depending on whether or not the viewer is already looking at the target or not
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; If the viewer is not the player, the target must be another actor
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Function RegisterForLOS(Actor akViewer, ObjectReference akTarget) native
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; Register for only the first LOS gain event between the viewer and the target
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; If the viewer is already looking at the target, an event will be received almost immediately
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; If the viewer is not the player, the target must be another actor
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Function RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget) native
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; Register for only the first LOS lost event between the viewer and the target
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; If the viewer is already not looking at the target, an event will be received almost immediately
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; If the viewer is not the player, the target must be another actor
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Function RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget) native
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; Register for a single OnUpdate event, in afInterval seconds. All scripts attached to this form will get the update events
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; Of course, this means you don't need to call UnregisterForUpdate()
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; If you find yourself doing this:
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; Event OnUpdate()
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; UnregisterForUpdate()
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; {Do some stuff}
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; endEvent
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; Then you should use RegisterForSingleUpdate instead
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Function RegisterForSingleUpdate(float afInterval) native
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; Registers this form to receive events when the player sleeps and wakes up
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Function RegisterForSleep() native
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; Registers this form to receive events when tracked stats are updated
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Function RegisterForTrackedStatsEvent() native
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; Register for OnUpdate events, every X seconds, where X is the interval. All scripts attached to this form will get the update events
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Function RegisterForUpdate(float afInterval) native
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; Register for OnUpdateGameTime events, every X hours of game time, where X is the interval. All scripts attached to this form will get the update events
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Function RegisterForUpdateGameTime(float afInterval) native
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; Register for a single OnUpdateGameTime event, in afInterval hours of game time. All scripts attached to this form will get the update events
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Function RegisterForSingleUpdateGameTime(float afInterval) native
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; Turns on profiling for this specific object and all scripts attached to it - setting doesn't persist across saves
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; Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off
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Function StartObjectProfiling() native
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; Turns off profiling for this specific object and all scripts attached to it - setting doesn't persist across saves
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; Will do nothing on release console builds, and if the Papyrus:bEnableProfiling ini setting is off
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Function StopObjectProfiling() native
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; Unregister for the specified animation event from the specified object
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Function UnregisterForAnimationEvent(ObjectReference akSender, string asEventName) native
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; Unregister for any LOS events between the viewer and target
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Function UnregisterForLOS(Actor akViewer, ObjectReference akTarget) native
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; Unregisters this form to receive events when the player sleeps and wakes up
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Function UnregisterForSleep() native
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; Unregisters this form from receiving events when tracked stats are updated
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Function UnregisterForTrackedStatsEvent() native
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; Unregister for OnUpdate events, all attached scripts will stop getting update events
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Function UnregisterForUpdate() native
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; Unregister for OnUpdateGameTime events, all attached scripts will stop getting update game time events
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Function UnregisterForUpdateGameTime() native
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; Animation event, sent when an object we are listening to hits one of the events we are listening for
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Event OnAnimationEvent(ObjectReference akSource, string asEventName)
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EndEvent
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; Event sent when you have been unregistered from receiving an animation event because the target
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; object's animation graph has been unloaded
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Event OnAnimationEventUnregistered(ObjectReference akSource, string asEventName)
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EndEvent
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; LOS event, sent whenever the viewer first sees the target (after registering)
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Event OnGainLOS(Actor akViewer, ObjectReference akTarget)
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EndEvent
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; Lost LOS event, sent whenever the viewer first loses sight of the target (after registering)
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Event OnLostLOS(Actor akViewer, ObjectReference akTarget)
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EndEvent
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; Received when the player sleeps. Start and desired end time are in game time days (after registering)
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Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
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EndEvent
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; Received when the player stops sleeping - whether naturally or interrupted (after registering)
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Event OnSleepStop(bool abInterrupted)
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EndEvent
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; Event received when a tracked stat is updated for the player
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Event OnTrackedStatsEvent(string arStatName, int aiStatValue)
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EndEvent
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; Update event, sent every X seconds while this form is registered for them
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Event OnUpdate()
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EndEvent
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; Update event, sent every X hours of game time while this form is registered for them
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Event OnUpdateGameTime()
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EndEvent
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; SKSE 64 additions built 2020-07-29 17:24:48.495000 UTC
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; Returns the typecode for this form object
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Int Function GetType() native
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; returns the form's name, full name if possible
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string Function GetName() native
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; sets the name of the form
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Function SetName(string name) native
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; returns the weight of the form
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float Function GetWeight() native
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; sets the weight of the form
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Function SetWeight(float weight) native
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; sets the gold value of the form
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Function SetGoldValue(int value) native
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; returns the number of keywords on the form
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int Function GetNumKeywords() native
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; returns the keyword at the specified index
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Keyword Function GetNthKeyword(int index) native
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; returns all keywords of the form
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Keyword[] Function GetKeywords() native
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bool Function HasKeywordString(string s)
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Keyword k = Keyword.GetKeyword(s)
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if k == None
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return false
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endif
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return HasKeyword(k)
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endFunction
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; Sets whether the player knows this form
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; Should only be used for Magic Effects,
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; Words of Power, and Enchantments
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Function SetPlayerKnows(bool knows) native
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; Registers for OnKeyDown and OnKeyUp events for the given keycode.
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Function RegisterForKey(int keyCode) native
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Function UnregisterForKey(int keyCode) native
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Function UnregisterForAllKeys() native
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Event OnKeyDown(int keyCode)
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EndEvent
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Event OnKeyUp(int keyCode, float holdTime)
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EndEvent
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; Registers for OnControlDown and OnControlUp events for the given control.
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; For a list of valid controls, see Input.psc.
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Function RegisterForControl(string control) native
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Function UnregisterForControl(string control) native
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Function UnregisterForAllControls() native
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Event OnControlDown(string control)
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EndEvent
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Event OnControlUp(string control, float holdTime)
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EndEvent
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; Registers for OnMenuOpen and OnMenuClose events for the given menu.
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; Registrations have to be refreshed after each game load.
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; For a list of valid menu names, see UI.psc.
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Function RegisterForMenu(string menuName) native
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Function UnregisterForMenu(string menuName) native
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Function UnregisterForAllMenus() native
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Event OnMenuOpen(string menuName)
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endEvent
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Event OnMenuClose(string menuName)
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endEvent
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; Registers a custom event callback for given event name.
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; Registrations have to be refreshed after each game load.
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;
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; Examples:
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; RegisterForModEvent("myCustomEvent", "MyModEventCallback")
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;
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; Event signature of custom event callbacks:
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; Event MyModEventCallback(string eventName, string strArg, float numArg, Form sender)
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; endEvent
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;
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Function RegisterForModEvent(string eventName, string callbackName) native
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Function UnregisterForModEvent(string eventName) native
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Function UnregisterForAllModEvents() native
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; Sends custom event with given generic parameters.
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Function SendModEvent(string eventName, string strArg = "", float numArg = 0.0) native
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; Registers for OnPlayerCameraState events
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Function RegisterForCameraState() native
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Function UnregisterForCameraState() native
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Event OnPlayerCameraState(int oldState, int newState)
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EndEvent
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; Registers for OnCrosshairRefChange events
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Function RegisterForCrosshairRef() native
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Function UnregisterForCrosshairRef() native
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; Note: ref is none for no target
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Event OnCrosshairRefChange(ObjectReference ref)
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EndEvent
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Function RegisterForActorAction(int actionType) native
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Function UnregisterForActorAction(int actionType) native
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; ActionTypes
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; 0 - Weapon Swing (Melee weapons that are swung, also barehand)
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; 1 - Spell Cast (Spells and staves)
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; 2 - Spell Fire (Spells and staves)
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; 3 - Voice Cast
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; 4 - Voice Fire
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; 5 - Bow Draw
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; 6 - Bow Release
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; 7 - Unsheathe Begin
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; 8 - Unsheathe End
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; 9 - Sheathe Begin
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; 10 - Sheathe End
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; Slots
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; 0 - Left Hand
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; 1 - Right Hand
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; 2 - Voice
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Event OnActorAction(int actionType, Actor akActor, Form source, int slot)
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EndEvent
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; Registers the script for when a QueueNiNodeUpdate is called
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Function RegisterForNiNodeUpdate() native
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Function UnregisterForNiNodeUpdate() native
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Event OnNiNodeUpdate(ObjectReference akActor)
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EndEvent
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; Returns a temporary clone of this form
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Form Function TempClone() native
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; Returns whether this Form has a World Model (fast)
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bool Function HasWorldModel() native
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; Returns the world model path of this Form, if it has a world model
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string Function GetWorldModelPath() native
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Function SetWorldModelPath(string path) native
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; Returns the number of texture sets the world model has, if its textures can be swapped
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int Function GetWorldModelNumTextureSets() native
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; Returns the Nth texture set of the world model, if the textures can be swapped
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TextureSet Function GetWorldModelNthTextureSet(int n) native
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; Sets the world models Nth texture set, if the textures can be set
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Function SetWorldModelNthTextureSet(TextureSet nSet, int n) native
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; Returns whether this Form is playable, only applied to Forms with the playable flag
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bool Function IsPlayable() native
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