980 lines
34 KiB
Plaintext
980 lines
34 KiB
Plaintext
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Scriptname Actor extends ObjectReference Hidden
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; Relationship functions use the following values:
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; 4 - Lover
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; 3 - Ally
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; 2 - Confidant
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; 1 - Friend
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; 0 - Acquaintance
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; -1 - Rival
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; -2 - Foe
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; -3 - Enemy
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; -4 - Archnemesis
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; DEPRECATED - use MakePlayerFriend() instead
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; replacement for ModFavorPoints
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; if iFavorPoints > 0, will setRelationshipRank to 1 if 0
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; otherwise, won't do anything
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Function ModFavorPoints(int iFavorPoints = 1)
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if iFavorPoints > 0
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MakePlayerFriend()
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else
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; debug.trace(self + " ModFavorPoints called with negative param. NO EFFECT.")
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endif
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endFunction
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; also DEPRECATED
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Function ModFavorPointsWithGlobal(GlobalVariable FavorPointsGlobal)
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ModFavorPoints(FavorPointsGlobal.GetValueInt())
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endFunction
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;this function will make an actor a friend of the player if allowed
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Function MakePlayerFriend()
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ActorBase myBase = GetActorBase()
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if myBase.IsUnique()
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if GetRelationshipRank(Game.GetPlayer())== 0
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; debug.trace(self + " MakePlayerFriend called on neutral actor - changed to FRIEND.")
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SetRelationshipRank(Game.GetPlayer(), 1)
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else
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; debug.trace(self + " MakePlayerFriend called on non-neutral actor - NO EFFECT.")
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endif
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else
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; debug.trace(self + " MakePlayerFriend called on non-Unique actor. NO EFFECT.")
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endif
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endFunction
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; Adds the specified perk to this actor
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Function AddPerk(Perk akPerk) native
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; Adds the specified shout to this actor - returns true on success
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bool Function AddShout(Shout akShout) native
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; Adds the specified spell to this actor - returns true on success
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bool Function AddSpell(Spell akSpell, bool abVerbose=true) native
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; Sets this a essential actors ability to talk when in a bleedout state
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Function AllowBleedoutDialogue(bool abCanTalk ) native
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; overrides the race flag on an actor and determines if he can talk to the player in dialogue menu
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Function AllowPCDialogue(bool abTalk) native
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; Attaches an "ash pile" to this actor, placing it at this actor's location and using the specified
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; base object (or leveled item list) to represent the pile. If None is passed, it will use the
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; default ash pile object
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Function AttachAshPile(Form akAshPileBase = None) native
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; Can this actor fly here?
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bool Function CanFlyHere() native
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; Clears this actor's arrested state
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Function ClearArrested() native
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; Clears any expression override on the actor
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Function ClearExpressionOverride() native
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; Clears this actor's extra arrows 3D
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Function ClearExtraArrows() native
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; Remove the obligation to use a particular marker when this actor has to land.
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Function ClearForcedLandingMarker()
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SetForcedLandingMarker( None )
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endFunction
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; Clear any keep offset from actor settings
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Function ClearKeepOffsetFromActor() native
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; Clears this actor's look at target
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Function ClearLookAt() native
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; Damages the specified actor value
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Function DamageActorValue(string asValueName, float afDamage) native
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; Alias for DamageActorValue - damages the specified actor value
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Function DamageAV(string asValueName, float afDamage)
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DamageActorValue(asValueName, afDamage)
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EndFunction
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; Initiates a dismount.
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bool Function Dismount() native
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; Dispel all spells from this actor
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Function DispelAllSpells() native
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; Dispel a spell from this actor
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bool Function DispelSpell( Spell akSpell ) native
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; Apply a spell to a target in combat
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Function DoCombatSpellApply( Spell akSpell, ObjectReference akTarget ) native
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; Enables or disable's this actor's AI
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Function EnableAI(bool abEnable = true) native
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; End the Deferred Kill state. This must only be called if StartDeferredKill was called first.
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Function EndDeferredKill() native
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; Forces this actor to equip the specified item, preventing removal if requested
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Function EquipItem(Form akItem, bool abPreventRemoval = false, bool abSilent = false) native
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; Forces this actor to equip the specified shout
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Function EquipShout(Shout akShout) native
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; Forces this actor to equip the specified spell. The casting source can be:
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; 0 - Left hand
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; 1 - Right hand
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Function EquipSpell(Spell akSpell, int aiSource) native
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; Forces the AI to re-evaluate its package stack
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Function EvaluatePackage() native
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; Force the specified actor value to a specified value
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Function ForceActorValue(string asValueName, float afNewValue) native
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; Alias for ForceActorValue - force the specified actor value to a specified value
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Function ForceAV(string asValueName, float afNewValue)
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ForceActorValue(asValueName, afNewValue)
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EndFunction
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;returns the ActorBase
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ActorBase function GetActorBase()
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return GetBaseObject() as ActorBase
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endFunction
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; Gets the specified actor value - returns 0 and logs an error if the value is unknown
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float Function GetActorValue(string asValueName) native
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; Gets the specified actor value's max, taking into account buffs/debuffs
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float Function GetActorValueMax(string asValueName) native
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; Gets the specified actor value as a percentage of its max value - from 0 to 1
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float Function GetActorValuePercentage(string asValueName) native
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; Alias for GetActorValue - retrives the specified actor value
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float Function GetAV(string asValueName)
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return GetActorValue(asValueName)
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EndFunction
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; Alias of GetActorValueMax - retrives actor value's max, taking into account buffs/debuffs
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float Function GetAVMax(string asValueName)
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return GetActorValueMax(asValueName)
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EndFunction
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; Alias for GetActorValuePercentage - gets the actor value as a percent of max
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float Function GetAVPercentage(string asValueName)
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return GetActorValuePercentage(asValueName)
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EndFunction
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; Gets the base value of the specified actor value - returns 0 and logs an error if the value is unknown
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float Function GetBaseActorValue(string asValueName) native
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; Alias for GetBaseActorValue - retrieves the specified actor value's base value
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float Function GetBaseAV(string asValueName)
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return GetBaseActorValue(asValueName)
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EndFunction
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; Obtains how much it would cost to bribe this actor
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int Function GetBribeAmount() native
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; Get the faction this actor reports crimes to
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Faction Function GetCrimeFaction() native
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; Gets this actor's current combat state
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int Function GetCombatState() native
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; Gets this actor's current combat target
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Actor Function GetCombatTarget() native
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; Gets this actor's current AI package
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Package Function GetCurrentPackage() native
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; Gets this actor's current dialogue target
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Actor Function GetDialogueTarget() native
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; Obtain the armor currently equipped in the specified slot
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Armor Function GetEquippedArmorInSlot(int aiSlot) native
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; Obtains the item quipped in the specified hand (0 - Left hand, 1 - Right hand)
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; Return values are:
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; -1 - Error
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; 0 - Nothing
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; 1 - One-handed sword
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; 2 - One-handed dagger
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; 3 - One-handed axe
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; 4 - One-handed mace
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; 5 - Two-handed sword
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; 6 - Two-handed axe
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; 7 - Bow
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; 8 - Staff
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; 9 - Magic spell
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; 10 - Shield
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; 11 - Torch
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int Function GetEquippedItemType(int aiHand) native
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; Gets this actor's currently equipped shout
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Shout Function GetEquippedShout() native
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; Gets this actor's currently equipped weapon
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; false - Default - Right Hand
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; true - Left Hand
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Weapon Function GetEquippedWeapon(bool abLeftHand = false) native
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; Gets this actor's currently equipped shield
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Armor Function GetEquippedShield() native
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; Gets the spell currently equipped in the specified source
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; 0 - Left Hand
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; 1 - Right Hand
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; 2 - Other
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; 3 - Instant
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Spell Function GetEquippedSpell(int aiSource) native
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; Obtains this actor's rank with the specified faction - returns -1 if the actor is not a member
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int Function GetFactionRank(Faction akFaction) native
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; Obtains this actor's faction-based reaction to the other actor
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; 0 - Neutral
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; 1 - Enemy
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; 2 - Ally
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; 3 - Friend
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int Function GetFactionReaction(Actor akOther) native
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; Obtains this actor's current flight state
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; 0 - Not flying
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; 1 - Taking off
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; 2 - Cruising
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; 3 - Hovering
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; 4 - Landing
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int Function GetFlyingState() native
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; Get the ref at which this actor is obliged to land, if one is set (or none, if not).
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ObjectReference Function GetForcedLandingMarker() native
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; Retrieves the amount of gold this actor has
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int Function GetGoldAmount() native
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; Gets this actor's highest relationship rank - returns 0 if they have no relationships
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int Function GetHighestRelationshipRank() native
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; Returns this actor's killer - or None if this actor is still alive
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Actor Function GetKiller() native
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; Returns this actor's current level.
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int Function GetLevel() native
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; Returns this actor's current light level.
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float Function GetLightLevel() native
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; Gets this actor's highest relationship rank - returns 0 if they have no relationships
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int Function GetLowestRelationshipRank() native
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; Obtains a leveled actor's "fake" base (the one generated by the game when the
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; actor is leveled. This differs from GetActorBase which will return the editor base
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; object)
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ActorBase Function GetLeveledActorBase() native
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; Queries whether this actor has no bleedout recovery flag set.
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bool Function GetNoBleedoutRecovery() native
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; Queries whether this actor receives player input
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bool Function GetPlayerControls() native
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; Returns this actor's race
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Race Function GetRace() native
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; Obtains the relationship rank between this actor and another
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int Function GetRelationshipRank(Actor akOther) native
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; Obtains this actor's sit state, which is one of the following:
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; 0 - Not sitting
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; 2 - Not sitting, wants to sit
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; 3 - Sitting
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; 4 - Sitting, wants to stand
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int Function GetSitState() native
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; Obtains this actor's sleep state, which is one of the following:
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; 0 - Not sleeping
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; 2 - Not sleeping, wants to sleep
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; 3 - Sleeping
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; 4 - Sleeping, wants to wake
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int Function GetSleepState() native
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; Gets the voice recovery timer from the actor
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float Function GetVoiceRecoveryTime() native
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; Gets the total "warmth rating" for this actor
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float Function GetWarmthRating() native
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; Checks to see if this actor has the specified association with the other actor - or anyone (if no actor is passed)
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bool Function HasAssociation(AssociationType akAssociation, Actor akOther = None) native
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; Checks to see if this actor has a family relationship with the other actor - or anyone (if no actor is passed)
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bool Function HasFamilyRelationship(Actor akOther = None) native
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; Sees if this actor has line-of-sight to another object. Only the player can check LOS to a non-actor
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bool Function HasLOS(ObjectReference akOther) native
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; Checks to see if this actor is currently being affected by the given Magic Effect
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bool Function HasMagicEffect(MagicEffect akEffect) native
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; Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword
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bool Function HasMagicEffectWithKeyword(Keyword akKeyword) native
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; Checks to see if this actor has a parent relationship with the other actor
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bool Function HasParentRelationship(Actor akOther) native
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; Checks to see if this actor has the given Perk
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bool Function HasPerk(Perk akPerk) native
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; Checks to see if this actor has the given Spell or Shout
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bool Function HasSpell(Form akForm) native
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; Returns if this actor is alarmed or not
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bool Function IsAlarmed() native
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; Returns if this actor is alerted or not
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bool Function IsAlerted() native
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; Is this actor allowed to fly?
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bool Function IsAllowedToFly() native
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; Is this actor currently arrested?
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bool Function IsArrested() native
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; Is this actor currently arresting his target? (Must be a guard and alarmed)
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bool Function IsArrestingTarget() native
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; Is the actor being ridden?
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bool Function IsBeingRidden() native
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; Is this actor currently bleeding out?
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bool Function IsBleedingOut() native
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; Queries whether this actor has player bribe flag set.
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bool Function IsBribed() native
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; Is this actor a child?
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bool Function IsChild() native
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; Is this actor a commanded by another?
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bool Function IsCommandedActor() native
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; Returns if this actor is dead or not
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bool Function IsDead() native
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; Returns if this actor is detected by the other one
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bool Function IsDetectedBy(Actor akOther) native
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; Is this actor doing a favor for the player?
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bool Function IsDoingFavor() native
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; Returns if the specified object is equipped on this actor
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bool Function IsEquipped(Form akItem) native
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; Is this actor essential?
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bool Function IsEssential() native
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; Returns if this actor is flying or not
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bool Function IsFlying() native
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; Returns if this actor is a guard or not
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bool Function IsGuard() native
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; Is this actor flagged as a ghost?
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bool Function IsGhost() native
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; Is this actor hostile to another actor?
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bool Function IsHostileToActor(Actor akActor) native
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; Returns if this actor is currently in combat
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bool Function IsInCombat() native
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; Checks to see if this actor is a member of the specified faction
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bool Function IsInFaction(Faction akFaction) native
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; Returns if this actor is in a kill move or not
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bool Function IsInKillMove() native
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; Queries whether this actor has player intimidated flag set.
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bool Function IsIntimidated() native
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; Is the actor on a mount?
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bool Function IsOnMount() native
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; Is the actor over-encumbered?
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bool Function IsOverEncumbered() native
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; Checks to see if this actor the last ridden horse of the player
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bool Function IsPlayersLastRiddenHorse() native
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; Is this actor currently a teammate of the player?
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bool Function IsPlayerTeammate() native
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; Is this actor currently running?
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bool Function IsRunning() native
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; Is this actor currently sneaking?
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bool Function IsSneaking() native
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; Is this actor currently sprinting?
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bool Function IsSprinting() native
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; Is this actor trespassing?
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bool Function IsTrespassing() native
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; Is this actor unconscious?
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bool Function IsUnconscious() native
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; Does this actor have his weapon and/or magic drawn?
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bool Function IsWeaponDrawn() native
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; Sets the actor to a mode where it will keep a given offset from another actor
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Function KeepOffsetFromActor(Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX = 0.0, float afOffsetAngleY = 0.0, float afOffsetAngleZ = 0.0, float afCatchUpRadius = 20.0, float afFollowRadius = 5.0) native
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; Kills this actor with the killer being the guilty party
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Function Kill(Actor akKiller = None) native
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; Kills this actor even if essential
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Function KillEssential(Actor akKiller = None)
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ActorBase akActorBase = GetBaseObject() as ActorBase
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if akActorBase.IsUnique()
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akActorBase.SetEssential(0)
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endif
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Kill(akKiller)
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endFunction
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; Kills this actor without a kill event with the killer being the guilty party
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Function KillSilent(Actor akKiller = None) native
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; Modifies the specified actor value
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Function ModActorValue(string asValueName, float afAmount) native
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; Alias for ModActorValue - modifies the specified actor value
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Function ModAV(string asValueName, float afAmount)
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||
|
ModActorValue(asValueName, afAmount)
|
||
|
EndFunction
|
||
|
|
||
|
; Modifies this actor's rank in the faction
|
||
|
Function ModFactionRank(Faction akFaction, int aiMod) native
|
||
|
|
||
|
; Pop this actor to the initial location for a package. Mainly for use on
|
||
|
; disabled actors, since they would normally start at their editor locations.
|
||
|
Function MoveToPackageLocation( ) native
|
||
|
|
||
|
; Opens this actor's inventory, as if you were pick-pocketing them. Only works on teammates, or anyone if forced.
|
||
|
Function OpenInventory(bool abForceOpen = false) native
|
||
|
|
||
|
; Make the actor path to a reference, latent version
|
||
|
; Note: this method doesn't return until the goal is reached or pathing
|
||
|
; failed or was interrupted (by another request for instance)
|
||
|
bool Function PathToReference(ObjectReference aTarget, float afWalkRunPercent) native
|
||
|
|
||
|
; Send an idle to the actor to load in and play.
|
||
|
bool Function PlayIdle(Idle akIdle) native
|
||
|
|
||
|
; Send an idle to the actor to play, overriding its target with the specified reference
|
||
|
bool Function PlayIdleWithTarget(Idle akIdle, ObjectReference akTarget) native
|
||
|
|
||
|
; Send an event to the subgraphs of an actor.
|
||
|
Function PlaySubGraphAnimation(string asEventName) native
|
||
|
|
||
|
; Removes this actor from the specified faction
|
||
|
Function RemoveFromFaction(Faction akFaction) native
|
||
|
|
||
|
; Removes this actor from all factions
|
||
|
Function RemoveFromAllFactions() native
|
||
|
|
||
|
; Removes the specified perk from this actor
|
||
|
Function RemovePerk(Perk akPerk) native
|
||
|
|
||
|
; Removes the specified shout from this actor - returns true on success
|
||
|
bool Function RemoveShout(Shout akShout) native
|
||
|
|
||
|
; Removes the specified spell from this actor - returns true on success
|
||
|
bool Function RemoveSpell(Spell akSpell) native
|
||
|
|
||
|
; Resets this actor's health and limb state
|
||
|
Function ResetHealthAndLimbs() native
|
||
|
|
||
|
; Restores damage done to the actor value (up to 0 damage)
|
||
|
Function RestoreActorValue(string asValueName, float afAmount) native
|
||
|
|
||
|
; Resurrects this actor
|
||
|
Function Resurrect() native
|
||
|
|
||
|
; Alias for RestoreActorValue - restores damage done to the actor value
|
||
|
Function RestoreAV(string asValueName, float afAmount)
|
||
|
RestoreActorValue(asValueName, afAmount)
|
||
|
EndFunction
|
||
|
|
||
|
; Has this actor behave as if assaulted
|
||
|
Function SendAssaultAlarm() native
|
||
|
|
||
|
; Tell anyone who cares that the lycanthropy state of this actor has changed
|
||
|
Function SendLycanthropyStateChanged(bool abIsWerewolf) native
|
||
|
|
||
|
; Has this actor behave as if they caught the target trespassing
|
||
|
Function SendTrespassAlarm(Actor akCriminal) native
|
||
|
|
||
|
; Tell anyone who cares that the vampirism state of this actor has changed
|
||
|
Function SendVampirismStateChanged(bool abIsVampire) native
|
||
|
|
||
|
; Sets the specified actor value
|
||
|
Function SetActorValue(string asValueName, float afValue) native
|
||
|
|
||
|
; Sets the actor in an alerted state
|
||
|
Function SetAlert(bool abAlerted = true) native
|
||
|
|
||
|
; Sets whether this actor is allowed to fly or not - if not, will land the actor
|
||
|
Function SetAllowFlying(bool abAllowed = true) native
|
||
|
|
||
|
; Sets whether this actor is allowed to fly or not - if not, will land the actor
|
||
|
Function SetAllowFlyingEx(bool abAllowed = true, bool abAllowCrash = true, bool abAllowSearch = false) native
|
||
|
|
||
|
; Sets this actor's alpha - with an optional fade to that alpha
|
||
|
; The alpha will be clamped between 0 and 1
|
||
|
Function SetAlpha(float afTargetAlpha, bool abFade = false) native
|
||
|
|
||
|
; Sets this actor to be attacked by all other actors on sight
|
||
|
Function SetAttackActorOnSight(bool abAttackOnSight = true) native
|
||
|
|
||
|
; Alias for SetActorValue - sets the specified actor value
|
||
|
Function SetAV(string asValueName, float afValue)
|
||
|
SetActorValue(asValueName, afValue)
|
||
|
EndFunction
|
||
|
|
||
|
; Flags/unflags this actor as bribed by the player
|
||
|
Function SetBribed(bool abBribe = true) native
|
||
|
|
||
|
; Sets the faction this actor reports crimes to
|
||
|
Function SetCrimeFaction(Faction akFaction) native
|
||
|
|
||
|
; Sets this actor's critical stage, which is one of the following (properties below also match this)
|
||
|
; 0 - None
|
||
|
; 1 - Goo start
|
||
|
; 2 - Goo end
|
||
|
; 3 - Disintegrate start
|
||
|
; 4 - Disintegrate end
|
||
|
Function SetCriticalStage(int aiStage) native
|
||
|
|
||
|
; Flag this actor as currently doing a favor for the player
|
||
|
Function SetDoingFavor(bool abDoingFavor = true) native
|
||
|
|
||
|
; Sets this actor as "don't move" or not
|
||
|
Function SetDontMove(bool abDontMove = true) native
|
||
|
|
||
|
; Sets an expression to override any other expression other systems may give this actor.
|
||
|
; 7 - Mood Neutral
|
||
|
; 0 - Dialogue Anger 8 - Mood Anger 15 - Combat Anger
|
||
|
; 1 - Dialogue Fear 9 - Mood Fear 16 - Combat Shout
|
||
|
; 2 - Dialogue Happy 10 - Mood Happy
|
||
|
; 3 - Dialogue Sad 11 - Mood Sad
|
||
|
; 4 - Dialogue Surprise 12 - Mood Surprise
|
||
|
; 5 - Dialogue Puzzled 13 - Mood Puzzled
|
||
|
; 6 - Dialogue Disgusted 14 - Mood Disgusted
|
||
|
; aiStrength is from 0 to 100 (percent)
|
||
|
Function SetExpressionOverride(int aiMood, int aiStrength = 100) native
|
||
|
|
||
|
;forces the eye texture for this actor to the give texture set
|
||
|
Function SetEyeTexture(TextureSet akNewTexture) native
|
||
|
|
||
|
; Sets this actor's rank with the specified faction
|
||
|
Function SetFactionRank(Faction akFaction, int aiRank) native
|
||
|
|
||
|
; Set a specific marker as the place at which this actor must land from flight.
|
||
|
; params:
|
||
|
; - aMarker: The ObjectReference to set as this actor's landing marker
|
||
|
Function SetForcedLandingMarker( ObjectReference aMarker ) native
|
||
|
|
||
|
; Flags/unflags this actor as a ghost
|
||
|
Function SetGhost(bool abIsGhost = true) native
|
||
|
|
||
|
; Adds this actor to a faction at rank 0 if they aren't already in it
|
||
|
Function AddToFaction(Faction akFaction)
|
||
|
if (!IsInFaction(akFaction))
|
||
|
SetFactionRank(akFaction, 0)
|
||
|
endif
|
||
|
EndFunction
|
||
|
|
||
|
; Turns on/off headtracking on this actor
|
||
|
Function SetHeadTracking(bool abEnable = true) native
|
||
|
|
||
|
; Flags/unflags this actor as intimidated by the player
|
||
|
Function SetIntimidated(bool abIntimidate = true) native
|
||
|
|
||
|
; Sets this actor's head tracking target, optionally forcing it as their pathing look-at target
|
||
|
Function SetLookAt(ObjectReference akTarget, bool abPathingLookAt = false) native
|
||
|
|
||
|
; Set the no bleedout recovery flag on this actor
|
||
|
Function SetNoBleedoutRecovery(bool abAllowed) native
|
||
|
|
||
|
; Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player
|
||
|
Function SetNotShowOnStealthMeter(bool abNotShow) native
|
||
|
|
||
|
; Sets the actors outfit and makes him wear it
|
||
|
Function SetOutfit( Outfit akOutfit, bool abSleepOutfit = false ) native
|
||
|
|
||
|
; Set/reset whether player input being sent to the actor
|
||
|
Function SetPlayerControls(bool abControls) native
|
||
|
|
||
|
; Sets the player as resisting arrest from this actor's faction
|
||
|
Function SetPlayerResistingArrest() native
|
||
|
|
||
|
; Sets or clears this actor as a teammate of the player
|
||
|
; abCanDoFavor - OPTIONAL default is true the teammate can do favors
|
||
|
Function SetPlayerTeammate(bool abTeammate = true, bool abCanDoFavor=true) native
|
||
|
|
||
|
; Sets the actors race
|
||
|
; akRace - OPTIONAL (Def=None) New race for this actor. Default, no race, to switch back to the original race.
|
||
|
Function SetRace( Race akRace = None ) native
|
||
|
|
||
|
; Sets the relationship rank between this actor and another (See GetRelationshipRank for the ranks)
|
||
|
Function SetRelationshipRank(Actor akOther, int aiRank) native
|
||
|
|
||
|
; Sets this actor as restrained or not
|
||
|
Function SetRestrained(bool abRestrained = true) native
|
||
|
|
||
|
; Set a variable on all of an actor's subgraphs
|
||
|
Function SetSubGraphFloatVariable(string asVariableName, float afValue) native
|
||
|
|
||
|
; Sets this actor as unconscious or not
|
||
|
Function SetUnconscious(bool abUnconscious = true) native
|
||
|
|
||
|
; Attach the actor to (or detach it from) a horse, cart, or other vehicle.
|
||
|
; akVehicle is the vehicle ref. To detach the actor from its current vehicle, set akVehicle to None (or to the Actor itself).
|
||
|
Function SetVehicle( ObjectReference akVehicle ) native
|
||
|
|
||
|
; Sets the voice recovery timer on the actor
|
||
|
; afTime is recovery time in seconds
|
||
|
Function SetVoiceRecoveryTime( float afTime ) native
|
||
|
|
||
|
; Opens the Barter menu
|
||
|
Function ShowBarterMenu() native
|
||
|
|
||
|
; Opens the Gift menu
|
||
|
; Params:
|
||
|
; - abGivingGift: True if we're giving a gift to this Actor, false if the player is taking a gift from this Actor
|
||
|
; - apFilterList: OPTIONAL (Def=None) -- If present, this form list is used to filter the item list. Only items
|
||
|
; that match keywords / items in the list will get shown
|
||
|
; - abShowStolenItems: OPTIONAL (Def=false) -- If true, stolen items are shown
|
||
|
; - abUseFavorPoints: OPTIONAL (Def=true) -- If true, favor points are added / subtracted with each transaction. If false, FPs aren't used at all.
|
||
|
; Returns: The number of favor points spent / gained while in the menu.
|
||
|
int Function ShowGiftMenu( bool abGivingGift, FormList apFilterList = None, bool abShowStolenItems = false, bool abUseFavorPoints = true ) native
|
||
|
|
||
|
; Starts Cannibal with the target
|
||
|
Function StartCannibal(Actor akTarget) native
|
||
|
|
||
|
; Starts combat with the target
|
||
|
Function StartCombat(Actor akTarget) native
|
||
|
|
||
|
; Start the Deferred Kill state. Be sure to call EndDeferredKill or the actor will be invulnerable.
|
||
|
Function StartDeferredKill() native
|
||
|
|
||
|
; Starts vampire feed with the target
|
||
|
Function StartVampireFeed(Actor akTarget) native
|
||
|
|
||
|
; Removes this actor from combat
|
||
|
Function StopCombat() native
|
||
|
|
||
|
; Stops all combat and alarms against this actor
|
||
|
Function StopCombatAlarm() native
|
||
|
|
||
|
; Returns whether the actor can trap the soul of the given actor.
|
||
|
bool Function TrapSoul(Actor akTarget) native
|
||
|
|
||
|
; Unequips the all items from this actor
|
||
|
Function UnequipAll() native
|
||
|
|
||
|
; Unequips the specified item from this actor
|
||
|
Function UnequipItem(Form akItem, bool abPreventEquip = false, bool abSilent = false) native
|
||
|
|
||
|
; Unequips the all items in this slot for the actor
|
||
|
Function UnequipItemSlot(int aiSlot) native
|
||
|
|
||
|
; Forces this actor to unequip the specified shout
|
||
|
Function UnequipShout(Shout akShout) native
|
||
|
|
||
|
; Forces this actor to unequip the specified spell. The casting source can be:
|
||
|
; 0 - Left hand
|
||
|
; 1 - Right hand
|
||
|
Function UnequipSpell(Spell akSpell, int aiSource) native
|
||
|
|
||
|
; This actor will unlock all the doors that he qualifies for ownership in his current parentcell
|
||
|
Function UnLockOwnedDoorsInCell() native
|
||
|
|
||
|
; Returns whether intimidate will succeed against this actor or not
|
||
|
bool Function WillIntimidateSucceed() native
|
||
|
|
||
|
; Returns whether anything the actor is wearing has the specified keyword
|
||
|
bool Function WornHasKeyword(Keyword akKeyword) native
|
||
|
|
||
|
; Makes this actor start sneaking
|
||
|
Function StartSneaking() native
|
||
|
|
||
|
; Makes this actor draw his weapon
|
||
|
Function DrawWeapon() native
|
||
|
|
||
|
; Event that is triggered when this actor's combat state against the target changes
|
||
|
; State is as follows:
|
||
|
; 0 - not in combat
|
||
|
; 1 - in combat
|
||
|
; 2 - searching
|
||
|
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
|
||
|
EndEvent
|
||
|
|
||
|
; Event that is triggered when this actor sits in the furniture
|
||
|
Event OnSit(ObjectReference akFurniture)
|
||
|
EndEvent
|
||
|
|
||
|
; Event that is triggered when this actor leaves the furniture
|
||
|
Event OnGetUp(ObjectReference akFurniture)
|
||
|
EndEvent
|
||
|
|
||
|
; Event that is triggered when this actor finishes dying
|
||
|
Event OnDeath(Actor akKiller)
|
||
|
EndEvent
|
||
|
|
||
|
; Event that is triggered when this actor begins to die
|
||
|
Event OnDying(Actor akKiller)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when an actor enters bleedout.
|
||
|
Event OnEnterBleedout()
|
||
|
EndEvent
|
||
|
|
||
|
; Event that is triggered when this actor changes from one location to another
|
||
|
Event OnLocationChange(Location akOldLoc, Location akNewLoc)
|
||
|
EndEvent
|
||
|
|
||
|
; Received when the lycanthropy state of this actor changes (when SendLycanthropyStateChanged is called)
|
||
|
Event OnLycanthropyStateChanged(bool abIsWerewolf)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when this actor equips something - akReference may be None if object is not persistent
|
||
|
Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when this actor unequips something - akReference may be None if object is not persistent
|
||
|
Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when this actor starts a new package
|
||
|
Event OnPackageStart(Package akNewPackage)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when this actor's package changes
|
||
|
Event OnPackageChange(Package akOldPackage)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when this actor's package ends
|
||
|
Event OnPackageEnd(Package akOldPackage)
|
||
|
EndEvent
|
||
|
|
||
|
; Event received when this actor finishes changing its race
|
||
|
Event OnRaceSwitchComplete()
|
||
|
EndEvent
|
||
|
|
||
|
; Received when the player fires a bow. akWeapon will be a bow, akAmmo is the ammo or None,
|
||
|
; afPower will be 1.0 for a full-power shot, less for a dud, and abSunGazing will be true if the player is looking at the sun.
|
||
|
Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
|
||
|
EndEvent
|
||
|
|
||
|
|
||
|
; Received immediately after the player has loaded a save game. A good time to check for additional content.
|
||
|
Event OnPlayerLoadGame()
|
||
|
EndEvent
|
||
|
|
||
|
; Received when the player finishes fast travel, gives the duration of game time the travel took
|
||
|
Event OnPlayerFastTravelEnd(float afTravelGameTimeHours)
|
||
|
EndEvent
|
||
|
|
||
|
; Received when StartVampireFeed is called on an actor
|
||
|
Event OnVampireFeed(Actor akTarget)
|
||
|
EndEvent
|
||
|
|
||
|
; Received when the vampirism state of this actor changes (when SendVampirismStateChanged is called)
|
||
|
Event OnVampirismStateChanged(bool abIsVampire)
|
||
|
EndEvent
|
||
|
|
||
|
; Set of read-only properties to essentually make a fake enum for critical stages
|
||
|
int Property CritStage_None = 0 AutoReadOnly
|
||
|
int Property CritStage_GooStart = 1 AutoReadOnly
|
||
|
int Property CritStage_GooEnd = 2 AutoReadOnly
|
||
|
int Property CritStage_DisintegrateStart = 3 AutoReadOnly
|
||
|
int Property CritStage_DisintegrateEnd = 4 AutoReadOnly
|
||
|
|
||
|
; **** For Debugging Movement Animations (not in release builds) ****
|
||
|
; Forces the movement direction on the actor
|
||
|
; afXAngle, afYAngle and afZAngle are in degrees
|
||
|
Function ForceMovementDirection(float afXAngle = 0.0, float afYAngle = 0.0, float afZAngle = 0.0) native
|
||
|
|
||
|
; Forces the movement speed on the actor
|
||
|
; afSpeedMult is a speed multiplier based on the current max speeds
|
||
|
; - 0 -> 1 Scales between 0 and the Walk speed
|
||
|
; - 1 -> 2 Scales between Walk speed and Run Speed
|
||
|
; - 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
|
||
|
Function ForceMovementSpeed(float afSpeedMult) native
|
||
|
|
||
|
; Forces the movement rotation speed on the actor
|
||
|
; Each component of the rotation speed is a multiplier following these rules:
|
||
|
; - 0 -> 1 Scales between 0 and the Walk speed
|
||
|
; - 1 -> 2 Scales between Walk speed and Run Speed
|
||
|
; - 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
|
||
|
Function ForceMovementRotationSpeed(float afXMult = 0.0, float afYMult = 0.0, float afZMult = 0.0) native
|
||
|
|
||
|
; Ramps the movement direction on the actor to the passed in value over the passed in time
|
||
|
; afXAngle, afYAngle and afZAngle are in degrees
|
||
|
; afRampTime is in seconds
|
||
|
Function ForceMovementDirectionRamp(float afXAngle = 0.0, float afYAngle = 0.0, float afZAngle = 0.0, float afRampTime = 0.1) native
|
||
|
|
||
|
; Ramps the movement speed on the actor to the passed in value over the passed in time
|
||
|
; afSpeedMult is a speed multiplier based on the current max speeds
|
||
|
; - 0 -> 1 Scales between 0 and the Walk speed
|
||
|
; - 1 -> 2 Scales between Walk speed and Run Speed
|
||
|
; - 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
|
||
|
; afRampTime is in seconds
|
||
|
Function ForceMovementSpeedRamp(float afSpeedMult, float afRampTime = 0.1) native
|
||
|
|
||
|
; Ramps the movement rotation speed on the actor to the passed in value over the passed in time
|
||
|
; Each component of the rotation speed is a multiplier following these rules:
|
||
|
; - 0 -> 1 Scales between 0 and the Walk speed
|
||
|
; - 1 -> 2 Scales between Walk speed and Run Speed
|
||
|
; - 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
|
||
|
; afRampTime is in seconds
|
||
|
Function ForceMovementRotationSpeedRamp(float afXMult = 0.0, float afYMult = 0.0, float afZMult = 0.0, float afRampTime = 0.1) native
|
||
|
|
||
|
; Sets the target movement direction on the actor
|
||
|
; afXAngle, afYAngle and afZAngle are in degrees
|
||
|
Function ForceTargetDirection(float afXAngle = 0.0, float afYAngle = 0.0, float afZAngle = 0.0) native
|
||
|
|
||
|
; Sets the target movement speed on the actor
|
||
|
; afSpeedMult is a speed multiplier based on the current max speeds
|
||
|
; - 0 -> 1 Scales between 0 and the Walk speed
|
||
|
; - 1 -> 2 Scales between Walk speed and Run Speed
|
||
|
; - 2 and above is a multiplier of the run speed (less 1.0 since Run is 2.0)
|
||
|
Function ForceTargetSpeed(float afSpeed) native
|
||
|
|
||
|
; Sets the target facing angle on the actor
|
||
|
; afXAngle, afYAngle and afZAngle are in degrees
|
||
|
Function ForceTargetAngle(float afXAngle = 0.0, float afYAngle = 0.0, float afZAngle = 0.0) native
|
||
|
|
||
|
; Clears any forced movement on the actor and return it to its standard state
|
||
|
Function ClearForcedMovement() native
|
||
|
|
||
|
|
||
|
; SKSE 64 additions built 2020-07-29 17:24:48.495000 UTC
|
||
|
; returns the form for the item worn at the specified slotMask
|
||
|
; use Armor.GetMaskForSlot() to generate appropriate slotMask
|
||
|
Form Function GetWornForm(int slotMask) native
|
||
|
|
||
|
; returns the itemId for the item worn at the specified slotMask
|
||
|
int Function GetWornItemId(int slotMask) native
|
||
|
|
||
|
; returns the object currently equipped in the specified location
|
||
|
; 0 - left hand
|
||
|
; 1 - right hand
|
||
|
; 2 - shout
|
||
|
Form Function GetEquippedObject(int location) native
|
||
|
|
||
|
; returns the itemId of the object currently equipped in the specified hand
|
||
|
; 0 - left hand
|
||
|
; 1 - right hand
|
||
|
int Function GetEquippedItemId(int location) native
|
||
|
|
||
|
; returns the number of added spells for the actor
|
||
|
Int Function GetSpellCount() native
|
||
|
|
||
|
; returns the specified added spell for the actor
|
||
|
Spell Function GetNthSpell(int n) native
|
||
|
|
||
|
; Updates an Actors meshes (Used for Armor mesh/texture changes and face changes)
|
||
|
; DO NOT USE WHILE MOUNTED
|
||
|
Function QueueNiNodeUpdate() native
|
||
|
|
||
|
; Updates an Actors head mesh
|
||
|
Function RegenerateHead() native
|
||
|
|
||
|
int Property EquipSlot_Default = 0 AutoReadOnly
|
||
|
int Property EquipSlot_RightHand = 1 AutoReadOnly
|
||
|
int Property EquipSlot_LeftHand = 2 AutoReadOnly
|
||
|
|
||
|
; equips item at the given slot
|
||
|
Function EquipItemEx(Form item, int equipSlot = 0, bool preventUnequip = false, bool equipSound = true) native
|
||
|
|
||
|
; equips item with matching itemId at the given slot
|
||
|
Function EquipItemById(Form item, int itemId, int equipSlot = 0, bool preventUnequip = false, bool equipSound = true) native
|
||
|
|
||
|
; unequips item at the given slot
|
||
|
Function UnequipItemEx(Form item, int equipSlot = 0, bool preventEquip = false) native
|
||
|
|
||
|
; Adds a headpart, if the type exists it will replace, must not be misc type
|
||
|
; Beware: This function also affects the ActorBase
|
||
|
Function ChangeHeadPart(HeadPart hPart) native
|
||
|
|
||
|
; Replaces a headpart on the loaded mesh does not affect ActorBase
|
||
|
; Both old and new must exist, and be of the same type
|
||
|
Function ReplaceHeadPart(HeadPart oPart, HeadPart newPart) native
|
||
|
|
||
|
; Visually updates the actors weight
|
||
|
; neckDelta = (oldWeight / 100) - (newWeight / 100)
|
||
|
; Neck changes are player persistent, but actor per-session
|
||
|
; Weight itself is persistent either way so keep track of your
|
||
|
; original weight if you use this for Actors other than the player
|
||
|
; DO NOT USE WHILE MOUNTED
|
||
|
Function UpdateWeight(float neckDelta) native
|
||
|
|
||
|
; Returns whether the actors AI is enabled
|
||
|
bool Function IsAIEnabled() native
|
||
|
|
||
|
; Resets Actor AI
|
||
|
Function ResetAI() native
|
||
|
|
||
|
; Returns whether the actor is currently swimming
|
||
|
bool Function IsSwimming() native
|
||
|
|
||
|
; Sheathes the actors weapon
|
||
|
Function SheatheWeapon() native
|
||
|
|
||
|
; Returns the reference of the furniture the actor is currently using
|
||
|
ObjectReference Function GetFurnitureReference() native
|
||
|
|
||
|
; 0 - "Aah"
|
||
|
; 1 - "BigAah"
|
||
|
; 2 - "BMP"
|
||
|
; 3 - "ChJSh"
|
||
|
; 4 - "DST"
|
||
|
; 5 - "Eee"
|
||
|
; 6 - "Eh"
|
||
|
; 7 - "FV"
|
||
|
; 8 - "I"
|
||
|
; 9 - "K"
|
||
|
; 10 - "N"
|
||
|
; 11 - "Oh"
|
||
|
; 12 - "OohQ"
|
||
|
; 13 - "R"
|
||
|
; 14 - "Th"
|
||
|
; 15 - "W"
|
||
|
Function SetExpressionPhoneme(int index, float value) native
|
||
|
|
||
|
; 0 - "BlinkLeft"
|
||
|
; 1 - "BlinkRight"
|
||
|
; 2 - "BrowDownLeft"
|
||
|
; 3 - "BrowDownRight"
|
||
|
; 4 - "BrowInLeft"
|
||
|
; 5 - "BrowInRight"
|
||
|
; 6 - "BrowUpLeft"
|
||
|
; 7 - "BrowUpRight"
|
||
|
; 8 - "LookDown"
|
||
|
; 9 - "LookLeft"
|
||
|
; 10 - "LookRight"
|
||
|
; 11 - "LookUp"
|
||
|
; 12 - "SquintLeft"
|
||
|
; 13 - "SquintRight"
|
||
|
; 14 - "HeadPitch"
|
||
|
; 15 - "HeadRoll"
|
||
|
; 16 - "HeadYaw"
|
||
|
Function SetExpressionModifier(int index, float value) native
|
||
|
|
||
|
; Resets all expression, phoneme, and modifiers
|
||
|
Function ResetExpressionOverrides() native
|
||
|
|
||
|
; Returns all factions with the specified min and max ranks (-128 to 127)
|
||
|
Faction[] Function GetFactions(int minRank, int maxRank) native
|