parent
7bd2e00721
commit
2e30160056
4 changed files with 0 additions and 895 deletions
Binary file not shown.
Binary file not shown.
@ -1,839 +0,0 @@ |
||||
Scriptname ObjectReference extends Form Hidden |
||||
|
||||
bool FUNCTION rampRumble(float power = 0.5, float duration = 0.25, float falloff = 1600.0) |
||||
; Function to shake cam/controller based on distance from player |
||||
; should always be called on the source of the rumble, |
||||
; as final intensity is relevant to player |
||||
if power > 1.0 || power <= 0 |
||||
; debug.traceStack(self + " called rampRumble() but parameter 'power' was invalid. Must be a non-zero float less than 1.0",1) |
||||
; throw the warning, but don't return false - value gets clamped anyway |
||||
endif |
||||
float playerDist = game.getplayer().getDistance(self) |
||||
; ignore if the player is too far away |
||||
if playerDist < falloff |
||||
float intensity = (1 - (playerDist / falloff)) |
||||
; ramp actual intensity down based on parameter value |
||||
intensity = intensity*power |
||||
if intensity > 1.0 |
||||
; clamp to prevent invalid values |
||||
; debug.traceStack(self + " called for too much controller/camera shake. Clamped to 1.0", 0) |
||||
intensity = 1.0 |
||||
elseif intensity <= 0 |
||||
; clamp to prevent invalid values |
||||
; debug.traceStack(self + " called for too little controller/camera shake", 0) |
||||
intensity = 0 |
||||
return false |
||||
endif |
||||
game.shakeCamera(game.getPlayer(), intensity) |
||||
game.shakeController(intensity, intensity, duration) |
||||
return true |
||||
else |
||||
; debug.traceStack(self + "called for rampedRumble(), but player is too far away", 0) |
||||
return False |
||||
endif |
||||
endFUNCTION |
||||
|
||||
; Function to know if I'm near the player (whether I can be safely enabled or disabled) |
||||
bool Function IsNearPlayer() |
||||
Actor player = Game.GetPlayer() |
||||
Cell targetCell = self.GetParentCell() |
||||
Cell playerCell = player.GetParentCell() |
||||
|
||||
if (targetCell != playerCell) |
||||
; player and target are in different cells |
||||
if (targetCell && targetCell.IsInterior() || playerCell && playerCell.IsInterior()) |
||||
; in different cells and at least one is an interior |
||||
; -- we can safely enable or disable |
||||
return false |
||||
else |
||||
; both in an exterior -- no means of testing |
||||
; worldspace at the moment, so this will do. |
||||
if (player.GetDistance(self) > 3000) |
||||
; pretty darned far away -- safe |
||||
return false |
||||
else |
||||
; too close for comfort |
||||
return true |
||||
endif |
||||
endif |
||||
else |
||||
; in the same cell -- err on the side of caution |
||||
return true |
||||
endif |
||||
endFunction |
||||
|
||||
;jduvall |
||||
bool Function IsInInterior() |
||||
{Returns !IsInExterior()} |
||||
Cell parentCell = GetParentCell() |
||||
Return parentCell && parentCell.IsInterior() |
||||
EndFunction |
||||
|
||||
;kkuhlmann: |
||||
bool function MoveToIfUnloaded(ObjectReference akTarget, float afXOffset = 0.0, float afYOffset = 0.0, float afZOffset = 0.0) |
||||
{Calls MoveTo if the calling ObjectReference is currently unloaded. Doesn't do anything if it IS loaded. No waiting or while loops. Returns true if it does the moveto} |
||||
if !Is3DLoaded() |
||||
MoveTo(akTarget, afXOffset, afYOffset, afZOffset) |
||||
return true |
||||
else |
||||
return false |
||||
endif |
||||
endFunction |
||||
|
||||
;jduvall: |
||||
function MoveToWhenUnloaded(ObjectReference akTarget, float afXOffset = 0.0, float afYOffset = 0.0, float afZOffset = 0.0) |
||||
{DEPRECATED: DO NOT USE. Calls MoveTo if both the calling ObjectReference and the akTarget ObjectReference have current locations that are not loaded.} |
||||
while self.GetCurrentLocation().IsLoaded() || akTarget.GetCurrentLocation().IsLoaded() |
||||
;do nothing |
||||
; debug.trace(self + "MoveToWhenUnloaded() waiting for current location and target location to be unloaded before moving. If called by a quest stage fragment, this may cause that quest stage to not complete until this function finishes (and if it's a startup stage, the quest will not report itself as running until the stage finishes.).", 1) |
||||
Utility.Wait(5) ;when this function is threaded we can increase this wait time... I set it lower for testing purposes so it reevaluates faster when I need to purge cell buffers in the Civil War when calling moveto on the player between Civil War campaigns |
||||
EndWhile |
||||
self.MoveTo(akTarget, afXOffset, afYOffset, afZOffset) |
||||
EndFunction |
||||
|
||||
;jduvall |
||||
Function DeleteWhenAble() |
||||
{This will become a native function... it will wait until the object is not persisting, then delete itself.} |
||||
While GetParentCell() && GetParentCell().IsAttached() |
||||
;do nothing |
||||
; debug.trace(self + "DeleteWhenAble() waiting for current location to be unloaded before deleting. If called by a quest stage fragment, this may cause that quest stage to not complete until this function finishes (and if it's a startup stage, the quest will not report itself as running until the stage finishes.).", 1) |
||||
Utility.Wait(5) ;when this function is threaded we can increase this wait time... I set it lower for testing purposes so it reevaluates faster when I need to purge cell buffers in the Civil War when calling moveto on the player between Civil War campaigns |
||||
EndWhile |
||||
Delete() |
||||
EndFunction |
||||
|
||||
|
||||
|
||||
;jduvall |
||||
Function AddKeyIfNeeded(ObjectReference ObjectWithNeededKey) |
||||
{Should only be called by ObjectReferences that have/are containers (ie Containers and Actors). Checks to see if self has the key to ObjectWithNeededKey, and if not, creates a copy of the key and puts it in self.} |
||||
key NeededKey = ObjectWithNeededKey.GetKey() |
||||
if NeededKey != None |
||||
if GetItemCount(NeededKey) == 0 |
||||
AddItem(NeededKey) |
||||
EndIf |
||||
EndIf |
||||
EndFunction |
||||
|
||||
|
||||
; Property to obtain the current X position of the object |
||||
float Property X |
||||
float Function get() |
||||
return GetPositionX() |
||||
EndFunction |
||||
EndProperty |
||||
|
||||
; Property to obtain the current Y position of the object |
||||
float Property Y |
||||
float Function get() |
||||
return GetPositionY() |
||||
EndFunction |
||||
EndProperty |
||||
|
||||
; Property to obtain the current Z position of the object |
||||
float Property Z |
||||
float Function get() |
||||
return GetPositionZ() |
||||
EndFunction |
||||
EndProperty |
||||
|
||||
; Have akActivator activate this reference. If abDefaultProcessingOnly is true then any block will be bypassed |
||||
; and no OnActivate event will be sent. The function returns true if default processing ran, and succeeded. If |
||||
; default processing has been blocked, will always return false. |
||||
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native |
||||
|
||||
; Sets up a dependent animated object |
||||
; This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality |
||||
; for the dependent object if used improperly. |
||||
bool Function AddDependentAnimatedObjectReference( ObjectReference akDependent ) native |
||||
|
||||
; Add an inventory event filter to this reference. Item added/removed events matching the |
||||
; specified form (or in the specified form list) will now be let through. |
||||
Function AddInventoryEventFilter(Form akFilter) native |
||||
|
||||
; Adds the specified base object or object reference to this object reference's container/inventory |
||||
; Note that you cannot add more then one copy of a reference to a container (a warning will be printed if you try) |
||||
Function AddItem(Form akItemToAdd, int aiCount = 1, bool abSilent = false) native |
||||
|
||||
; Adds this reference (which is a map marker) to the map, optionally making it available for fast travel |
||||
Function AddToMap(bool abAllowFastTravel = false) native |
||||
|
||||
; Apply an impulse to this reference |
||||
Function ApplyHavokImpulse(float afX, float afY, float afZ, float afMagnitude) native |
||||
|
||||
; Turns on and off blocking of normal activation - OnActivate events will still be sent |
||||
Function BlockActivation(bool abBlocked = true) native |
||||
|
||||
; Calculate's this references encounter level based on the requested difficulty level |
||||
; 0 - Easy |
||||
; 1 - Medium |
||||
; 2 - Hard |
||||
; 3 - Very Hard |
||||
; 4 - None |
||||
int Function CalculateEncounterLevel(int aiDifficulty = 4) native |
||||
|
||||
; Can the map marker be fast traveled to? |
||||
bool Function CanFastTravelToMarker() native |
||||
|
||||
; Clears all effects of destruction from this object |
||||
Function ClearDestruction() native |
||||
|
||||
; Create a detection event at this reference, with the specified owner. Sound level is between 0 and 100 |
||||
|
||||
Function CreateDetectionEvent(Actor akOwner, int aiSoundLevel = 0 ) native |
||||
|
||||
; Damages this object and advances the destruction stage - does not return until the object is damaged |
||||
Function DamageObject(float afDamage) native |
||||
|
||||
; Delets this object |
||||
Function Delete() native |
||||
|
||||
; Disables this object - fading out if requested |
||||
Function Disable(bool abFadeOut = false) native |
||||
|
||||
; Disables this object - fading out if requested. Does NOT wait for the fade or disable to finish |
||||
Function DisableNoWait(bool abFadeOut = false) native |
||||
|
||||
; Drops the specified object from this object's inventory |
||||
ObjectReference Function DropObject(Form akObject, int aiCount = 1) native |
||||
|
||||
; Enables this object - fading in if requested |
||||
Function Enable(bool abFadeIn = false) native |
||||
|
||||
; Enables the ability to fast travel to this marker - or disables it. Note that if you disable |
||||
; fast travel the player will see "You haven't discovered this location" as an error message |
||||
Function EnableFastTravel(bool abEnable = true) native |
||||
|
||||
; Enables this object - fading in if requested. Does NOT wait for the fade or enable to finish |
||||
Function EnableNoWait(bool abFadeIn = false) native |
||||
|
||||
; Forcibly adds / removes the ragdoll for a reference to the world |
||||
Function ForceAddRagdollToWorld() native |
||||
Function ForceRemoveRagdollFromWorld() native |
||||
|
||||
; Gets the actor that owns this object (or None if not owned by an Actor) |
||||
ActorBase Function GetActorOwner() native |
||||
|
||||
; Get the current X angle of this object |
||||
float Function GetAngleX() native |
||||
|
||||
; Get the current Y angle of this object |
||||
float Function GetAngleY() native |
||||
|
||||
; Get the current Z angle of this object |
||||
float Function GetAngleZ() native |
||||
|
||||
; Get a variable from the reference's animation graph (if applicable). Bool version. |
||||
bool Function GetAnimationVariableBool(string arVariableName) native |
||||
|
||||
; Get a variable from the reference's animation graph (if applicable). Int version. |
||||
int Function GetAnimationVariableInt(string arVariableName) native |
||||
|
||||
; Get a variable from the reference's animation graph (if applicable). Float version. |
||||
float Function GetAnimationVariableFloat(string arVariableName) native |
||||
|
||||
; Returns the base object this reference represents |
||||
Form Function GetBaseObject() native |
||||
|
||||
; Returns the object's current destruction stage |
||||
int Function GetCurrentDestructionStage() native |
||||
|
||||
; Returns this reference's current location |
||||
Location Function GetCurrentLocation() native |
||||
|
||||
; Returns the scene this reference is currently in - if any |
||||
Scene Function GetCurrentScene() native |
||||
|
||||
; Calculates the distance between this reference and another - both must either be in the same interior, or same worldspace |
||||
float Function GetDistance(ObjectReference akOther) native |
||||
|
||||
; Returns this reference's editor location |
||||
Location Function GetEditorLocation() native |
||||
|
||||
; Gets the faction that owns this object (or None if not owned by a Faction) |
||||
Faction Function GetFactionOwner() native |
||||
|
||||
; Gets the angle between this object's heading and the other object in degrees - in the range from -180 to 180 |
||||
float Function GetHeadingAngle(ObjectReference akOther) native |
||||
|
||||
; Get the current height of the object |
||||
float Function GetHeight() native |
||||
|
||||
; Returns how many of the specified item is in this object reference's inventory |
||||
int Function GetItemCount(Form akItem) native |
||||
|
||||
; Returns the smithed health of this object reference (1.0 == 100%) |
||||
float Function GetItemHealthPercent() native |
||||
|
||||
; Returns the key base object that will unlock this object |
||||
Key Function GetKey() native |
||||
|
||||
; Get the current length of the object |
||||
float Function GetLength() native |
||||
|
||||
; Get our linked reference |
||||
ObjectReference Function GetLinkedRef(Keyword apKeyword = NONE) native |
||||
|
||||
; Get the level of the lock on this object |
||||
int Function GetLockLevel() native |
||||
|
||||
;jtucker, jduvall |
||||
;This function counts the number of linked refs that are in a linked Ref chain (ie object is linked to A, A is linked to B, etc. this then counts all the linked refs.) |
||||
;Often used in conjunction with GetNthLinkedRef() |
||||
;*** WARNING: Having a link ref chain that at any point loops back on itself and calling this function will result in very bad things. Don't do that!*** |
||||
int Function countLinkedRefChain(keyword apKeyword = None, int maxExpectedLinkedRefs = 100) |
||||
;Don't use this on a loop of linked refs. |
||||
ObjectReference CurrentLink = self |
||||
ObjectReference NewLink |
||||
int NumLinkedRefs = 0 |
||||
|
||||
while(currentLink) && NumLinkedRefs <= maxExpectedLinkedRefs |
||||
|
||||
NewLink = currentLink.getLinkedRef(apKeyword) |
||||
|
||||
if NewLink != self |
||||
currentLink = NewLink |
||||
NumLinkedRefs = NumLinkedRefs + 1 |
||||
Else |
||||
currentLink = None |
||||
; debug.trace( self + "countLinkedRefs() found itself. This suggests it was linked back to itself. This will create an infinite loop, so we are killing the function now. NumLinkedRefs =" + NumLinkedRefs) |
||||
EndIf |
||||
|
||||
endWhile |
||||
|
||||
if NumLinkedRefs >= maxExpectedLinkedRefs |
||||
; debug.trace( self + "countLinkedRefs() bailing out early because it found more linked refs than maxExpectedLinkRefs (suggesting an infinite loop). LinkedRefs found:" + NumLinkedRefs + ", maxExpectedLinkedRefs:" + maxExpectedLinkedRefs) |
||||
EndIf |
||||
|
||||
|
||||
return NumLinkedRefs |
||||
|
||||
endFunction |
||||
|
||||
|
||||
; Returns the Nth linked ref from this reference (0 = self, 1 = GetLinkedRef, 2 = GetLinkedRef.GetLinkedRef, etc) |
||||
ObjectReference Function GetNthLinkedRef(int aiLinkedRef) native |
||||
|
||||
|
||||
; Enables all of the references that are linked, in a chain, to this one. |
||||
Function EnableLinkChain(Keyword apKeyword = None) |
||||
ObjectReference CurrentLink = GetLinkedRef(apKeyword) |
||||
While CurrentLink |
||||
CurrentLink.Enable() |
||||
CurrentLink = CurrentLink.GetLinkedRef(apKeyword) |
||||
endWhile |
||||
endFunction |
||||
|
||||
|
||||
; Disables all of the references that are linked, in a chain, to this one. |
||||
Function DisableLinkChain(Keyword apKeyword = None, bool abFadeOut = false) |
||||
ObjectReference CurrentLink = GetLinkedRef(apKeyword) |
||||
While CurrentLink |
||||
CurrentLink.Disable(abFadeOut) |
||||
CurrentLink = CurrentLink.GetLinkedRef(apKeyword) |
||||
endWhile |
||||
endFunction |
||||
|
||||
|
||||
; Get this object's mass |
||||
float Function GetMass() native |
||||
|
||||
; Gets the open state of this object. Which can be one of the following: |
||||
; 0 - None |
||||
; 1 - Open |
||||
; 2 - Opening |
||||
; 3 - Closed |
||||
; 4 - Closing |
||||
int Function GetOpenState() native |
||||
|
||||
; Gets the cell this object is in |
||||
Cell Function GetParentCell() native |
||||
|
||||
; Get the current X position of the object |
||||
float Function GetPositionX() native |
||||
|
||||
; Get the current Y position of the object |
||||
float Function GetPositionY() native |
||||
|
||||
; Get the current Z position of the object |
||||
float Function GetPositionZ() native |
||||
|
||||
; Get the current scale of the object |
||||
float Function GetScale() native |
||||
|
||||
; Get the number of objects inside this trigger (throws warning if not a triggger) |
||||
int Function GetTriggerObjectCount() native |
||||
|
||||
; Gets the voice type for this reference. Will return None if not an actor or a talking activator |
||||
VoiceType Function GetVoiceType() native |
||||
|
||||
; Get the current width of the object |
||||
float Function GetWidth() native |
||||
|
||||
; Get this objects worldspace |
||||
WorldSpace Function GetWorldSpace() native |
||||
|
||||
; Returns self cast as an actor |
||||
actor Function GetSelfAsActor() |
||||
return self as Actor |
||||
endFunction |
||||
|
||||
; Returns if this reference has an active effect coming from a magic effect with the specified keyword attached |
||||
bool Function HasEffectKeyword(Keyword akKeyword) native |
||||
|
||||
; Returns whether the reference has the given node |
||||
bool Function HasNode(string asNodeName) native |
||||
|
||||
; Returns if this reference has the specified location ref type |
||||
bool Function HasRefType(LocationRefType akRefType) native |
||||
|
||||
; Flags this reference as ignoring (or not ignoring) friendly hits |
||||
Function IgnoreFriendlyHits(bool abIgnore = true) native |
||||
|
||||
; Interrupts any spell-casting this object may be doing |
||||
Function InterruptCast() native |
||||
|
||||
; Checks to see if the passed in reference is the activate child of this one |
||||
bool Function IsActivateChild(ObjectReference akChild) native |
||||
|
||||
; Checks to see if activation is currently blocked on this object |
||||
bool Function IsActivationBlocked() native |
||||
|
||||
; Returns if the 3d for this object is loaded or not |
||||
bool Function Is3DLoaded() native |
||||
|
||||
; Is this object currently flagged for delete? |
||||
bool Function IsDeleted() native |
||||
|
||||
; Is this object currently disabled? |
||||
bool Function IsDisabled() native |
||||
|
||||
; Because Shane got tired of remembering which way to call this |
||||
bool Function IsEnabled() |
||||
return !IsDisabled() |
||||
EndFunction |
||||
|
||||
; Is any marker on this furniture in use? |
||||
bool Function IsFurnitureInUse(bool abIgnoreReserved = false) native |
||||
|
||||
; Is a particular marker on this furniture in use? |
||||
bool Function IsFurnitureMarkerInUse(int aiMarker, bool abIgnoreReserved = false) native |
||||
|
||||
; Is this object ignoring friendly hits? |
||||
bool Function IsIgnoringFriendlyHits() native |
||||
|
||||
; Is this actor or talking activator currently talking to the player? |
||||
bool Function IsInDialogueWithPlayer() native |
||||
|
||||
; Is the lock on this object broken? |
||||
bool Function IsLockBroken() native |
||||
|
||||
; Is the lock on this object locked? |
||||
bool Function IsLocked() native |
||||
|
||||
; Is the map marker visible? |
||||
bool Function IsMapMarkerVisible() native |
||||
|
||||
; Executes a knock effect to an area |
||||
Function KnockAreaEffect(float afMagnitude, float afRadius) native |
||||
|
||||
; Lock/unlock this object. If told to lock it, it will add a lock if it doesn't have one. If locked/unlocked as the owner on a door, |
||||
; the adjoining cell will be made public/private as appropriate |
||||
Function Lock(bool abLock = true, bool abAsOwner = false) native |
||||
|
||||
; Moves this object to the position of the specified object, with an offset, and optionally matching its rotation |
||||
Function MoveTo(ObjectReference akTarget, float afXOffset = 0.0, float afYOffset = 0.0, float afZOffset = 0.0, bool abMatchRotation = true) native |
||||
|
||||
; Moves this object to the position (and rotation) of the specified object's interaction position |
||||
Function MoveToInteractionLocation(ObjectReference akTarget) native |
||||
|
||||
; Moves this object to its editor location |
||||
Function MoveToMyEditorLocation() native |
||||
|
||||
; Moves this object to the position (and rotation) of the specified node on the specified object's 3D |
||||
Function MoveToNode(ObjectReference akTarget, string asNodeName) native |
||||
|
||||
; Create x copies of the passed in form (forcing them to persist if desired) and place them at our location, returning the last object created |
||||
ObjectReference Function PlaceAtMe(Form akFormToPlace, int aiCount = 1, bool abForcePersist = false, bool abInitiallyDisabled = false) native |
||||
|
||||
; Create an actor at this object's location. Level mod is one of the following: |
||||
; 0 - Easy |
||||
; 1 - Medium |
||||
; 2 - Hard |
||||
; 3 - Boss |
||||
; 4 - None |
||||
Actor Function PlaceActorAtMe(ActorBase akActorToPlace, int aiLevelMod = 4, EncounterZone akZone = None) native |
||||
|
||||
; Start the specified animation playing - returns true if it succeeds |
||||
bool Function PlayAnimation(string asAnimation) native |
||||
|
||||
; Start the specified animation playing and wait for the specified event - returns true if succeeds |
||||
bool Function PlayAnimationAndWait(string asAnimation, string asEventName) native |
||||
|
||||
; Start the specified Gamebryo animation playing - returns true if it succeeds |
||||
bool Function PlayGamebryoAnimation(string asAnimation, bool abStartOver = false, float afEaseInTime = 0.0) native |
||||
|
||||
; Play the specified impact effect - returns true if it succeeds |
||||
bool Function PlayImpactEffect(ImpactDataSet akImpactEffect, string asNodeName = "", float afPickDirX = 0.0, float afPickDirY = 0.0, float afPickDirZ = -1.0, float afPickLength = 512.0, bool abApplyNodeRotation = false, bool abUseNodeLocalRotation = false) native |
||||
|
||||
; Play two animations at once - one on this object, one on another object |
||||
bool Function PlaySyncedAnimationSS(string asAnimation1, ObjectReference akObj2, string asAnimation2) native |
||||
|
||||
; Play two animations at once - one on this object, one on another object - and wait for both |
||||
bool Function PlaySyncedAnimationAndWaitSS(string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2) native |
||||
|
||||
; Play a terrain effect that is attached to the specified bone of this object. |
||||
Function PlayTerrainEffect(string asEffectModelName, string asAttachBoneName) native |
||||
|
||||
; Tells this object to process a trap hitting it |
||||
Function ProcessTrapHit(ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger) native |
||||
|
||||
; Pushes the passed-in actor away from this object, using the passed in knockback force to determine the speed |
||||
Function PushActorAway(Actor akActorToPush, float aiKnockbackForce) native |
||||
|
||||
; Remove all inventory event filters from this reference - all item added/removed events will now be received |
||||
Function RemoveAllInventoryEventFilters() native |
||||
|
||||
; Removes all items from this container, transferring it to the other object if passed |
||||
Function RemoveAllItems(ObjectReference akTransferTo = None, bool abKeepOwnership = false, bool abRemoveQuestItems = false) native |
||||
|
||||
; Remove an inventory event filter from this reference. Item added/removed events matching the |
||||
; specified form (or in the specified form list) will no longer be let through. |
||||
Function RemoveInventoryEventFilter(Form akFilter) native |
||||
|
||||
; Removes the specified item from this object reference's inventory |
||||
Function RemoveItem(Form akItemToRemove, int aiCount = 1, bool abSilent = false, ObjectReference akOtherContainer = None) native |
||||
|
||||
; Removes a previously added dependent object |
||||
; This function should be used only with a coder supervision. It is left undocumented because it can cause dangling pointers as well as very broken functionality |
||||
; for the dependent object if used improperly. |
||||
bool Function RemoveDependentAnimatedObjectReference( ObjectReference akDependent ) native |
||||
|
||||
; Resets this object, optional place the object at the new target |
||||
Function Reset(ObjectReference akTarget = None) native |
||||
|
||||
; Has this object "say" the specified topic, as if spoken by the specified actor (if one is |
||||
; provided, and potentially "speaking" in the player's head. |
||||
Function Say(Topic akTopicToSay, Actor akActorToSpeakAs = None, bool abSpeakInPlayersHead = false) native |
||||
|
||||
; Has this object behave as if the specified actor attempted to steal it |
||||
Function SendStealAlarm(Actor akThief) native |
||||
|
||||
; Sets this object's actor cause to the specified actor |
||||
Function SetActorCause(Actor akActor) native |
||||
|
||||
; Sets this object's owner to the specified actor base - None means to remove ownership |
||||
Function SetActorOwner(ActorBase akActorBase) native |
||||
|
||||
; Set the orientation of the object (angles are in degrees) |
||||
Function SetAngle(float afXAngle, float afYAngle, float afZAngle) native |
||||
|
||||
; Set a variable on the reference's animation graph (if applicable). Bool version. |
||||
Function SetAnimationVariableBool(string arVariableName, bool abNewValue) native |
||||
|
||||
; Set a variable on the reference's animation graph (if applicable). Int version. |
||||
Function SetAnimationVariableInt(string arVariableName, int aiNewValue) native |
||||
|
||||
; Set a variable on the reference's animation graph (if applicable). Float version. |
||||
Function SetAnimationVariableFloat(string arVariableName, float afNewValue) native |
||||
|
||||
; Sets this object as destroyed or not |
||||
Function SetDestroyed(bool abDestroyed = true) native |
||||
|
||||
; Sets this object's owner to the specified faction |
||||
Function SetFactionOwner(Faction akFaction) native |
||||
|
||||
; Sets the lock level on this object. Will add an unlocked lock to it if it doesn't have one |
||||
Function SetLockLevel(int aiLockLevel) native |
||||
|
||||
; Sets the motion type of the reference |
||||
; aeMotionType: The type of motion (see properties at end of file) |
||||
; abAllowActivate: When setting to a dynamic type, allows the simulation to be activated |
||||
Function SetMotionType(int aeMotionType, bool abAllowActivate = true) native |
||||
|
||||
; Sets this object reference as one that teammates will refuse to do favors on |
||||
Function SetNoFavorAllowed(bool abNoFavor = true) native |
||||
|
||||
; Opens/closes this object |
||||
Function SetOpen(bool abOpen = true) native |
||||
|
||||
; Set the position of the object |
||||
Function SetPosition(float afX, float afY, float afZ) native |
||||
|
||||
; Set the current scale of the object |
||||
Function SetScale(float afScale) native |
||||
|
||||
; Makes the reference translate to the given position/orientation |
||||
; Note: Rotation speed is entirely dependent on the length of the path and the movement speed |
||||
; that is, the rotation will happen such that the reference reaches the goal orientation at the end |
||||
; of the translation. |
||||
Function TranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afSpeed, float afMaxRotationSpeed = 0.0) native |
||||
|
||||
; Makes the reference translate to the given position/orientation on a spline |
||||
Function SplineTranslateTo(float afX, float afY, float afZ, float afXAngle, float afYAngle, float afZAngle, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed = 0.0) native |
||||
|
||||
; Makes the reference translate to the target node's ref/orient on a spline at the given speed |
||||
Function SplineTranslateToRefNode(ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed = 0.0) native |
||||
|
||||
; Stops the reference from moving |
||||
Function StopTranslation() native |
||||
|
||||
; Makes the reference translate to the target ref position/orient at the given speed |
||||
Function TranslateToRef(ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed = 0.0) |
||||
TranslateTo(arTarget.X, arTarget.Y, arTarget.Z, arTarget.GetAngleX(), arTarget.GetAngleY(), arTarget.GetAngleZ(), afSpeed, afMaxRotationSpeed) |
||||
endFunction |
||||
|
||||
; Makes the reference translate to the target ref position/orient on a spline at the given speed |
||||
Function SplineTranslateToRef(ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed = 0.0) |
||||
SplineTranslateTo(arTarget.X, arTarget.Y, arTarget.Z, arTarget.GetAngleX(), arTarget.GetAngleY(), arTarget.GetAngleZ(), afTangentMagnitude, afSpeed, afMaxRotationSpeed) |
||||
endFunction |
||||
|
||||
; Tether a prisoner cart to the given horse. |
||||
Function TetherToHorse(ObjectReference akHorse) native |
||||
|
||||
; Waits for the animation graph to send the specified event |
||||
bool Function WaitForAnimationEvent(string asEventName) native |
||||
|
||||
; Convenience function to check if I'm in a location or any of its children |
||||
bool Function IsInLocation(Location akLocation) |
||||
; cache current location to avoid changing location while this function is running (surprisingly that seems to be happening occasionally) |
||||
Location currLoc = GetCurrentLocation() |
||||
if currLoc == None |
||||
return false |
||||
else |
||||
return akLocation.IsChild(currLoc) || currLoc == akLocation |
||||
endif |
||||
endFunction |
||||
|
||||
; Enderal - Forgotten Stories additional functions |
||||
float function calculateContentStrength() native |
||||
|
||||
ObjectReference function getClosestRefWithKeywordInCell(Keyword data) native |
||||
|
||||
; Event received when this reference is activated |
||||
Event OnActivate(ObjectReference akActionRef) |
||||
EndEvent |
||||
|
||||
; Event received when this object has moved to an attached cell from a detached one |
||||
Event OnAttachedToCell() |
||||
EndEvent |
||||
|
||||
; Event received when this object's parent cell is attached |
||||
Event OnCellAttach() |
||||
EndEvent |
||||
|
||||
; Event received when this object's parent cell is detached |
||||
Event OnCellDetach() |
||||
EndEvent |
||||
|
||||
; Event received when every object in this object's parent cell is loaded (TODO: Find restrictions) |
||||
Event OnCellLoad() |
||||
EndEvent |
||||
|
||||
; Event received when this object is closed |
||||
Event OnClose(ObjectReference akActionRef) |
||||
EndEvent |
||||
|
||||
; Event received when this object enters, exits, or changes containers |
||||
Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) |
||||
EndEvent |
||||
|
||||
; Event received when this reference's destruction stage has changed |
||||
Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage) |
||||
EndEvent |
||||
|
||||
; Event recieved when this object moves to a detached cell from an attached one |
||||
Event OnDetachedFromCell() |
||||
EndEvent |
||||
|
||||
; Event received when this object is equipped by an actor |
||||
Event OnEquipped(Actor akActor) |
||||
EndEvent |
||||
|
||||
; Event received when this object is grabbed by the player |
||||
Event OnGrab() |
||||
EndEvent |
||||
|
||||
; Event received when a this trigger is tripped |
||||
Event OnTrigger(ObjectReference akActionRef) |
||||
EndEvent |
||||
|
||||
; Event received when this trigger volume is entered |
||||
Event OnTriggerEnter(ObjectReference akActionRef) |
||||
EndEvent |
||||
|
||||
; Event received when this trigger volume is left |
||||
Event OnTriggerLeave(ObjectReference akActionRef) |
||||
EndEvent |
||||
|
||||
; Event received when this object is hit by a source (weapon, spell, explosion) or projectile attack |
||||
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) |
||||
EndEvent |
||||
|
||||
; Event received when an item is added to this object's inventory. If the item is a persistant reference, akItemReference will |
||||
; point at it - otherwise the parameter will be None |
||||
Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) |
||||
EndEvent |
||||
|
||||
; Event received when an item is removed from this object's inventory. If the item is a persistant reference, akItemReference |
||||
; will point at it - otherwise the parameter will be None |
||||
Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) |
||||
EndEvent |
||||
|
||||
; Event recieved when this object is completely loaded - will be fired every time this object is loaded |
||||
Event OnLoad() |
||||
EndEvent |
||||
|
||||
; Event received when the lock on this object changes |
||||
Event OnLockStateChanged() |
||||
EndEvent |
||||
|
||||
; Event received when a magic affect is being applied to this object |
||||
Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) |
||||
EndEvent |
||||
|
||||
; Event received when this object is opened |
||||
Event OnOpen(ObjectReference akActionRef) |
||||
EndEvent |
||||
|
||||
; Event received when this object, if a book, is read |
||||
Event OnRead() |
||||
EndEvent |
||||
|
||||
; Event received when this object is released by the player |
||||
Event OnRelease() |
||||
EndEvent |
||||
|
||||
; Event received when this reference is reset |
||||
Event OnReset() |
||||
EndEvent |
||||
|
||||
; Event received when this reference is sold by an actor |
||||
Event OnSell(Actor akSeller) |
||||
EndEvent |
||||
|
||||
; Event received when a spell is cast by this object |
||||
Event OnSpellCast(Form akSpell) |
||||
EndEvent |
||||
|
||||
; Event received when translation is almost complete (from a call to TranslateTo, "almost" is determined by a gamesetting, default is 90% of the way) |
||||
Event OnTranslationAlmostComplete() |
||||
EndEvent |
||||
|
||||
; Event received when translation is complete (from a call to TranslateTo) |
||||
Event OnTranslationComplete() |
||||
EndEvent |
||||
|
||||
; Event received when translation is aborted (from a call to StopTranslateTo) |
||||
Event OnTranslationFailed() |
||||
EndEvent |
||||
|
||||
; Event recieved when this reference hits a target |
||||
Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, \ |
||||
int aeMaterial, bool abInitialHit, int aeMotionType) |
||||
EndEvent |
||||
|
||||
; Event recieved when this starts hitting a target |
||||
Event OnTrapHitStart(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, \ |
||||
int aeMaterial, bool abInitialHit, int aeMotionType) |
||||
EndEvent |
||||
|
||||
; Event recieved when this stops hitting a target |
||||
Event OnTrapHitStop(ObjectReference akTarget) |
||||
EndEvent |
||||
|
||||
; Event received when this object is unequipped by an actor |
||||
Event OnUnequipped(Actor akActor) |
||||
EndEvent |
||||
|
||||
; Event recieved when this object is being unloaded - will be fired every time this object is unloaded |
||||
Event OnUnload() |
||||
EndEvent |
||||
|
||||
; Event received when this object's Ward is hit by a spell |
||||
Event OnWardHit(ObjectReference akCaster, Spell akSpell, int aiStatus) |
||||
EndEvent |
||||
|
||||
; Set of read-only properties to essentually make a fake enum for motion types passed in to the trap hit |
||||
int Property Motion_Dynamic = 1 AutoReadOnly |
||||
int Property Motion_SphereIntertia = 2 AutoReadOnly |
||||
int Property Motion_BoxIntertia = 3 AutoReadOnly |
||||
int Property Motion_Keyframed = 4 AutoReadOnly |
||||
int Property Motion_Fixed = 5 AutoReadOnly |
||||
int Property Motion_ThinBoxIntertia = 6 AutoReadOnly |
||||
int Property Motion_Character = 7 AutoReadOnly |
||||
|
||||
|
||||
; SKSE64 additions built 2019-11-21 05:06:53.443000 UTC |
||||
|
||||
; Container-only functions |
||||
int Function GetNumItems() native |
||||
Form Function GetNthForm(int index) native |
||||
float Function GetTotalItemWeight() native |
||||
float Function GetTotalArmorWeight() native |
||||
|
||||
; Tree and Flora only functions |
||||
bool Function IsHarvested() native |
||||
Function SetHarvested(bool harvested) native |
||||
|
||||
; Tempering |
||||
Function SetItemHealthPercent(float health) native |
||||
|
||||
; Charges |
||||
|
||||
; Only works on ObjectReferences that have user-enchants |
||||
Function SetItemMaxCharge(float maxCharge) native |
||||
; Works on any enchanted item |
||||
float Function GetItemMaxCharge() native |
||||
|
||||
float Function GetItemCharge() native |
||||
Function SetItemCharge(float charge) native |
||||
|
||||
Function ResetInventory() native |
||||
|
||||
bool Function IsOffLimits() native |
||||
|
||||
; Returns the name of this reference |
||||
; this is the name that is displayed |
||||
string Function GetDisplayName() native |
||||
|
||||
; Sets a reference's display name |
||||
; returns false if force is false and the reference |
||||
; is held by an alias using 'Stored Text' or 'Uses Stored Text' |
||||
; Text Replacement does not use this name and may be lost if forced |
||||
bool Function SetDisplayName(string name, bool force = false) native |
||||
|
||||
; Returns the enable parent object |
||||
ObjectReference Function GetEnableParent() native |
||||
|
||||
; Returns the player-made enchantment if there is one |
||||
Enchantment Function GetEnchantment() native |
||||
|
||||
; Changes an item's player-made enchantment to something else |
||||
; None enchantment will remove the existing enchantment |
||||
; does not delete the custom enchantment, only removes it |
||||
Function SetEnchantment(Enchantment source, float maxCharge) native |
||||
|
||||
; Creates a new enchantment on the item given the specified parameters |
||||
; all arrays must be the same size |
||||
; created enchantments are not purged from the save when removed or overwritten |
||||
; exact same enchantments are re-used by the game |
||||
Function CreateEnchantment(float maxCharge, MagicEffect[] effects, float[] magnitudes, int[] areas, int[] durations) native |
||||
|
||||
; Returns the number of ref aliases holding this reference |
||||
int Function GetNumReferenceAliases() native |
||||
|
||||
; Returns the nth ReferenceAlias holding this reference |
||||
ReferenceAlias Function GetNthReferenceAlias(int n) native |
||||
|
||||
; Returns the poison applied to the weapon |
||||
Potion Function GetPoison() native |
||||
|
||||
; Returns all base forms in the inventory/container into the specified FormList |
||||
Function GetAllForms(FormList toFill) native |
||||
|
||||
; Returns all base forms from the container into a new array |
||||
Form[] Function GetContainerForms() native |
||||
|
||||
; Returns all of the aliases holding this reference |
||||
ReferenceAlias[] Function GetReferenceAliases() native |
@ -1,56 +0,0 @@ |
||||
Scriptname Potion extends Form |
||||
|
||||
; Is this postion classified as hostile? |
||||
bool Function IsHostile() native |
||||
|
||||
; SKSE64 additions built 2019-11-21 05:06:53.443000 UTC |
||||
; Is this potion classified as Food? |
||||
bool Function IsFood() native |
||||
|
||||
; Is this potion classified as Poison? |
||||
bool Function IsPoison() native |
||||
|
||||
; return the number of the effects |
||||
int Function GetNumEffects() native |
||||
|
||||
; return the magnitude of the specified effect |
||||
float Function GetNthEffectMagnitude(int index) native |
||||
|
||||
; return the area of the specified effect |
||||
int Function GetNthEffectArea(int index) native |
||||
|
||||
; return the duration of the specified effect |
||||
int Function GetNthEffectDuration(int index) native |
||||
|
||||
; return the magic effect of the specified effect |
||||
MagicEffect Function GetNthEffectMagicEffect(int index) native |
||||
|
||||
; return the index of the costliest effect |
||||
int Function GetCostliestEffectIndex() native |
||||
|
||||
; sets the magnitude of the specified effect |
||||
Function SetNthEffectMagnitude(int index, float value) native |
||||
|
||||
; sets the area of the specified effect |
||||
Function SetNthEffectArea(int index, int value) native |
||||
|
||||
; sets the duration of the specified effect |
||||
Function SetNthEffectDuration(int index, int value) native |
||||
|
||||
; gets the use sound of this potion |
||||
SoundDescriptor Function GetUseSound() native |
||||
|
||||
; Returns all the magnitudes of this object in order |
||||
float[] Function GetEffectMagnitudes() native |
||||
|
||||
; Returns all the areas of this object in order |
||||
int[] Function GetEffectAreas() native |
||||
|
||||
; Returns all the durations of this object in order |
||||
int[] Function GetEffectDurations() native |
||||
|
||||
; Returns all the magic effects of this object in order |
||||
MagicEffect[] Function GetMagicEffects() native |
||||
|
||||
; Added by Enderal FS |
||||
Potion Function CreatePotion(MagicEffect[] effects, float[] magnitudes, int[] areas, int[] durations, int arraySize) native global |
Loading…
Reference in new issue