415 lines
11 KiB
Plaintext
415 lines
11 KiB
Plaintext
Scriptname ReferenceAlias extends Alias Hidden
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import ObjectReference
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; Add an inventory event filter to this alias. Item added/removed events matching the
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; specified form (or in the specified form list) will now be let through.
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Function AddInventoryEventFilter(Form akFilter) native
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; Clears the alias - fails on non-optional aliases
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Function Clear() native
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; Get the object reference this alias refers to
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ObjectReference Function GetReference() native
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; Forces this alias to use the specified reference
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Function ForceRefTo(ObjectReference akNewRef) native
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; Remove all inventory event filters from this alias - all item added/removed events will now be received
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Function RemoveAllInventoryEventFilters() native
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; Remove an inventory event filter from this alias. Item added/removed events matching the
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; specified form (or in the specified form list) will no longer be let through.
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Function RemoveInventoryEventFilter(Form akFilter) native
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; SJML -- tries to force a reference into the alias, but only if it's already empty.
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; returns true if the alias now holds the passed reference, false if it was already filled.
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bool Function ForceRefIfEmpty(ObjectReference akNewRef)
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if (GetReference())
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return False
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else
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ForceRefTo(akNewRef)
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return True
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endif
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EndFunction
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; Autocast to Actor is applicable
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Actor Function GetActorReference()
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return GetReference() as Actor
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endFunction
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; Convenience function
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ObjectReference Function GetRef()
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return GetReference()
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endFunction
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; Convenience fucntion
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Actor Function GetActorRef()
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return GetActorReference()
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endFunction
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; Convenience function - jduvall
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bool Function TryToAddToFaction(Faction FactionToAddTo)
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Actor ActorRef = GetActorReference()
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if ActorRef
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ActorRef.AddToFaction(FactionToAddTo)
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToRemoveFromFaction(Faction FactionToRemoveFrom)
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Actor ActorRef = GetActorReference()
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if ActorRef
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ActorRef.RemoveFromFaction(FactionToRemoveFrom)
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToStopCombat()
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Actor ActorRef = GetActorReference()
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if ActorRef
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ActorRef.StopCombat()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToDisable()
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ObjectReference Ref = GetReference()
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if Ref
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Ref.Disable()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - wshen
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bool Function TryToDisableNoWait()
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ObjectReference Ref = GetReference()
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if Ref
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Ref.DisableNoWait()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToEnable()
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ObjectReference Ref = GetReference()
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if Ref
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Ref.Enable()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - wshen
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bool Function TryToEnableNoWait()
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ObjectReference Ref = GetReference()
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if Ref
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Ref.EnableNoWait()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToEvaluatePackage()
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Actor ActorRef = GetActorReference()
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if ActorRef
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ActorRef.EvaluatePackage()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToKill()
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Actor ActorRef = GetActorReference()
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if ActorRef
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ActorRef.Kill()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToMoveTo(ObjectReference RefToMoveTo)
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ObjectReference Ref = GetReference()
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if Ref
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Ref.MoveTo(RefToMoveTo)
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - jduvall
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bool Function TryToReset()
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ObjectReference Ref = GetReference()
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if Ref
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Ref.Reset()
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Return True
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EndIf
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Return False
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EndFunction
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; Convenience function - sjml
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bool Function TryToClear()
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if (GetReference())
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Clear()
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return True
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endif
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return False
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EndFunction
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; The following events are received if the object the alias points at receives the events:
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; Event received when this reference is activated
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Event OnActivate(ObjectReference akActionRef)
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EndEvent
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; Event received when this object has moved to an attached cell from a detached one
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Event OnAttachedToCell()
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EndEvent
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; Event received when this object's parent cell is attached
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Event OnCellAttach()
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EndEvent
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; Event received when this object's parent cell is detached
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Event OnCellDetach()
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EndEvent
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; Event received when every object in this object's parent cell is loaded (TODO: Find restrictions)
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Event OnCellLoad()
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EndEvent
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; Event received when this object is closed
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Event OnClose(ObjectReference akActionRef)
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EndEvent
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; Event received when this object enters, exits, or changes containers
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Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
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EndEvent
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; Event received when this reference's destruction stage has changed
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Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
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EndEvent
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; Event recieved when this object moves to a detached cell from an attached one
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Event OnDetachedFromCell()
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EndEvent
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; Event received when this object is equipped by an actor
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Event OnEquipped(Actor akActor)
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EndEvent
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; Event received when this object is grabbed by the player
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Event OnGrab()
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EndEvent
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; Event received when this object is hit by a source (weapon, spell, explosion) or projectile attack
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Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
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EndEvent
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; Event received when an item is added to this object's inventory. If the item is a persistant reference, akItemReference will
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; point at it - otherwise the parameter will be None
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Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)
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EndEvent
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; Event received when an item is removed from this object's inventory. If the item is a persistant reference, akItemReference
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; will point at it - otherwise the parameter will be None
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Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)
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EndEvent
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; Event recieved when this object is completely loaded - will be fired every time this object is loaded
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Event OnLoad()
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EndEvent
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; Event received when the lock on this object changes
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Event OnLockStateChanged()
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EndEvent
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; Event received when a magic affect is being applied to this object
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Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)
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EndEvent
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; Event received when this object is opened
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Event OnOpen(ObjectReference akActionRef)
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EndEvent
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; Event received when this object, if a book, is read
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Event OnRead()
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EndEvent
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; Event received when this object is released by the player
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Event OnRelease()
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EndEvent
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; Event received when this reference is reset
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Event OnReset()
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EndEvent
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; Event received when this reference is sold by an actor
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Event OnSell(Actor akSeller)
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EndEvent
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; Event received when a spell is cast by this object
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Event OnSpellCast(Form akSpell)
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EndEvent
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; Event received when translation is complete (from a call to TranslateTo)
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Event OnTranslationComplete()
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EndEvent
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; Event received when translation is aborted (from a call to StopTranslateTo)
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Event OnTranslationFailed()
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EndEvent
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; Event recieved when this reference hits a target
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Event OnTrapHit(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, \
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int aeMaterial, bool abInitialHit, int aeMotionType)
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EndEvent
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; Event recieved when this starts hitting a target
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Event OnTrapHitStart(ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, \
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int aeMaterial, bool abInitialHit, int aeMotionType)
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EndEvent
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; Event recieved when this stops hitting a target
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Event OnTrapHitStop(ObjectReference akTarget)
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EndEvent
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; Event received when a this trigger is tripped
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Event OnTrigger(ObjectReference akActionRef)
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EndEvent
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; Event received when this trigger volume is entered
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Event OnTriggerEnter(ObjectReference akActionRef)
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EndEvent
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; Event received when this trigger volume is left
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Event OnTriggerLeave(ObjectReference akActionRef)
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EndEvent
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; Event received when this object is unequipped by an actor
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Event OnUnequipped(Actor akActor)
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EndEvent
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; Event recieved when this object is being unloaded - will be fired every time this object is unloaded
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Event OnUnload()
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EndEvent
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; Event that is triggered when this actor's combat state against the target changes
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; State is as follows:
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; 0 - not in combat
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; 1 - in combat
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; 2 - searching
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Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
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EndEvent
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; Event that is triggered when this actor sits in the furniture
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Event OnSit(ObjectReference akFurniture)
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EndEvent
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; Event that is triggered when this actor leaves the furniture
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Event OnGetUp(ObjectReference akFurniture)
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EndEvent
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; Event that is triggered when this actor finishes dying (only if this alias points at an actor)
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Event OnDeath(Actor akKiller)
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EndEvent
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; Event that is triggered when this actor begins dying (only if this alias points at an actor)
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Event OnDying(Actor akKiller)
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EndEvent
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; Event received when an actor enters bleedout. (only if this alias points at an actor)
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Event OnEnterBleedout()
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EndEvent
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; Event that is triggered when this actor changes from one location to another (only if this alias points at an actor)
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Event OnLocationChange(Location akOldLoc, Location akNewLoc)
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EndEvent
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; Received when the lycanthropy state of this actor changes (when SendLycanthropyStateChanged is called)
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Event OnLycanthropyStateChanged(bool abIsWerewolf)
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EndEvent
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; Event received when this actor equips something - akReference may be None if object is not persistent (only if this alias points at an actor)
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Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference)
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EndEvent
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; Event received when this actor unequips something - akReference may be None if object is not persistent (only if this alias points at an actor)
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Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference)
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EndEvent
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; Event received when this actor starts a new package (only if this alias points at an actor)
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Event OnPackageStart(Package akNewPackage)
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EndEvent
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; Event received when this actor's package changes (only if this alias points at an actor)
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Event OnPackageChange(Package akOldPackage)
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EndEvent
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; Event received when this actor's package ends (only if this alias points at an actor)
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Event OnPackageEnd(Package akOldPackage)
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EndEvent
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; Event received when this actor finishes changing its race
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Event OnRaceSwitchComplete()
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EndEvent
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; Event received when this object's Ward is hit by a spell
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Event OnWardHit(ObjectReference akCaster, Spell akSpell, int aiStatus)
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EndEvent
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; Received when the player fires a bow. akWeapon will be a bow, akAmmo is the ammo or None,
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; 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.
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Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing)
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EndEvent
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; Received when the player finishes fast travel, gives the duration of game time the travel took
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Event OnPlayerFastTravelEnd(float afTravelGameTimeHours)
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EndEvent
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; Received immediately after the player has loaded a save game. A good time to check for additional content.
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Event OnPlayerLoadGame()
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EndEvent
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; Received when StartVampireFeed is called on an actor
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Event OnVampireFeed(Actor akTarget)
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EndEvent
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; Received when the vampirism state of this actor changes (when SendVampirismStateChanged is called)
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Event OnVampirismStateChanged(bool abIsVampire)
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EndEvent
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