Difference between revisions of "OBSE Wish List"
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==Other Functions== | ==Other Functions== | ||
Functions which don't fit into other categories: | Functions which don't fit into other categories: | ||
*'''GetCollisionTrace''' - Generalized version of [[GetLOS]] to return where collision occurs, rather than a boolean expression of success or failure. | *'''GetCollisionTrace''' - Generalized version of [[GetLOS]] to return where collision occurs, rather than a boolean expression of success or failure. Traces a line from a start point to a destination point and returns a two-dimensional array. Each row corresponds to a point where collision with a new object is detected from the start to destination, with four columns: the reference ID of the colliding object, and X,Y,Z coordinates of the collision. If collision is never detected, returns an empty array. Actors are ignored for the collision check if optional parameter ignoreActors is true, defaults to false. If necessary for efficiency, implementation can include a distance between collision checks specified by optional parameter distanceSkip, defaulting to 16 (or some other efficient value). | ||
:Usage: | :Usage: | ||
:array<float> startRef:reference.'''GetCollisionTrace''' destRef:reference, ''ignoreActors:bool, distanceSkip:float'' | :array<float> startRef:reference.'''GetCollisionTrace''' destRef:reference, ''ignoreActors:bool, distanceSkip:float'' |
Revision as of 22:19, 27 December 2009
This wish list is a place to put ideas for inclusion in OBSE. It will be kept organized, consistent, and clean as possible. That means your contribution may be edited or deleted in order to keep this list manageable. Contributions will only be deleted if they are redundant - either because Oblivion came with a function for this, or because the function has already been requested. Contributions may be edited for a large variety of reasons, from consistency to aesthetics. Please do not take this personally.
Care will be taken to include a name with any requested function if that request is signed. If you don't care about having your name attached, please do not sign your request, since it will keep the list neater.
If, for any reason, you disagree with a change or deletion from this list, please discuss this in the Talk page - we are not infallible, it is entirely possible that we misunderstood the need or use of a given function, and we need that explained so that the contribution can be reverted into its original form and/or be changed into something more appropriate.
To keep the list more manageable, requests have been broken down into categories according to the type of function and, in some cases, the probable ease of implementation. Requested functions which can be accomplished with existing functions appear in a separate section at the bottom of the list.
To avoid requesting a feature which is already available, first consult the OBSE documentation and the list of OBSE Wishes Fulfilled.
Modifications of Existing Functions
Tweaks to functions already present in the scripting language:
- SetDebugMode - This function currently accepts the mod index to enable debugging on, and a boolean value as to whether debugging should be enabled or disabled. Changing the boolean value to an integer would provide greater functionality, such that 0 = turn off debugging, 1 = debug to console only, 2 = debug to log file only (see below), and 3 = debug to console and log file. In short, it would provide the ability to write mod-generated debug text to a log file. Perhaps the log file could be called "OBSE<ModIndex><Date>
- PlayMagicShaderWeapon - Similar to the standard "PlayMagicShaderVisuals", but plays a magic shader only on an actor's equipped weapon; Not the body, not the scabbard, just the weapon. Like an enchantment shader. Could be abbreviated to "pmsw", much like how the template can be shortened to "pms". May require a contingency for when the equipped weapon are unarmed/fists (IE: nothing happens).
- StopMagicShaderWeapon - The counterpart to the above command, it acts like "StopMagicShaderVisuals". Like its template, and like the counterpart requested function, it could be shortened to "smsw" for convenience.
- castNoAnim - When called on an actor, the actor casts the spell without playing the casting animation.
- messageNoDelay - causes the message to be displayed immediately, even if another message is currently being displayed.
- castut - when called, the actor casts a spell in the direction he/she is facing without needing a target.
- [ref].On[blocktype] [ObjectID] Would be used as a block type in quest scripts which would run as if the block type is used in the reference or object's script.
- GetPlayerCameraAngle - Like GetAngle Z except detects the angle the player is looking instead of the angle the horse is heading when the player is on horseback.
- player.getHeadingAngle horseRef could be useful here.
- DeleteClonedForm - Delete the reference and base object of a cloned form like DeleteFullActorCopy
- SetObjectAlpha - Just like SetActorAlpha except works on any object, not just actors.
- EquipItem2 - Just like EquipItem except runs the item's OnEquip block.
- If it's your own item, you can use an onUnEquip block for this one. Unequipping an item, and then requipping it in the next line, will still run the item's onUnEquip block. Since the onUnEquip block will run after the calling script (the one that did the UnEquipItem and EquipItem), you can use a GetEquipped check, in the onUnEquip block, to make sure the item is equipped.
- Using OnUnequip blocks is a good idea. However, if it's not allowed to modify the script on the item I want to equip, I cannot use OnUnequip blocks. I think it'd be a great help for some mods like scruggs' "Expanded Hotkeys and Spell Delete".--Isatin 16:30, 12 November 2007 (EST)
- DuplicateAllItems2 - Same as DuplicateAllItems, but doesn't create a new ID/cloneformed item for each scripted item that's duplicated
- EnablePlayerControls2/DisablePlayerControls2 - Acts like the original functions but without hiding UI.
- Resurrect2 - Like Resurrect but doesn't remove all of your abilities when called on the player.
- GetDisease - Return if the calling actor gets diseased.
- Activate2 - Exactly like Activate but with an unlimited nesting limit (currently only 4-5 scripts started with Ref.Activate player, 1 will run at once while there is no limit on result scripts). Would be great if it was also bug free - safely use the RunOnActivate flag with containers and using the RunOnActivate flag on any object without an onActivate block won't stop it from being normally activated.
- (projectile:ref) Cast2 - a Cast function which simultaneously returns the projectile of the spell just launched.
- CastByPlayer - combine a Cast call with SetPlayerProjectile call on the projectile fired by the Cast, to avoid having to loop through references to find the projectile cast.
- PushActorAway2 - just like PushActorAway except that the calling ref don't have to be an Actor
Modifications/Extensions of OBSE Functions
- Add the Simple Quality to Spells and enchantments. The SetIconPath function could be used to make custom script effects less monotonous.
- GetModVersion/fModVersion - fModVersion is a variable that is available uniquely to any mod, and can be set from any script in that mod (thinking along the lines of fQuestDelayTime for quest scripts). Then, any mod (including the original) can call GetModVersion, passing the esp ID or the mod's filename, to return the version of that plugin (though it's artificial; the modder explicitly sets the version by defining the fModVersion variable). This would greatly aid in creating mods that are meant to be compatible with multiple versions of another mod. If fModVersion is too difficult to implement, SetModVersion could be a function that has the same effect as setting fModVersion manually.
- GetUnusedLabel - Return an unused label number. If we run out of label numbers, return -1. Looping is absolutely great, but when using label & goto in stage functions, I found it would be a problem that I had to specify the label number. I couldn't assure that label numbers I used were unused. So I think it'd be helpful to this kind of situation.
- NOTE: It is rare that two scripts will be running at the same time: result/stage scripts, and scripts started with Ref.Activate player, 1 are the only known scripts that can run while another script is running. There was a brief discussion in an OBSE thread, starting from this post.
- GetMouseX/GetMouseY - Returns current mouse position.
- MagicItemHasEffectAndActorValue(/Code/Count/CodeCount) - Returns whether the magic item has the specific effect and actor value (i.e., the magic item has "Fortify Intelligence", rather than the magic effect "Fortify Attribute"). Also accepts 256/No Actor Value. (This would really help for effect sorting scripts --Haama 17:15, 13 November 2007 (EST))
- CopyName for Magic Effects - Copies the name of the magic effect unto an item. Might also be able to get around this by making a function that returns the reference of the magic effect, and feeding that reference to the standard CopyName.
- IsKeyPressed2+3 - IsKeyPressed2 can pick up tapped keys, IsKeyPressed3/IsControlPressed can pick up disabled keys. Combining them into one IsKeyPressed4 function would be nice, but more to the point being able to do both with an IsControlPressed2 would make coding much easier.
- MessageBoxEx Force Upper/Lower case - Add two new commands - %u and %l - to force the first character of a variable to be either upper or lower case. For example, using %u %pp at the start of a sentence would print as His, Her ot Its, instead of his, her or its.
- MessageBoxEx Centre Message - add a new command to force the text in a message box to be centred, in the same way that the buttons are.
- SetRaceNthSpell - Sets the race's Nth spell. Useful for adding spells to races without conflicting with other mods, when used in combination with GetRaceSpellCount.
- MessageBoxEx Silent Menu - Add a way to set the box to silent, so no sound plays when the menu pops up and no sound plays when you click a button. Useful for mods where you want to play your own custom sound for just one menu, or want to play a sound while the menu is there, without being cut off by the sound the MessageBox makes.
- SetNthActiveEffectCaster - If we can set the caster, we could use activator to cast spells then set the caster to which ever actor we wish and achieve a total silent spell with out any casting animation.
Console Functions
Existing console functions made available in scripts, or useful new console functions:
- AutosaveSlot [Slot Number] - An alternative to SaveGame, saves the game to the name "autosave #" where # is the integer given by Slot Number. This way someone can make a mod where you can press a button to autosave, cycling through 5/10/15 slots. It's safer than SaveGame and more convenient.
- PRID [referenceID] - This function would be hugely useful in scripts, allowing you to specify the reference on which subsequent functions would be run.
- TM - toggles the HUD/Interface. Can be useful in cut scenes.
- GetFormID/GetObjectID [formID|objectID] - In the console, converts a formID to an objectID and vice-versa. Mainly useful for debugging.
- EnableConsoleMessage/DisableConsoleMessage - While disabling console messages, no incoming messages will be shown. Useful for debug to filter the console messages. And can be used to avoid the spam sent by some functions like RemoveSpell and GetNumItems. I hope it can be also used in scripts.
Language Enhancements
New control structures and data types:
- onBreak - This block runs when a scripted spell hits an inanimate object.
- anyMode - Runs in gameMode and menuMode.
- Global reference variables, to avoid issues where calling quest.refVar.someFunction is not allowed.
- Return2 - Unlike Return stopping the scripts in this frame, Return2 only breaks the current block and other blocks in the same script can be still run. Useful for the script writers who want to use multiple Return to reduce the use of nested if/endif blocks without missing the calling of other blocks.
- OnActorHits (Id Optional) - This block will be run once when the scripted actor hits the specified Object or actor.
Audio Functions
Functions dealing with music and sound:
- stopSound - stops a looping sound from playing.
PlayMusic - StreamMusic is horribly buggy. A cleaner version which overrides combat music would be ideal.- Fixed with the plugin SoundCommands- StopMusic - stops a mp3 file played with the above or with StreamMusic.
- GetMusicPlaying - returns the filename of the currently playing track?
- PlayEffectSound Effect SoundType - Plays the sound effect of a spell effect. SoundType is an integer that determines if it plays the cast, bolt, hit, or area sound.
- EnableTrivialSound/DisableTrivialSound - While disabling trivial sounds, the sounds played by the functions in scripts like AddItem, RemoveItem, EquipItem, Activate (while picking up items), and even for the actions done by the player like while equiping or picking up items. Mainly for script writers to avoid these interface sounds with a simple way when they want something to be done in the background.
AI Functions
Functions dealing with combat, crime, detection, and AI:
- setHitBy actorID, damage - damages the actor and updates AI as if the calling actor had attacked them. The Kill function might provide a shortcut to implementing this function, as it allows an actorID parameter to be specified as the attacker.
- getCaster - in a scripted spell, returns a reference to the object or actor which cast the spell.
- getBodyPartHit - returns the body part hit by an attack - hands, torso, head, etc. The game engine apparently randomly picks one, then checks the armor rating of that body part to calculate damage.
- SetHostile - would force the calling actor to behave as if they perceived a hostile threat, assuming such states can be imposed in the absence of real combat.
- actor1.VirtualAttack actor2 - Makes actor2 react like he's attacked by actor1 without suffering from any damage.
Animation and Graphics Functions
Functions dealing with animations or game rendering:
- getCurrentAnim - Returns the currently playing animation.
- changeAnimFilepath - Changes the filepaths used for the player anims by script effect, so he/she e.g. floats like a lich always when a "Lichdom"-effect effects him/her.
- forceDismount - Forces a mounted actor to dismount.
- setCameraDistance - In third person view, adjusts the camera's distance from the player.
- fadeIn/fadeOut duration - Fades the screen to or from black over the given duration.
- closeMenu - Closes all open menus.
- ReloadCell or UpdateLighting - Reloads the cell as if the player had just entered or as if he were moved out of and then back into the cell; or updates the illumination of lights on static objects. Kind of a specific request to eliminate issues with disabled and re-enabled lights not illuminating properly.
- Get/SetFacialData - Returns/sets facial data of the calling actor.
- GetShader: Returns shader(s) active on PC camera (e.g. nighteye, hitshader/blur, etc).
- TriggerShader: Adds a shader to the PC camera, the shader could be defined in an INI or via another function (see talk: Custom Shaders).
- ForcePickIdle - force an Idle to be played even if the player is not on the ground or under any other circumstance that would usually block pickidle.
- PlaceCinematicCamera: Enter tfc mode & Place the camera at any xyz location or xmarker, set elevation & rotation angle, or track a reference object.
- FlyingCinematicCamera: enter tfc and script the camera motion between reference points while tracking another reference. Also able to set speed of movement.
- SetCellAmbientLight: Accepts 3 integer values that set the red, green, and blue ambient light values in an interior cell. A GetCellAmbientLight function would also be nice.
- PlayAnimationSourceFile: Plays animations directly from a source file on the specified actor.
- PlayAnimationSourceFileFP: Plays first person animations directly from a source file on the specified actor.
Functions Returning a Reference
Functions that return a reference:
- GetFirstRefInContainer - Like GetFirstRef, but returns a reference to first item in a container.
- getLastAttacked - Returns a reference to the actor last attacked by the calling actor.
- getLastActivated - Returns a reference to the last object activated by the player or calling actor.
- getNearest integer type - Returns a reference to the nearest object to the calling reference. Type specifies which type of reference - Actor, Activator, etc. So, for example, player.getNearest 6 NPC will return the sixth closest NPC to the player.
- getTelekinesisItem - Returns reference of the object player is currently targeting with telekinesis.
- GetTeleportMarker - Return teleport marker associated with the door that called the function
Actor Functions
Functions which read or alter the state of an actor:
- SetRace - Allows you to change the race of an actor
- IsStill - Returns true if the actor is not moving any of its body parts - providing that it has body parts - by itself at all (e.g. standing still, flying still, jumping still, swimming still, falling still, being crashed or limbs moved by only other actors - not the actor himself, etc).
- GetIsSummon - Returns true if the calling actor is a summoned creature (a normal summon associated with one of the "Summon" spell effects). This would allow scripters to avoid issues where the reference is destroyed when the spell effect ends or creature is killed.
- Open [Reference] - Makes the calling actor open the given door or container with his or her keys. Even suitable for a calling container.
- GetActorMagicEffectMagnitude [Effect] - Returns the total magnitude of a particular magic effect from all spells/abilities/etc affecting an actor.
- DropEquipped [slot] - Drops the equipped item according to the given equipment slot. This function keeps the item's statuses like RemoveMe or disarmament.
- CancelInvisibility - If the player is invisible through a spell, cancel the spell and make the player visible.
- GetKilledBy - Get the reference by whom the actor was killed. Should be available in blocks like actorId.GetDead == 1.
- GetHitBy - Returns the reference whom just hit the actor.
- GetAge - Returns the age of the actor if it is an NPC
- SetAge - Allows you to change the age of an NPC
UI Functions
- GetDialogID - retrieve the ID of the dialog currently shown.
- GetTextFromDialog - retrieve dialog text, manually entered text, or the answer options that the user can choose /this would make only sense if we had string manipulation routines, too, such get Trim(), Substr(), Compare(), Catenate()/. Would be great for some puzzles...
- SelectDialogResponse - Choose a particular answer in a dialog (e.g. Yes, No, Cancel, Optionx, etc.)
- ShowMap2 (FastTravelFlag) - Unlike ShowMap, this function just bring the map menu on the screen and the player can fast-travel or close the menu. If the FastTravel flag is true, the player can fast-travel whether the cell is set as unable to travel from here.
- ShowInventory (PageNumber) - Bring the player inventory menu on the screen. If PageNumber is given, show the corresponding page. Otherwise, show the last page the player opened.
- ShowMagic (PageNumber) - Bring the player magic menu on the screen. If PageNumber is given, show the corresponding page. Otherwise, show the last page the player opened.
Other Functions
Functions which don't fit into other categories:
- GetCollisionTrace - Generalized version of GetLOS to return where collision occurs, rather than a boolean expression of success or failure. Traces a line from a start point to a destination point and returns a two-dimensional array. Each row corresponds to a point where collision with a new object is detected from the start to destination, with four columns: the reference ID of the colliding object, and X,Y,Z coordinates of the collision. If collision is never detected, returns an empty array. Actors are ignored for the collision check if optional parameter ignoreActors is true, defaults to false. If necessary for efficiency, implementation can include a distance between collision checks specified by optional parameter distanceSkip, defaulting to 16 (or some other efficient value).
- Usage:
- array<float> startRef:reference.GetCollisionTrace destRef:reference, ignoreActors:bool, distanceSkip:float
- array<float> GetCollisionTrace startX:float, startY:float, startZ:float, destX:float, destY:float, destZ:float, ignoreActors:bool, distanceSkip:float
- GetCollisionTraceSpherical - Same as GetCollisionTrace, but uses spherical coordinates to calculate the destination point.
- Usage:
- array<float> startRef:reference.GetCollisionTraceSpherical distance:float, elevation:float, heading:float, ignoreActors:bool, distanceSkip:float
- array<float> GetCollisionTraceSpherical startX:float, startY:float, startZ:float, distance:float, elevation:float, heading:float, ignoreActors:bool, distanceSkip:float
- RevertName - Called on a reference or base object with the 'Named' property to revert its name to its original definition in the construction set. Examples: if setname or setnameex is used on Shadowmere to name her "Darkness", calling RevertName on 'ShadowmereRef' or 'Dark10Horse' would reset her name to "Shadowmere". Likewise, if a mod is loaded that explicitly sets the name property of Shadowmere to "Black Beauty" using the CS (and assuming her name is then set (in game) to "Darkness" using setname or setnameex), calling RevertName on her should set her name to "Black Beauty". I.E. The name should be set to whatever is defined in the construction set, with regard to installed mods.
- GetModRecords - With the advent of arrays in OBSE v17, this request seems possible. The function returns an array of the records introduced by a particular mod. For example, the first level of the array would store an array for each of Actors, Items, Magic, Miscellaneous, and WorldObjects. The contents of each subarray would be the records that each CS category contains that are new/introduced by the mod. For example, If there is a mod loaded that adds 5 books to the game, and the mod is 8th in this imaginary load order, calling GetModRecords, passing 08 as the mod index, should return an array, and let's call it arItems. arItems[Actors], arItems[Magic], etc. would be empty, but arItems[Items] would contain 5 records (numeric keys are used as opposed to labels, this is just for illustration). These 5 records should be the FormID's of the five books. In this way, one could search a mod for records, and make use of them in-game using placeatme or additem.
- Get/Set/ModWaterHeight - change the height of water in an Interior cell
- SetIsPersistent - allows persistence to be toggled via script.*
- (reference.)SetNthVariable integer type quest(optional) - Sets the value of the Nth variable in the given script. This would let everyone use arrays without using an array type into the Oblivion scripting language. See Discussion.
- [optional reference].AutocalSpellMagickaCost spellID - autocalculates spell cost including area factor, duration factor, and range factor based on the formula in FMagicCasterSkillCostMult. If optional reference is included, also calculates in the skill factor for that actor (including luck).
- IsPCUnderArrest - return a boolean indicating whether the player is chased by any guard.
- GetScriptStage - Returns the stage index of the calling result script. If the calling script is not a stage result script, then return -1. Very handy for those using stage functions to create arrays.
- LoadObject - Forcibly cache/load an object, or LoadCellBuffer which would load/cache an entire cell, sort of opposite to PurgeCellBuffers
- GetDifficulty - Returns current game difficulty.
- EquipMe - Makes the actor holding the calling reference equips it. Even better if it can trigger OnEquip blocks.
- GetPoison - Returns the poison applied to the calling weapon reference.
- WallCollision - Returns true if the player is colliding with a wall. If that is not feasible, then returning true if the player is colliding with any solid object that isn't a floor would be more helpful than what we've got.
- Get/SetCellFogNear & Get/SetCellFogFar - Get and set interior cell fog distance.
- GetStartingCell CellID - Returns true if editor cellID is the same a the parameter specified.
- GetGroundPos - Returns the groundlevel co-ordinate of the current cell.
- IsOnGround - Returns true of the calling object of at ground level.
- Add/RemoveMajorSkill - Adds or removes major skill on calling actor.
- Add/RemoveClassSkill - Adds or removes class skill for indicated class (If above request is prohibitive)
- SetCurrentCharge - Sets the charge of the calling reference (getcurrentcharge already exists)
- SetCurrentHealth - Sets the health of the calling reference - for objects,not actors (getcurrenthealth already exists)
- GetDimension [x|-x|y|-y|z|-z] - returns the distance from the object 'origin' to its outer limit in the requested axis and direction - very useful when moving/placing/aligning/spacing references by script. (a typical NPC with the origin at the feet would return 125 to Z (origin to top) and 0 to -Z (origin to bottom)
- IsColliding reference:ref - returns true if any part of the calling object occupies the same space as the provided reference:ref.
- GetCollidingRefs - returns an array of the references colliding with the calling reference. <OR> GetFirst/NextCollidingRef - returns one at a time.
Non-Functions (Game Tweaks)
- Non-Spoken Dialog Teaks:
- When mods add dialog for which there is there is no voice file, it would be very useful if: 1) subtititles were automatically displayed, whether the dialog display setting is on or not, and 2) the subtitle would stay up until the user clicked to dismiss it. (Or at least stayed up for longer than than 1-2 seconds it currently displays.) Lacking these functions, 1) the player has to turn subtitles on all the time, which is annoying; and 2) the modder has to create empty voice files just to get the dialog to display for a long enough period of time, which is both annoying and immensely wasteful of resources and disk space.
- If OBSE included a tweak to fix this behavior, it would make it much more practical for mods to add dialog, and IMO would be enough reason in itself to install OBSE. --Wrye 23:25, 14 January 2008 (EST)
Documentation
- A small tutorial to the source code - A Tutorial for these who want to create new OBSE functions. I now understand it mostly, but it takes some time to figure it all out (for example you could explain what CommandInfo does, how you can create ParamInfo structures, etc, and also maybe some build instructions).
Questionable Requests
"Questionable" is not meant to be demeaning. These requests may be unclear, or it may be possible to implement them using existing functions, thus they receive lower priority. If you disagree with a function's classification here, discuss it on the TALK page:
Requests that can be implemented with current functions
- getStandingActor - use onTrigger.
- isBowDrawn - use IsKeyPressed2 in conjunction with getControl to find out when the attack button is pressed and how long it is held down.
- cellChanged - use getParentCell.
- getActorID - use getActionRef.
- PCActivateActorInventory - This can be done using DuplicateAllItems to copy the actor's inventory to a container, then calling Container.Activate player. OBSE's inventory functions provide other ways of doing this as well.
- "Function scripts" - use an OnActivate block in a persistent reference's script, and call Activate to run the code inside it.
- DropAllItems - Similar to RemoveAllItems, but causes all items in inventory to appear at the actor's feet as in Drop.
This can be done using existing OBSE functions: [[1]]
- SetScript [ScriptID] [ObjectID] - Replaces the attached script of the give object and returns the previous script if applicable.
This can be done by cloning an object with the desired script, and using various functions (i.e., CopyName, SetWeight) to make the clone look like the desired item. Any other use of this particular function might be unstable, as other mods will expect the original script to be on the original object.
This function is included in OBSEv12, however, it should be considered a beta function and not released in public mods, as the effects of replacing a script have not been tested yet (and doesn't follow, for the most part, good modding etiquette)
- Activate the Magnitude option for script effect spells, then send it to a float variable (fMagnitude) in the related script. (Would allow the script to behave differently based on the magnitude of the spell).
The magnitude won't show up in game, but it will be the number you set it to (with SetNthEffectItemMagnitude, and you can use GetNthEffectItemMagnitude to return that number. By the way, it will be an integar, as with any other spell effect.
- RemoveAllItems2 - Like RemoveAllItems, but removes quest items too.
This can be done by scanning through the player's inventory, listing all quest items in a separate inventory, changing the quest status to non-quest items, using RemoveAllItems, and then going through the quest item list to return their quest item status.
- GetCrosshairDistance - How far away is the item or surface under the crosshair?
This can already be done with GetDistance using the reference returned by GetCrosshairRef and player.
- The above only works if the object is within the activate distance. You can, however, change that distance with the GMST setting functions: [[iActivatePickLength].
- GetEquipmentSlot - Extend this function to detect more inventory slot groups. currently, lower body with foot combination is not documented as available.
This can be done with GetEquipmentSlotMask
- EnableMessage/DisableMessage - While disabling messages, the messages (on top-left corner) sent meanwhile won't be queued and never be shown. EnableMessage can reset this flag.
Spam-blocking versions of functions like AddItem and RemoveSpell will be available in OBSE v0015. Completely blocking UI messages is possible, but would cause conflicts with other mods which need to display messages and therefore is unlikely to be implemented.
- GetClothingGoldValue - Returns the actual value of worn equipment in gold, where armor and weapons count as 0 gold.
- GetEquipmentGoldValue - Returns the actual value of worn equipment in gold.
- GetBackpackGoldValue - Returns the actual value of all items on an actor in gold.
- Although it would be nice to have OBSE do the work for you, all three of these can be done using a loop and GetInventoryObject or GetEquippedObject. v0017 will include commands which return equipped items or all inventory items as an array variable which will allow these calculations to be done much more quickly in scripts than currently possible.
- Drop2 - Same as basic drop, but returns a reference that actually works, instead of a null one. Use GetPCLastDroppedItemRef
- Min|Max Var1 var2 . . . Var n - The usual: returns the smaller|larger value from the list (just a convenience to do [If A > B] [Set A to B] [Endif] in a single line: [Set A to Min A B] )
- Put the values in an array, sort the array, extract the first or last element.
Unclear requests
- spread - Explain what this function is supposed to do...
- evaluateEquippedItems - Use a dummy AI package to force the actor to evaluate his equipped items.
- All 4 functions below have the same issue - The requester seems to want references rather than the object record. It is currently unclear whether items with different stats are actually stored separately in the inventory, and as of now, there are no ways to specify any one of these items or grab the reference of an item in a container.
- RemoveItem2 [ObjectID] (TargetContainer) - Removes the items of the same type to the target container and keep the item statuses (like stolen, health, charge, and poison).
- DuplicateItem [ObjectID] [TargetContainer] - Copies the items of given type in the calling container to the target with the same quantity. It keeps the same ObjectID for scripted items. I'm not sure if it's possible to give the count in the parameter list. It seems there's no way to distinguish among the item with the same type even if they have different item statuses. Hope I'm wrong.
- Drop2 [Reference] - Drops the given reference from the calling container. DropMe only works for ObjectID and is not suitable for a reference. Unlike DropMe, you have to first add the item to drop. You don't need (and probably cannot) add the reference to a container.
- AddItem2 [Reference] - Adds the given item reference to the calling container. The reference is still valid while it's in the container, and it can keep its item statuses even after being dropped on the ground. I guess it might be impossible to do these due to the item maintenance mechanism used by the engine. But I wish we could.