Difference between revisions of "OBSE Wish List"

1,700 bytes removed ,  22:56, 6 August 2010
remove stuff that's been fulfilled
imported>Angel
imported>Scruggs
(remove stuff that's been fulfilled)
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*'''castut''' - when called, the actor casts a spell in the direction he/she is facing without needing a target.
*'''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.
*'''DeleteClonedForm''' - Delete the reference and base object of a cloned form like DeleteFullActorCopy
*'''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.
*'''SetObjectAlpha''' - Just like SetActorAlpha except works on any object, not just actors.
*'''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.
*'''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, nor causes camera issues.
*'''Resurrect2''' - Like Resurrect but doesn't remove all of your abilities when called on the player, nor causes camera issues.
* '''PushActorAway2''' - just like [[PushActorAway]] except that the calling ref don't have to be an [[Actor]]
* '''PushActorAway2''' - just like [[PushActorAway]] except that the calling ref don't have to be an [[Actor]]
*'''ResurrectActorHealthPercent'''- Resurrects the target actor with the given health remaining.
*'''ResurrectActorHealthPercent'''- Resurrects the target actor with the given health remaining.
*'''RunScript'''- Forces a run of the specified script, even if the begin/end block is not Gamemode. Makes quest stage reactions faster and allows variables to be defined in a stage result script.
*'''SetDetectionLevel'''- Sets the Actors detection level of the target ID, as defined in the function GetDetectionLevel.


==Modifications/Extensions of OBSE Functions==
==Modifications/Extensions of OBSE Functions==


*'''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.
*'''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.
*'''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.
*'''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.
*'''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.
*'''getEquipmentSlot''' - Many clothes occupy '''foot''' + '''lower body'''.  according to the wiki, there is no return value for this configuration.


==Language Enhancements==
==Language Enhancements==
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*Global reference variables, to avoid issues where calling '''quest.refVar.someFunction''' is not allowed.
*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.
*'''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.
*'''OnDetect'''- runs when the actor detects the target actor.
*'''OnDetect'''- runs when the actor detects the target actor.


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Functions that return a reference:
Functions that return a reference:


*'''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.
*'''getLastActivated''' - Returns a reference to the last object activated by the player or calling actor.
*'''(reference).GetLastKilled''' - Returns the reference of the last actor killed by the player/an actor.


==Actor Functions==
==Actor Functions==
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*'''Add/RemoveMajorSkill''' - Adds or removes major skill on calling actor.
*'''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)
*'''Add/RemoveClassSkill''' - Adds or removes class skill for indicated class (If above request is prohibitive)
*'''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)
*'''GetCollidingRefs''' - returns an array of the references colliding with the calling reference.  <OR>  '''GetFirst/NextCollidingRef''' - returns one at a time.
*'''GetCollidingRefs''' - returns an array of the references colliding with the calling reference.  <OR>  '''GetFirst/NextCollidingRef''' - returns one at a time.
*'''TrainSkill'''- similar to advskill, only trains the skill as if you are training it in-game.
*'''TrainSkill'''- similar to advskill, only trains the skill as if you are training it in-game.
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