GetNextRef
A command for Oblivion Script Extender
Syntax:
(reference:ref) GetNextRef
Returns the next reference in the curent cell. GetFirstRef must be called first; this function uses the cell depth and type passed to GetFirstRef and returns the next reference matching that type, or zero after the last reference has been returned. This function should only be used within a Label/Goto loop
Example
ref pDoor ... set pDoor to Apple set pDoor to (GetFirstRef 24 1) Label 1 if pDoor set pDoor to Apple set pDoor to GetNextRef Goto 1 endif
Scans the list of doors in the player's current cell and the surrounding 8 cells.
pDoor is set to an Apple before using GetNextRef because Oblivion doesn't expect the reference of a door, and won't change the variable. So far doors, containers, and magic effects have been found to cause this odd reference variable behaviour, but to be safe always set your reference variable to Apple before using GetNextRef.
Notes
- The first reference can change (deleted or moved) by the next frame so GetFirstRef should always be used first with a Label/Goto loop.
Form Type IDs
0: None 1: TES4 2: Group 3: GMST 4: Global 5: Class 6: Faction 7: Hair 8: Eyes 9: Race 10: Sound 11: Skill 12: Effect 13: Script 14: LandTexture 15: Enchantment 16: Spell 17: BirthSign 18: Activator 19: Apparatus 20: Armor 21: Book 22: Clothing 23: Container 24: Door 25: Ingredient 26: Light 27: Misc 28: Stat 29: Grass 30: Tree 31: Flora 32: Furniture 33: Weapon 34: Ammo 35: NPC 36: Creature 37: LeveledCreature 38: SoulGem 39: Key 40: AlchemyItem 41: SubSpace 42: SigilStone 43: LeveledItem 44: SNDG 45: Weather 46: Climate 47: Region 48: Cell 49: REFR 50: ACHR 51: ACRE 52: PathGrid 53: WorldSpace 54: Land 55: TLOD 56: Road 57: Dialog 58: DialogInfo 59: Quest 60: Idle 61: Package 62: CombatStyle 63: LoadScreen 64: LeveledSpell 65: ANIO 66: WaterForm 67: EffectShader 68: TOFT
69: Actors 70: Inventory items