Difference between revisions of "OBSE Wish List"
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removing my request for now
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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. | ||
*'''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. | ||
*'''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. | ||
*''' | *'''SetLocalGravity/SetLocalGravityVector''' - These functions seem to have no effect at all while an actor is swimming or under water. It would be very helpful if they ''had'' an effect actually, because this would allow to simulate burden and buoyancy under water. | ||
==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 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. | ||
*''' | *'''Ar_Sum''' - Sums the numeric values ranging from ''start'' to ''end''. Syntax would be | ||
ar_Sum src:array start, end | |||
==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. | ||
*'''OnDetect'''- runs when the actor detects the target actor. | *'''OnDetect'''- runs when the actor detects the target actor. | ||
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*'''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. | *'''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. | ||
*'''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. | *'''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. | ||
==Functions Returning a Reference== | ==Functions Returning a Reference== | ||
Functions that return a reference: | Functions that return a reference: | ||
*'''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. | ||
==Actor Functions== | ==Actor Functions== | ||
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*'''MatchRace'''- Changes the target reference's race to match another Actor. Similar to SetRace above, but allows for custom races and races not defined in the CS. | *'''MatchRace'''- Changes the target reference's race to match another Actor. Similar to SetRace above, but allows for custom races and races not defined in the CS. | ||
*'''MatchFaceData'''- Changes the target's face data to match another Actor. | *'''MatchFaceData'''- Changes the target's face data to match another Actor. | ||
*'''IsInWater''' ''WaterTypeID'' - returns 1 if actor is currently being underwater or even touching the water, even with Water Walking. Specifying the optional ''WaterTypeID'' allows us to check whether the actor is currently touching the specific type of water. | |||
*'''ForceLeaveWater''' ''SwimmingFlag'' ''NoReenteringFlag'' - forces actor to leave the water. If ''SwimmingFlag'' is not specified or set to 0, actor will attempt to completely leave the water, even if he's only touching it, not swimming. With ''SwimmingFlag'' set to 1, this function will only force him to get high enough to be no longer swimming. With ''NoReenteringFlag'' set to 1, using this function will force actor to avoid touching water/swimming (and thus if he's pushed back into water, he will again attempt to leave it). If function below was previously used with ''NoLeavingFlag'', using '''ForceLeaveWater''' will nuke the effects of this flag. | |||
*'''ForceEnterWater''' ''SwimmingFlag'' ''NoLeavingFlag'' - forces actor to find the closest area where he can touch the water and attempt to enter it. With ''SwimmingFlag'' set to 1, called actor will not only try to touch the water, but start swimming. Could have no effect in interiors and worldspaces with no water. With ''NoLeavingFlag'' set to 1, using this function will prevent actor from leaving the water (and thus if he's pushed away from the water, he will again attempt to enter it). If function above was previously used with ''NoReenteringFlag'', using '''ForceEnterWater''' will nuke the effects of this flag. | |||
*'''ClearWaterBehaviour''' - clears the ''NoReenteringFlag'' and ''NoLeavingFlag'' from functions above. | |||
*'''IsEquipmentSlotFree [slot]''' - returns 1 if the specified slot is free, and 0 when not. | |||
==UI Functions== | ==UI 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) | ||
*'''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. | ||
*'''IsRemoved'''- to check if a ''persistent'' reference is removed from the game - for instance put in chest scripted with RemoveAllItems, dropped in an oblivion world which got purged or put in the inventory of a dead actor which got deleted. IsFormValid returns true for a persistent reference in all these cases, and there seems to be no way to know if such a reference is still around. | *'''IsRemoved'''- to check if a ''persistent'' reference is removed from the game - for instance put in chest scripted with RemoveAllItems, dropped in an oblivion world which got purged or put in the inventory of a dead actor which got deleted. IsFormValid returns true for a persistent reference in all these cases, and there seems to be no way to know if such a reference is still around. | ||
*'''ForceFunctionValue'''- Forces a function to always return a value with the number specified. For instance | |||
ForceFunctionValue GetIsPlayableRace 0 | |||
would force the function GetIsPlayableRace to return 0, no matter what the calling reference is. Adding an optional reference parameter would set the function to return a specific value whenever the function is called on that reference. So, | |||
ForceFunctionValue GetIsPlayableRace 0 player | |||
would force GetIsPlayableRace to return 0 every time it is called on the player, but normal values any time it's called on someone else. For debug, limitation, and certain Gameplay Effect purposes. | |||
*'''ReleaseFunctionOverride'''- Releases the effect of ForceFunctionValue and allows the function to continue acting normally. | |||
*'''getReference''' - Returns a string containing the reference given to the calling reference in the editor. This string can be used like | |||
set stringVar to anyRef.getReference | |||
set stringVar.anyVariable to x | |||
==Questionable Requests== | ==Questionable Requests== |