Difference between revisions of "OBSE Wishes Fulfilled"

715 bytes added ,  02:53, 8 March 2008
v0015: ToggleCreatureModel, Additem/AddSpell/etc minus the message spam, IsFormValid, GetModIndex
imported>Scruggs
(GetCreatureSoundBase, SetCurrentSoulLevel)
imported>Scruggs
(v0015: ToggleCreatureModel, Additem/AddSpell/etc minus the message spam, IsFormValid, GetModIndex)
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*'''CellScan''' - Use GetFirstRef/GetNextRef to iterate through all references (or just those of a given type) within the current cell.
*'''CellScan''' - Use GetFirstRef/GetNextRef to iterate through all references (or just those of a given type) within the current cell.


==OBSE v0014 (forthcoming)==
==OBSE v0014==
*'''%N''' in [[messageBox]] - the %N character would compile as a new line. ''Fulfilled by new output functions, using %r instead of %n.''
*'''%N''' in [[messageBox]] - the %N character would compile as a new line. ''Fulfilled by new output functions, using %r instead of %n.''
*'''Message & MessageBox''' - Could take references as parameters and show the names of the references at the corresponding %f in the format string. It would be great for modders to provide more information to players. ''Fulfilled by new output functions using %n.''
*'''Message & MessageBox''' - Could take references as parameters and show the names of the references at the corresponding %f in the format string. It would be great for modders to provide more information to players. ''Fulfilled by new output functions using %n.''
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*'''GetCreatureSoundBase''' - Most creatures inherit their sounds from other creatures - i.e. all goblins inherit from CreatureGoblin01. This would be useful for figuring out which sounds a creature should use via script. It would also be an indirect but generally reliable way of determining the basic type of creature (goblin, zombie, horse, etc).
*'''GetCreatureSoundBase''' - Most creatures inherit their sounds from other creatures - i.e. all goblins inherit from CreatureGoblin01. This would be useful for figuring out which sounds a creature should use via script. It would also be an indirect but generally reliable way of determining the basic type of creature (goblin, zombie, horse, etc).
*'''SetCurrentSoulLevel''' - Sets the soul level of the calling reference (counterpart to the existing function GetCurrentSoulLevel).
*'''SetCurrentSoulLevel''' - Sets the soul level of the calling reference (counterpart to the existing function GetCurrentSoulLevel).
==OBSE v0015 (forthcoming)==
*'''addItem/removeItem/equipItem/addSpell/etc''' without the sound effects and message spam. ''EquipItemNS, UnequipItemNS, AddItemNS, RemoveItemNS, AddSpellNS, RemoveSpellNS, SetStageNS
*'''ToggleCreatureModel''' - Toggles a .nif object within a creature's model list on or off.
*'''isPluginRunning''' - if the plugin is active, returns its load order. ''Use GetModIndex''
'''IsValidReference''' - returns true if the supplied reference is valid. This would return false, for instance, if a reference to an item is put into an inventory, or if the reference is non-persistent and not in the loaded cell. Avoids issues with calling functions on such references crashing the game. ''Use IsFormValid''
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