Difference between revisions of "OBSE Wishes Fulfilled"
add stuff fulfilled in 0018/0019
imported>Scruggs (add equipItem2) |
imported>Scruggs (add stuff fulfilled in 0018/0019) |
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*[[Combat Style]] functions - functions to get and set the parameters of a Combat Style | *[[Combat Style]] functions - functions to get and set the parameters of a Combat Style | ||
==OBSE 0018 | ==OBSE 0018== | ||
Some of the requested functionality is already present in the current stable release. | Some of the requested functionality is already present in the current stable release. | ||
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*'''SetCurrentHealth''' - Sets the health of the calling reference - for objects,not actors (getcurrenthealth already exists) | *'''SetCurrentHealth''' - Sets the health of the calling reference - for objects,not actors (getcurrenthealth already exists) | ||
*'''EquipItem2''' - equips an item and causes the OnEquip block to run if applicable. | *'''EquipItem2''' - equips an item and causes the OnEquip block to run if applicable. | ||
*'''EquipMe''' - Makes the actor holding the calling reference equip it and runs the item's OnEquip block. | |||
*'''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. | |||
: Use '''Call''' to execute a function script | |||
*'''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. | |||
: Use a string variable and '''ToUpper''' or '''ToLower'''; this is a more general solution that needn't be used only with MessageBoxEx. | |||
==OBSE 0019 (forthcoming)== | |||
*'''[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 | |||
: Use '''SetEventHandler''' to register a function script as a callback to be invoked when an event associated with a block type occurs. | |||
*'''DuplicateAllItems2''' - Same as DuplicateAllItems, but doesn't create a new ID/cloneformed item for each scripted item that's duplicated | |||
: Use '''CopyIR''' to copy the item(s) to the target container | |||
*'''getEquipmentSlot''' - Many clothes occupy '''foot''' + '''lower body'''. according to the wiki, there is no return value for this configuration. | |||
: New slot IDs added | |||
*'''OnActorHits (''Id Optional'')''' - This block will be run once when the scripted actor hits the specified Object or actor. | |||
: Use '''SetEventHandler "OnHit" SomeScript''' where SomeScript is a function script; the attacker and/or target can optionally be specified. | |||
*'''getLastAttacked''' - Returns a reference to the actor last attacked by the calling actor. | |||
: '''SetEventHandler''' again. | |||
*'''(reference).GetLastKilled''' - Returns the reference of the last actor killed by the player/an actor. | |||
: '''SetEventHandler yet again. | |||
*'''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) | |||
: Use '''GetBoundingBox''' |