Difference between revisions of "OBSE Wishes Fulfilled"

2,227 bytes added ,  23:57, 6 August 2010
add stuff fulfilled in 0018/0019
imported>Scruggs
(add equipme)
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 (forthcoming) ==
==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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*'''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.
*'''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'''
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