Difference between revisions of "Raw Function List"

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1,812 bytes added ,  14:26, 5 July 2010
a couple of random descriptions, why not
imported>TheMagician
(version from source)
imported>JT
(a couple of random descriptions, why not)
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ForceTakeCover;CS;AI, Actor;
ForceTakeCover;CS;AI, Actor;
ForceWeather;CS;Weather;
ForceWeather;CS;Weather;
GetActionRef;CS;;
GetActionRef;CS;;Returns reference to Actor activating the caller (OnActivate block type only!).
GetActorValue;CS;Actor, Condition, Stats;
GetActorValue;CS;Actor, Condition, Stats;Returns current value of an NPC/Player [[Stats List|stat]].
GetAlarmed;CS;Actor, Condition, Crime;
GetAlarmed;CS;Actor, Condition, Crime;
GetAmountSoldStolen;CS;Condition, Player;
GetAmountSoldStolen;CS;Condition, Player;
GetAngle;CS;Condition, Movement;
GetAngle;CS;Condition, Movement;Finds the angle (0-360 degrees) on specified axis.
GetArmorRating;CS;Actor, Condition, Stats;
GetArmorRating;CS;Actor, Condition, Stats;
GetArmorRatingUpperBody;CS;Actor, Condition, Stats;
GetArmorRatingUpperBody;CS;Actor, Condition, Stats;
GetAttacked;CS;Actor, Combat, Condition;
GetAttacked;CS;Actor, Combat, Condition;
GetBarterGold;CS;Condition, Stats;
GetBarterGold;CS;Condition, Stats;Gives amount of gold available from NPC vendor.
GetBaseActorValue;CS;Actor, Condition, Stats;
GetBaseActorValue;CS;Actor, Condition, Stats;
GetBaseActorValueC;OBSE;Actor, Condition, Stats;
GetBaseActorValueC;OBSE;Actor, Condition, Stats;
GetButtonPressed;CS;;
GetButtonPressed;CS;;Returns number of button (counting from 0) clicked in last MessageBox.
GetClassDefaultMatch;CS;Condition, Player;
GetClassDefaultMatch;CS;Condition, Player;
GetClothingValue;CS;Condition;
GetClothingValue;CS;Condition;Computes the total value of worn equipment on the actor.
GetCombatTarget;CS;Actor, Combat;
GetCombatTarget;CS;Actor, Combat;
GetContainer;CS;;
GetContainer;CS;;Returns a reference to the container the scripted object is in, if any.
GetCrime;CS;Actor, Condition, Crime;
GetCrime;CS;Actor, Condition, Crime;
GetCrimeGold;CS;Condition, Crime;
GetCrimeGold;CS;Condition, Crime;
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GetOpenState;CS;Condition;
GetOpenState;CS;Condition;
GetPackageTarget;CS;;
GetPackageTarget;CS;;
GetParentRef;CS;;
GetParentRef;CS;;Returns the parent reference (assigned in Construction Set) of an object in the world.
GetPCExpelled;CS;Condition, Faction, Player;
GetPCExpelled;CS;Condition, Faction, Player;
GetPCFactionAttack;CS;Condition, Faction, Player;
GetPCFactionAttack;CS;Condition, Faction, Player;
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GetPlayerHasLastRiddenHorse;CS;Condition, Player;
GetPlayerHasLastRiddenHorse;CS;Condition, Player;
GetPlayerInSEWorld;CS 1.2;Player;Should be 1 if player is in Shivering Isles.
GetPlayerInSEWorld;CS 1.2;Player;Should be 1 if player is in Shivering Isles.
GetPos;CS;Condition, Movement;
GetPos;CS;Condition, Movement;Returns position on x, y, or z axis in world.
GetQuestRunning;CS;Condition;
GetQuestRunning;CS;Condition;1 if StartQuest or SetStage was used or is running by default.
GetQuestVariable;CS;Condition;
GetQuestVariable;CS;Condition;Intended for dialogue conditions - use questName.variable instead.
GetRandomPercent;CS;Condition, Math;
GetRandomPercent;CS;Condition, Math;Returns an ''integer'' from 0 to 100. See also [[Rand]] (OBSE).
GetRestrained;CS;AI, Condition;
GetRestrained;CS;AI, Condition;
GetScale;CS;Condition, Stats;
GetScale;CS;Condition, Stats;
GetScriptVariable;CS;Condition;
GetScriptVariable;CS;Condition;
GetSecondsPassed;CS;Time;
GetSecondsPassed;CS;Time;
GetSelf;CS;;
GetSelf;CS;;Returns the actor affected by a scripted effect in a script effect block.
GetShouldAttack;CS;Combat, Condition;
GetShouldAttack;CS;Combat, Condition;
GetSitting;CS;Actor, Condition;
GetSitting;CS;Actor, Condition;
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GetTalkedToPC;CS;Condition;
GetTalkedToPC;CS;Condition;
GetTalkedToPCParam;CS;Condition;
GetTalkedToPCParam;CS;Condition;
GetTimeDead;CS;Condition;
GetTimeDead;CS;Condition;Floating point number of hours since NPC/Creature was killed.
GetTotalPersuasionNumber;CS;Condition;
GetTotalPersuasionNumber;CS;Condition;
GetTrespassWarningLevel;CS;Condition, Crime;
GetTrespassWarningLevel;CS;Condition, Crime;
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IsXBox;CS;;
IsXBox;CS;;
IsYielding;CS;Actor, Condition;
IsYielding;CS;Actor, Condition;
Kill;CS;Actor, Crime;
Kill;CS;Actor, Crime;Immediately "ends" Actor/Creature.
KillAllActors;CS;Actor;
KillAllActors;CS;Actor;
Lock;CS;;
Lock;CS;;
Look;CS;AI, Actor;
Look;CS;AI, Actor;
LoopGroup;CS;Animation;
LoopGroup;CS;Animation;
MenuMode (Function);CS;Condition;
MenuMode (Function);CS;Condition;1 if a menu is showing. Allows checking for specific menus using type code.
Message;CS;;
Message;CS;;Displays simple formatted message in corner of screen.
MessageBox;CS;;
MessageBox;CS;;Displays a box that pauses game and provides message in middle of screen.
ModActorValue;CS;Actor, Stats;
ModActorValue;CS;Actor, Stats;
ModAmountSoldStolen;CS;Condition, Player;
ModAmountSoldStolen;CS;Condition, Player;
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MoveTo;CS;Movement;
MoveTo;CS;Movement;
MoveToMarker;CS;Movement;
MoveToMarker;CS;Movement;
NameIncludes;OBSE;Inventory;
NameIncludes;OBSE;Inventory;1 if the object has the given string in its full name.
PayFine;CS;Crime;
PayFine;CS;Crime;Confiscates player's stolen goods, resets bounty to zero, sends outside jail.
PayFineThief;CS;Crime;
PayFineThief;CS;Crime;Resets bounty to zero (without confiscating goods or going to jail).
PickIdle;CS;Actor, Animation;
PickIdle;CS;Actor, Animation;
PlaceAtMe;CS;;
PlaceAtMe;CS;;
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RemoveFlames;CS;Inventory;
RemoveFlames;CS;Inventory;
RemoveItem;CS;Inventory;
RemoveItem;CS;Inventory;
RemoveMe;CS;Inventory;
RemoveMe;CS;Inventory;Deletes the inventory item. Caution: crash if used too fast.
RemoveScriptPackage;CS;AI, Actor;
RemoveScriptPackage;CS;AI, Actor;
RemoveSpell;CS;Actor, Magic;
RemoveSpell;CS;Actor, Magic;
Reset3DState;CS;;
Reset3DState;CS;;
ResetFallDamageTimer;CS;;
ResetFallDamageTimer;CS;;
ResetHealth;CS;Actor, Stats;
ResetHealth;CS;Actor, Stats;Immediately heals Actor to full health/magicka/stamina.
ResetInterior;CS;;
ResetInterior;CS;;
Resurrect;CS;Actor, Stats;
Resurrect;CS;Actor, Stats;
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SetActorsAI;CS 1.2;AI;Activates/de-activates actor's AI.
SetActorsAI;CS 1.2;AI;Activates/de-activates actor's AI.
SetActorValue;CS;Actor, Stats;
SetActorValue;CS;Actor, Stats;
SetAlert;CS;AI, Actor;
SetAlert;CS;AI, Actor;Forces NPC to keep weapon drawn if 1. No other effect.
SetAllReachable;CS;AI;
SetAllReachable;CS;AI;
SetAllVisible;CS;AI;
SetAllVisible;CS;AI;
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StrSetNthEffectItemScriptName;TSFC;String;
StrSetNthEffectItemScriptName;TSFC;String;
StrSetXXXPath;TSFC;String;
StrSetXXXPath;TSFC;String;
Abs;OBSE;Math;
Abs;OBSE;Math;Converts negative number to equivalent positive number.
ACos;OBSE;Math;
ACos;OBSE;Math;
AddEffectItem;OBSE 10;Magic;
AddEffectItem;OBSE 10;Magic;
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AddSpellNS;OBSE 15;;
AddSpellNS;OBSE 15;;
AddToLeveledList;OBSE 13;Inventory;
AddToLeveledList;OBSE 13;Inventory;
AHammerKey;OBSE;Input;
AHammerKey;OBSE;Input;Simulates rapid keypresses on odd frames.
AnimPathIncludes;OBSE 15;;
AnimPathIncludes;OBSE 15;;
AppendToName;OBSE 11;Inventory;
AppendToName;OBSE 11;Inventory;
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CalcLeveledItemNR;OBSE 15;;
CalcLeveledItemNR;OBSE 15;;
CanCorpseCheck;OBSE 14;;
CanCorpseCheck;OBSE 14;;
Ceil;OBSE;Math;
Ceil;OBSE;Math;Rounds decimal portion of number up, even if less than 0.5.
ClearHotKey;OBSE 15;;
ClearHotKey;OBSE 15;;
ClearLeveledList;OBSE 15;;
ClearLeveledList;OBSE 15;;
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FactionHasSpecialCombat;OBSE 14;;
FactionHasSpecialCombat;OBSE 14;;
FileExists;OBSE 15;;
FileExists;OBSE 15;;
Floor;OBSE;Math;
Floor;OBSE;Math;Rounds decimal portion of number down, even if greater than 0.5.
Fmod;OBSE 10;Math;
Fmod;OBSE 10;Math;Returns remainder of a quotient for floating point numbers.
GetRace;OBSE 14;Actor;
GetRace;OBSE 14;Actor;
GetActiveEffectCount;OBSE 13;Magic;
GetActiveEffectCount;OBSE 13;Magic;
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GetWeight;OBSE;Inventory;
GetWeight;OBSE;Inventory;
GoTo;OBSE;;
GoTo;OBSE;;
HammerKey;OBSE;Input;
HammerKey;OBSE;Input;Simulates rapid keypresses on even frames.
HasBeenPickedUp;OBSE 14;;
HasBeenPickedUp;OBSE 14;;
HasLowLevelProcessing;OBSE 14;;
HasLowLevelProcessing;OBSE 14;;
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