Difference between revisions of "Talk:OBSE Wish List"

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87 bytes added ,  12:27, 31 August 2006
imported>DragoonWraith
imported>DragoonWraith
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these Is______ functions suggested by Dejaside (unless noted otherwise)
these Is______ functions suggested by Dejaside (unless noted otherwise)
*IsEmpty - checks if container is empty. ''Available'' - If [[GetNumItems]] returns 0.
*IsEmpty - checks if container is empty. - '''Available''' - If [[GetNumItems]] returns 0.
*IsBook - checks if item is a book [[IsBook|DONE]]
*IsBook - checks if item is a book - [[IsBook|DONE]]
*IsSkillBook - checks if book teaches a skill
*IsSkillBook - checks if book teaches a skill
*IsWeapon - checks if item is a weapon [[IsWeapon|DONE]]
*IsWeapon - checks if item is a weapon - [[IsWeapon|DONE]]
**IsMelee - checks if weapon is melee. ''Available'' - combination of [[IsWeapon]] and [[GetObjectValue]] 103 (weapon type). All types but 4 (Bow) are Melee.
**IsMelee - checks if weapon is melee. - '''Available''' - combination of [[IsWeapon]] and [[GetObjectValue]] 103 (weapon type). All types but 4 (Bow) are Melee.
**IsRanged - checks if weapon is ranged ''Avalilable'' - combination of [[IsWeapon]] and [[GetObjectValue]] 103 (weapon type).  If type is 4 it is ranged.
**IsRanged - checks if weapon is ranged - '''Avalilable''' - combination of [[IsWeapon]] and [[GetObjectValue]] 103 (weapon type).  If type is 4 it is ranged.
**IsStaff - checks if weapon is a staff ''Available'' - combination of [[IsWeapon]] and [[GetObjectValue]] 103 (weapon type).  If type is 5 it is a staff.
**IsStaff - checks if weapon is a staff - '''Available''' - combination of [[IsWeapon]] and [[GetObjectValue]] 103 (weapon type).  If type is 5 it is a staff.
*IsAmmo - checks if weapon is ammo [[DONE]]
*IsAmmo - checks if weapon is ammo - [[IsAmmo|DONE]]
*IsEdible - checks if item is edible (note: the ai uses 'restore fatigue' to determine edibility) [[Available]] - GetOV 210 (food) returns if the ingredient is edible.
*IsEdible - checks if item is edible (note: the ai uses 'restore fatigue' to determine edibility) - '''Available''' - [[GetObjectValue]] 210 (food) returns true if the ingredient is edible.
*IsIngredient - checks if item can be used in a potion [[DONE]]
*IsIngredient - checks if item can be used in a potion - [[IsIngredient|DONE]]
*IsActivator - checks if object is an activator [[DONE]]
*IsActivator - checks if object is an activator - [[IsActivator|DONE]]
*IsDoor - checks if object is a door [[IsAmmo|DONE]]
*IsDoor - checks if object is a door - [[IsDoor|DONE]]
*IsLoadDoor - checks if door loads a new cell
*IsLoadDoor - checks if door loads a new cell
*IsContainer - checks if object is a container [[IsAmmo|DONE]]
*IsContainer - checks if object is a container - [[IsAmmo|DONE]]
*IsAnimated - checks whether object has an animation (?)
*IsAnimated - checks whether object has an animation (?)
*IsApparel - checks if item can be worn ''Available'' - combination of [[IsClothing]] and [[IsArmor]].
*IsApparel - checks if item can be worn '''Available''' - combination of [[IsClothing]] and [[IsArmor]].
*IsArmor - checks if item has armor rating - [[IsArmor|DONE]]
*IsArmor - checks if item has armor rating - [[IsArmor|DONE]]
*IsRing - checks if item is a ring - ''Available'' - If [[GetObjectValue]] 3 (equipment slot) returns 6 or 7 it is a ring.
*IsRing - checks if item is a ring - '''Available''' - If [[GetObjectValue]] 3 (equipment slot) returns 6 or 7 it is a ring.
*IsAmulet - checks if item is an amulet - ''Available'' - If [[GetObjectValue]] 3 (equipment slot) returns 8 it is an amulet.
*IsAmulet - checks if item is an amulet - '''Available''' - If [[GetObjectValue]] 3 (equipment slot) returns 8 it is an amulet.
*IsKey - checks if item is a key - [[IsKey|DONE]]
*IsKey - checks if item is a key - [[IsKey|DONE]]
*IsApparatus - checks if item can be used to make potions - [[IsKey|DONE]]
*IsApparatus - checks if item can be used to make potions - [[IsKey|DONE]]

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