Difference between revisions of "List of Papyrus Functions"
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=== D === | === D === | ||
{{Function Table | |||
|func01=DamageActorValue | |||
|memb01=Actor | |||
|desc01= | |||
|func02=DamageObject | |||
|memb02=ObjectReference | |||
|desc02= | |||
|func03=DegreesToRadians | |||
|memb03=Math | |||
|desc03= | |||
|func04=Delete | |||
|memb04=ObjectReference | |||
|desc04= | |||
|func05=DeleteWhenAble | |||
|memb05=ObjectReference | |||
|desc05= | |||
|func06=Disable | |||
|memb06=ObjectReference | |||
|desc06= | |||
|func07=DisableLinkChain | |||
|memb07=ObjectReference | |||
|desc07= | |||
|func08=DisableNoWait | |||
|memb08=ObjectReference | |||
|desc08= | |||
|func09=DisablePlayerControls | |||
|memb09=Game | |||
|desc09= | |||
|func010=Dismount | |||
|memb010=Actor | |||
|desc010= | |||
|func011=Dispel | |||
|memb011=ActiveMagicEffect | |||
|desc011= | |||
|func012=DispelAllSpells | |||
|memb012=Actor | |||
|desc012= | |||
|func013=DispelSpell | |||
|memb013=Actor | |||
|desc013= | |||
|func014=DoCombatSpellApply | |||
|memb014=Actor | |||
|desc014= | |||
|func015=DrawWeapon | |||
|memb015=Actor | |||
|desc015= | |||
|func016=DropObject | |||
|memb016=ObjectReference | |||
|desc016= | |||
|func017=DumpAliasData | |||
|memb017=Debug | |||
|desc017= | |||
}} | |||
=== E === | === E === | ||
=== F === | === F === |
Revision as of 09:03, 25 August 2013
This Page Contains lists of all Papyrus Scripting Functions including SKSE functions.
The left column indicates in which base script the function is defined and also has a SKSE suffix if the function was added by SKSE.
Contents |
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A B C D E F G H I J K L M N O P Q R S T U V W Y |
A
Member of: ObjectReference Script
Activates this item with the specified reference as the activator.
Syntax
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native
Parameters
- akActivator: Who will activate this object.
- abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
- Default: False
Return Value
return info
Examples
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
Notes
Some notes, a reference: OnActivate
See Also
B
Member of: ObjectReference Script
Activates this item with the specified reference as the activator.
Syntax
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native
Parameters
- akActivator: Who will activate this object.
- abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
- Default: False
Return Value
return info
Examples
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
Notes
Some notes, a reference: OnActivate
See Also
C
Member of: ObjectReference Script
Activates this item with the specified reference as the activator.
Syntax
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native
Parameters
- akActivator: Who will activate this object.
- abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
- Default: False
Return Value
return info
Examples
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
Notes
Some notes, a reference: OnActivate
See Also
D
Member of: ObjectReference Script
Activates this item with the specified reference as the activator.
Syntax
bool Function Activate(ObjectReference akActivator, bool abDefaultProcessingOnly = false) native
Parameters
- akActivator: Who will activate this object.
- abDefaultProcessingOnly: If true, no OnActivate event will be sent to any scripts and the object will ignore the blocked flag.
- Default: False
Return Value
return info
Examples
; Have the player 'activate' the door
NeatDoor.Activate(Game.GetPlayer())
; Have the player 'activate' the door, bypassing any blocked activation and NOT sending an event to any script
NeatDoor.Activate(Game.GetPlayer(), true)
Notes
Some notes, a reference: OnActivate
See Also