Difference between revisions of "List of Papyrus Functions"
imported>CraftySentinel (→D) |
imported>CraftySentinel m (→D: Spelling Corrections) |
||
Line 299: | Line 299: | ||
|desc09= | |desc09= | ||
| | |func10=Dismount | ||
| | |memb10=Actor | ||
| | |desc10= | ||
| | |func11=Dispel | ||
| | |memb11=ActiveMagicEffect | ||
| | |desc11= | ||
| | |func12=DispelAllSpells | ||
| | |memb12=Actor | ||
| | |desc12= | ||
| | |func13=DispelSpell | ||
| | |memb13=Actor | ||
| | |desc13= | ||
| | |func14=DoCombatSpellApply | ||
| | |memb14=Actor | ||
| | |desc14= | ||
| | |func15=DrawWeapon | ||
| | |memb15=Actor | ||
| | |desc15= | ||
| | |func16=DropObject | ||
| | |memb16=ObjectReference | ||
| | |desc16= | ||
| | |func17=DumpAliasData | ||
| | |memb17=Debug | ||
| | |desc17= | ||
}} | }} |
Revision as of 09:06, 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 |
---|
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