Difference between revisions of "RegisterForModEvent - Form"
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imported>Darkconsole m (Undo revision 52358 - this is very not true. please present your case in the talk section and we'll work through it.) |
imported>Pickysaurus m (Added note for citation of my update) |
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== Notes == | == Notes == | ||
*Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed. | *Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed. | ||
* | *ModEvent registrations are persistent and are stored in the MCBR record of the SKSE co-save. If you mod relies on these registrations being persistent it is '''strongly''' recommended that you register for the event again after each game load, if the user deletes this file for any reason it could break your mod.<sup>[1]</sup> | ||
== References == | |||
# [https://discordapp.com/channels/115334762415128585/316278100528857088/716726335372001391 Expired, xSE Discord, 31-05-2020]. | |||
== See Also == | == See Also == |
Latest revision as of 14:36, 31 May 2020
SKSE Member of: ActiveMagicEffect Script, Alias Script, and Form Script
Registers a custom event callback for given event name. Registrations have to be refreshed after each game load.
Syntax[edit | edit source]
Function RegisterForModEvent(string eventName, string callbackName) native
;The event:
Event callbackName(string eventName, string strArg, float numArg, Form sender)
EndEvent
Parameters[edit | edit source]
- eventName: The name of the event sent by SendModEvent.
- callbackName: The name by which you can catch the event.
Examples[edit | edit source]
; Register to receive the ModEvent:
; named HectorHitMe with the callback of OnHectorHitMe
RegisterForModEvent("HectorHitMe", "OnHectorHitMe")
Event OnHectorHitMe(string eventName, string strArg, float numArg, Form sender)
;Do something
EndEvent
Notes[edit | edit source]
- Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
- ModEvent registrations are persistent and are stored in the MCBR record of the SKSE co-save. If you mod relies on these registrations being persistent it is strongly recommended that you register for the event again after each game load, if the user deletes this file for any reason it could break your mod.[1]