Difference between revisions of "SKSE Wish List"

6,174 bytes added ,  00:25, 26 November 2015
→‎Location: Added GetParentLocation() request
imported>Notanon
imported>HomoPuerRobustus
(→‎Location: Added GetParentLocation() request)
 
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Tweaks to functions already present in the scripting language:
Tweaks to functions already present in the scripting language:


*
*'''Game.IsObjectFavorited''' - Override to allow an ObjectReference as input and provide a definitive response. As presently implemented the function is ambiguous. If 2 different items exist, each with identical base forms, and one is favorited but the other is not, the function incorrectly returns true for both.


==Modifications/Extensions of SKSE Functions==
==Modifications/Extensions of SKSE Functions==
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==Forms==
==Forms==
===Base Object Types===
===Base Object Types===
====Form====
*'''GetMagicEffectDescription, SetMagicEffectDescription''' - Returns the magic item description of the magic effect, sets the magic item description of the magic effect.
*'''GetEditorID''' - Returns the editor id of a form as a string.


====Armor====
====Armor====


====Weapon====
====Weapon====
====ObjectReference====
*'''GetGoldValue''' - Returns value of a specific object, including increased value due to smithing or enchantment. Form.GetGoldValue returns only the value of unenhanced base forms.
*'''GetMotionType''' - Returns the havok motion type int of an object. Counterpart to the existing SetMotionType function. A GetAllowActivate function might also be useful to see if the user can interact with the object (or would that be redundant with the IsActivationBlocked function?)
*'''GetStackedItemCount''' - If the ObjectReference is a single dropped item, returns 1. If the ObjectReference is several of an item "clumped"/"stacked" into one world object, returns the number of items. If the ObjectReference isn't an item, returns 0.
*'''OnItemDropped''' - Fires when the item is dropped from a player's inventory and can be safely operated on, but not when it is removed from the inventory through some other means.
** If you only need to detect dropping and not container transfers, then this would be safer than OnContainerChanged, which can cause stack dumping when applied to many objects. It would also be more reliable than OnLoad, which doesn't always fire when it should for newly-dropped items. The only other safe alternative is OnLoad, which for unknown reasons is highly unreliable when dealing with dropped items.
*'''GetLightFade''', '''SetLightFade''' - Modify the Fade value of a Light ObjectReference. Useful for Lights that have been spawned at run-time.
*'''GetLightRadius''', '''SetLightRadius''' - Modify the radius value of a Light ObjectReference. Useful for Lights that have been spawned at run-time.


====Perk====
====Perk====
====Furniture====
*'''GetMarkerCount''' - Returns the number of furniture markers on this Furniture.
*'''GetNthMarkerType''' - Returns the type of the Furniture's ''n''th furniture marker.
**0 = Doesn't exist
**1 = Sit
**2 = Sleep
**3 = Lean
*'''GetNthMarkerPosition''' - Returns, as a Float array, the X, Y, and Z coordinates of the Furniture's ''n''th furniture marker.
*'''GetNthMarkerHeading''' - Returns, in degrees, the yaw angle (heading) of the Furniture's ''n''th furniture marker. (Note that in the NIF, these values are radians.)
*'''GetNthMarkerEntryPoints''' - Returns, as a bitmask, the enabled entry points of the Furniture's ''n''th furniture marker (or zero if no entry points are enabled).
====Door====
*'''GetTeleportMarkerPosition''', '''GetTeleportMarkerAngles''', '''SetTeleportMarkerPosition''', '''SetTeleportMarkerAngles''' -- Functions to work with doors' teleport markers


====Cell====
====Cell====
* '''GetNorthAngle''', which would return (in degrees) the Z-rotation of any North Marker in the cell, or 0 if there is no North Marker.
====Location====
*'''GetCells''' - Access to cells belonging to a location. Return either as an array or with the GenNum../GetNth.. iteration pattern.
*'''GetParentLocation''' - Return a location's parent location, not just whether two locations share a parent (without returning what that parent is).


====Faction====
====Faction====


====Ammo====
====Ammo====
*'''GetEquippedAmmo''' - Checks to see what ammo the player has equipped for a bow or crossbow. Aim of function is to be used as an object reference.
*'''IsBolt''' - Returns true if the ammo is a crossbow bolt
*'''IsAmmoEquipped''' - Checks if the player has equipped an ammunition of some sort for a projectile weapon.
**Added to SKSE 1.7.01
 
====Class====
*'''GetWeight(String actorValue)''' - Return the weight applied to the provided actor value (skill or attribute) for the given class.


====Misc====
====Misc====
'''GetNavmeshPosition/Angle''', '''SetNavmeshPosition/Angle''', '''PlaceNavmeshAtMe''' - manipulate navmesh refs as if they were static objects


==ObjectReferences==
==ObjectReferences==


===Actors===
===Actors===
*'''GetEquippedAmmo''' - Checks to see what ammo the actor has equipped for a bow or crossbow. Aim of function is to be used as an object reference.
*'''IsAmmoEquipped''' - Checks if the actor has equipped an ammunition of some sort for a projectile weapon.
*'''CanPathTo''' - Checks if the actor can build a path to the desired destination. Similarily to how [[PathToReference - Actor]] returns false in case it isn't able, but without actually making the actor go anywhere.
===Misc===
*'''GetEffectShader()''' - Returns the shader attached to the reference.


==Aliases==
==Aliases==
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===Game===
===Game===
*'''GetFavorites''' - A means to iterate through favorited items/spells. Return specific ObjectReference rather than Form when possible. Return either as an array or with GenNum../GetNth.. iteration pattern.
*'''IsLoading''' - Return true when the game is going through a loading screen. Essentially, a Papyrus version of [[IsPlayerMovingIntoNewSpace]] that can be used anywhere else than in package fragments.
:*In fact, an '''OnLoadingScreen''' event would probably be a much handier addition.
*'''ReleasePlayerGrabbedRef''' - Forcibly drops the ObjectReference that a player has grabbed (Z-keyed).


===Math===
===Math===


===StringUtils===
===StringUtils===
*'''StringReplace''' - Replace characters/substrings in an existing string.
:<source lang="papyrus">StringReplace(String sOriginal, String sOldSubstr, String sNewSubstr, int Flags)</source>
:*Flags for case sensitivity, etc.
:*Easy enough to do this in Papyrus, but could be more efficient in C++.


===Misc===
===Misc===
*'''IIf''' - Simple in-line If statement. A concise way to replace 5 lines of code with one statement.
  IIf (expr, truepart, falsepart)
:May have to implement as IffString, IffFloat, etc. since Papyrus has no overloading.
  String Function IIfString (bool bTestExpr, String sValIfTrue, String sValIfFalse)
  Float Function IIfFloat (bool bTestExpr, Float fValIfTrue, Float fValIfFalse)
:This may implement better as a language enhancement.
*A '''MoverTask''' counterpart to '''SpawnerTask''', which would move existing objects instead of spawning new ones.


==Questionable Requests==
==Questionable Requests==
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==Highly Unlikely Requests==
==Highly Unlikely Requests==


*'''Form.Add/RemoveKeyword()'''
*'''Form.Add/RemoveKeyword()''' - Would involve writing own code to edit the size of the keyword refs on the object, and would be a big project with the possibility of bugs creeping into the code. Could be replaced with a function that substitutes one keyword or more for another one ('''ReplaceKeyword(Form theFormToChange, Keyword toRemove, Keyword toAdd)''') from the mod DienesTools http://www.nexusmods.com/skyrim/mods/54325/? or possibly create a function to set all of a Form's keywords to those of another Form.