Difference between revisions of "GetFormFromFile - Game"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>JustinOther
m (→‎Examples: 0x00000800 FormID will probably exist as a new plugin's NOID dictates)
imported>JustinOther
(→‎Examples: CheckForDLC edited to also look for 0x00000D62 per suggestion in talk page/condensed)
Line 31: Line 31:
*To merely detect if a plugin is loaded.
*To merely detect if a plugin is loaded.
<source lang="papyrus">Bool bIsBagOfHoldingLoaded = Game.GetFormFromFile(0x000012EE, "Bag of Holding.esp") ; Is Bag of Holding.esp loaded?</source>
<source lang="papyrus">Bool bIsBagOfHoldingLoaded = Game.GetFormFromFile(0x000012EE, "Bag of Holding.esp") ; Is Bag of Holding.esp loaded?</source>
*Say you want to detect if DLCs are loaded and need to do/undo something in the event a DLC is added or removed from the user's load list: Create a boolean and string array, each with one element per DLC to check. When setting up the properties, leave the boolean elements with their default 'False' values and set each string element with the exact name of the plugin to check for such that their indices correspond. For this to work, the '0x00000800' instances ''might'' need to be changed to match a known existing FormID in each plugin.
*Say you want to detect if DLCs are loaded and need to do/undo something in the event a DLC is added or removed from the user's load list: Create a boolean and string array, each with one element per DLC to check. When setting up the properties, leave the boolean elements with their default 'False' values and set each string element with the exact name of the plugin to check for such that their indices correspond. For this to work, the '0x00000800' and '0x00000D62' instances ''might'' need to be changed to match a known existing FormID in each plugin. If another plugin is loaded when a plugin's first form is created, it will be an 0x00000D62. There is no guarantee a plugin will have either, however.
<source lang="papyrus">Bool[] Property bDLCArray Auto
<source lang="papyrus">Function CheckForDLC(Int aiIndex = 0, String asDLCName = "")
String[] Property sDLCArray Auto
 
Function CheckForDLC(Int aiIndex = 0, String asDLCName = "")
aiIndex = bDLCArray.Length
aiIndex = bDLCArray.Length
While aiIndex > 0
While aiIndex > 0
aiIndex -= 1
aiIndex -= 1
If aiIndex == 0 ; Dawnguard.ESM
If bDLCArray[aiIndex] != (Game.GetFormFromFile(0x00000800, sDLCArray[aiIndex]) || Game.GetFormFromFile(0x00000D62, sDLCArray[aiIndex]))
If bDLCArray[aiIndex] != Game.GetFormFromFile(0x00000800, sDLCArray[aiIndex])
bDLCArray[aiIndex] = !bDLCArray[aiIndex]
bDLCArray[aiIndex] = !bDLCArray[aiIndex]
If bDLCArray[aiIndex]
If bDLCArray[aiIndex]
Debug.Trace(sDLCArray[aiIndex] + " is loaded")
Debug.Trace("Dawnguard.ESM is loaded")
If aiIndex == 0 ; Dawnguard
Else
; Make any changes needed for Dawnguard
Debug.Trace("Dawnguard.ESM was loaded, but is no longer")
ElseIf aiIndex == 1 ; Hearthfire
; Make any changes needed for Hearthfire
ElseIf aiIndex == 2 ; KillerBees
; Make any changes needed for KillerBees
EndIf
EndIf
EndIf
Else
ElseIf aiIndex == 1 ; Hearthfire.ESM
Debug.Trace(sDLCArray[aiIndex] + " was loaded, but is no longer")
If bDLCArray[aiIndex] != Game.GetFormFromFile(0x00000800, sDLCArray[aiIndex])
If aiIndex == 0 ; Dawnguard
bDLCArray[aiIndex] = !bDLCArray[aiIndex]
; Revert any changes previously made for Dawnguard
If bDLCArray[aiIndex]
ElseIf aiIndex == 1 ; Hearthfire
Debug.Trace("Hearthfire.ESM is loaded")
; Revert any changes previously made for Hearthfire
Else
ElseIf aiIndex == 2 ; KillerBees
Debug.Trace("Hearthfire.ESM was loaded, but is no longer")
; Revert any changes previously made for KillerBees
EndIf
EndIf
ElseIf aiIndex == 2 ; KillerBees.esp
If bDLCArray[aiIndex] != Game.GetFormFromFile(0x0000ABCD, sDLCArray[aiIndex])
bDLCArray[aiIndex] = !bDLCArray[aiIndex]
If bDLCArray[aiIndex]
Debug.Trace("KillerBees.esp izzz loaded")
Else
Debug.Trace("KillerBees wazzz loaded, but izzz no longer")
EndIf
EndIf
EndIf
EndIf
ElseIf aiIndex == 3 ; DLC04.ESM
; etc.
ElseIf aiIndex == 4 ; DLC05.ESM
; etc.
EndIf
EndIf
EndWhile
EndWhile

Revision as of 23:37, 21 August 2012

Member of: Game Script (Requires 1.6)

Obtains the form specified by its form ID number which originated in the specified file. The ID for a form changes based on the load order of the file it loaded from. So a form which shows up as 0101ABCD in the editor may show up as 0401ABCD in game depending on how many other files load before it. This function lets you blindly grab a form based on the lower bytes of its ID and the expected file which created the form.

Syntax

Form Function GetFormFromFile(int aiFormID, string asFilename) native global

Parameters

  • aiFormID: The form ID number of the form we want. (FormID proceeded by 0x) For example Form ID "0001ABCD" is given as: 0x0001ABCD
  • asFilename: The name of the file we expect the form to have originated in.

Return Value

The requested Form, or None if the form ID is not valid or the file does not exist or is not loaded.

Examples

  • Assume a mod or DLC called "KillerBees.esp" was released which made the bee critters agressive and immortal, only killable by weapons in the form list BeeKillerWeapList (0100ABCD). Another mod or DLC wants to add a BeeSlayer sword which they want to be able to kill the killer bees if you have that mod.
; Obtain form 0000ABCD we expect to be added by the KillerBees plugin
; Note the top most byte in the given ID is unused so 0000ABCD works as well as 0400ABCD
FormList beekillerlist = Game.GetFormFromFile(0x0000ABCD, "KillerBees.esp") As FormList
; If "KillerBees.esp" is not loaded the form will be NONE. Otherwise, add our weapon to the list.
if ( beekillerlist )
  beekillerlist.AddForm( WeapBeeSlayer )
endif
  • To merely detect if a plugin is loaded.
Bool bIsBagOfHoldingLoaded = Game.GetFormFromFile(0x000012EE, "Bag of Holding.esp") ; Is Bag of Holding.esp loaded?
  • Say you want to detect if DLCs are loaded and need to do/undo something in the event a DLC is added or removed from the user's load list: Create a boolean and string array, each with one element per DLC to check. When setting up the properties, leave the boolean elements with their default 'False' values and set each string element with the exact name of the plugin to check for such that their indices correspond. For this to work, the '0x00000800' and '0x00000D62' instances might need to be changed to match a known existing FormID in each plugin. If another plugin is loaded when a plugin's first form is created, it will be an 0x00000D62. There is no guarantee a plugin will have either, however.
Function CheckForDLC(Int aiIndex = 0, String asDLCName = "")
	aiIndex = bDLCArray.Length
	While aiIndex > 0
		aiIndex -= 1
		If bDLCArray[aiIndex] != (Game.GetFormFromFile(0x00000800, sDLCArray[aiIndex]) || Game.GetFormFromFile(0x00000D62, sDLCArray[aiIndex]))
			bDLCArray[aiIndex] = !bDLCArray[aiIndex]
			If bDLCArray[aiIndex]
				Debug.Trace(sDLCArray[aiIndex] + " is loaded")
				If aiIndex == 0 ; Dawnguard
					; Make any changes needed for Dawnguard
				ElseIf aiIndex == 1 ; Hearthfire
					; Make any changes needed for Hearthfire
				ElseIf aiIndex == 2 ; KillerBees
					; Make any changes needed for KillerBees
				EndIf
			Else
				Debug.Trace(sDLCArray[aiIndex] + " was loaded, but is no longer")
				If aiIndex == 0 ; Dawnguard
					; Revert any changes previously made for Dawnguard
				ElseIf aiIndex == 1 ; Hearthfire
					; Revert any changes previously made for Hearthfire
				ElseIf aiIndex == 2 ; KillerBees
					; Revert any changes previously made for KillerBees
				EndIf
			EndIf
		EndIf
	EndWhile
EndFunction

Notes

  • If asFilename is not loaded, it will be reported in one's log.
  • Don't forget to cast if setting a property to any given form type with GetFormFromFile.

See Also