Difference between revisions of "Form Script"

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imported>Jog
imported>Jog
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== Events ==
== Events ==
*Event [[OnAnimationEvent - Form|OnAnimationEvent]](ObjectReference akSource, string asEventName)
'''Event [[OnAnimationEvent - Form|OnAnimationEvent]](ObjectReference akSource, string asEventName)'''
**Received when one of animation events we are listening for is recieved.
*Received when one of animation events we are listening for is recieved.
*Event [[OnAnimationEventUnregistered - Form|OnAnimationEventUnregistered]](ObjectReference akSource, string asEventName)
 
**Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading.
'''Event [[OnAnimationEventUnregistered - Form|OnAnimationEventUnregistered]](ObjectReference akSource, string asEventName)'''
*Event [[OnGainLOS - Form|OnGainLOS]](Actor akViewer, ObjectReference akTarget)
*Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading.
**Received when the viewer goes from not seeing the target to seeing the target - if this form is registered.
 
*Event [[OnLostLOS - Form|OnLostLOS]](Actor akViewer, ObjectReference akTarget)
'''Event [[OnGainLOS - Form|OnGainLOS]](Actor akViewer, ObjectReference akTarget)'''
**Received when the viewer goes from seeing the target to not seeing the target - if this form is registered.
*Received when the viewer goes from not seeing the target to seeing the target - if this form is registered.
*Event [[OnSleepStart - Form|OnSleepStart]](float afSleepStartTime, float afDesiredSleepEndTime)
 
**Received when the player goes to sleep.
'''Event [[OnLostLOS - Form|OnLostLOS]](Actor akViewer, ObjectReference akTarget)'''
*Event [[OnSleepStop - Form|OnSleepStop]](bool abInterrupted)
*Received when the viewer goes from seeing the target to not seeing the target - if this form is registered.
**Received when the player wakes up or is interrupted in sleep.
 
*Event [[OnTrackedStatsEvent - Form|OnTrackedStatsEvent]](string asStat, in aiStatValue)
'''Event [[OnSleepStart - Form|OnSleepStart]](float afSleepStartTime, float afDesiredSleepEndTime)'''
**Received when tracked stats are updated.
*Received when the player goes to sleep.
*Event [[OnUpdate - Form|OnUpdate]]()
 
**Received at periodic intervals, if the form is registered.
'''Event [[OnSleepStop - Form|OnSleepStop]](bool abInterrupted)'''
*Event [[OnUpdateGameTime - Form|OnUpdateGameTime]]()
*Received when the player wakes up or is interrupted in sleep.
**Received at periodic intervals of game time, if the form is registered.
 
'''Event [[OnTrackedStatsEvent - Form|OnTrackedStatsEvent]](string asStat, in aiStatValue)'''
*Received when tracked stats are updated.
 
'''Event [[OnUpdate - Form|OnUpdate]]()'''
*Received at periodic intervals, if the form is registered.
 
'''Event [[OnUpdateGameTime - Form|OnUpdateGameTime]]()'''
*Received at periodic intervals of game time, if the form is registered.

Revision as of 12:45, 20 February 2012


Native base script for every form in the game.

Definition

ScriptName Form

Properties

None

Global Functions

None

Member Functions

int Function GetFormID()

  • Returns this form's form ID.

int Function GetGoldValue()

  • Returns this form's value in gold.

bool Function HasKeyword(Keyword akKeyword)

  • Returns if this form has the specified Keyword attached.

Function PlayerKnows()

  • Is the "Known" flag set on the form?

Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName)

  • Registers this form to receive the specified animation event from the specified object.

Function RegisterForLOS(Actor akViewer, ObjectReference akTarget)

  • Registers this form to receive gain and lost LOS events between the viewer and the target.

Function RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget)

  • Registers this form to receive a single LOS gain event when the viewer sees the target.

Function RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget)

  • Registers this form to receive a single LOS lost event when the viewer loses sight of the target.

Function RegisterForSingleUpdate(float afInterval)

  • Registers this form to receive a single update event in the specified time.

Function RegisterForSingleUpdateGameTime(float afInterval)

  • Registers this form to receive a single update event in the specified number of game hours.

Function RegisterForSleep()

  • Registers this form to receive sleep events for when the player goes to sleep or wakes up.

Function RegisterForTrackedStatsEvent()

  • Registers this form to receive tracked stats events for when tracked stats are updated.

Function RegisterForUpdate(float afInterval)

  • Registers this form to receive update events with the specified interval, or changes the update interval.

Function RegisterForUpdateGameTime(float afInterval)

  • Registers this form to receive update events with the specified interval in game time hours, or changes the update interval.

Function StartObjectProfiling()

  • Starts profiling all scripts attached to this form.

Function StopObjectProfiling()

  • Stops profiling all scripts attached to this form.

Function UnregisterForAnimationEvent(ObjectReference akSender, string asEventName)

  • Unregisters this from from receiving the specified animation event from the specified object.

Function UnregisterForLOS(Actor akViewer, ObjectReference akTarget)

  • Unregisters this form from any LOS events between the viewer and target.

Function UnregisterForSleep()

  • Unregisters this form from sleep events.

Function UnregisterForTrackedStatsEvent()

  • Unregisters this form from tracked stats events.

Function UnregisterForUpdate()

  • Unregisters this form from update events.

Function UnregisterForUpdateGameTime()

  • Unregisters this form from game time update events.

Events

Event OnAnimationEvent(ObjectReference akSource, string asEventName)

  • Received when one of animation events we are listening for is recieved.

Event OnAnimationEventUnregistered(ObjectReference akSource, string asEventName)

  • Received when one of the animation events we are listening for has been automatically unregistered by the game due to the target animation graph unloading.

Event OnGainLOS(Actor akViewer, ObjectReference akTarget)

  • Received when the viewer goes from not seeing the target to seeing the target - if this form is registered.

Event OnLostLOS(Actor akViewer, ObjectReference akTarget)

  • Received when the viewer goes from seeing the target to not seeing the target - if this form is registered.

Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)

  • Received when the player goes to sleep.

Event OnSleepStop(bool abInterrupted)

  • Received when the player wakes up or is interrupted in sleep.

Event OnTrackedStatsEvent(string asStat, in aiStatValue)

  • Received when tracked stats are updated.

Event OnUpdate()

  • Received at periodic intervals, if the form is registered.

Event OnUpdateGameTime()

  • Received at periodic intervals of game time, if the form is registered.