Difference between revisions of "Actor Script"
Added ReplaceHeadPart from SKSE 1.17
imported>SarthesArai m (→Member Functions: Restored AV as short version for Actor Value) |
imported>CraftySentinel (Added ReplaceHeadPart from SKSE 1.17) |
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== Global Functions == | == Global Functions == | ||
None | None | ||
== Member Functions == | == Member Functions == | ||
'''[[AddPerk - Actor|AddPerk]](Perk ''akPerk'')''' | |||
*Adds the specified perk to this actor. | |||
'''Bool [[AddShout - Actor|AddShout]](Shout ''akShout'')''' | |||
*Adds the specified shout to this actor. | |||
'''Bool [[AddSpell - Actor|AddSpell]](Spell ''akSpell'', Bool ''abVerbose'')''' | |||
*Adds the specified spell to this actor. | |||
'''[[AddToFaction - Actor|AddToFaction]](Faction ''akFaction'')''' | |||
*Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing. | |||
'''[[AllowBleedoutDialogue - Actor|AllowBleedoutDialogue]](Bool ''abCanTalk'')''' | |||
*Flags this actor as able to speak to the player when he is in bleed out and is essential down | |||
'''[[AllowPCDialogue - Actor|AllowPCDialogue]](Bool ''abTalk'')''' | |||
*Enables or disables the player's ability to talk to this actor. | |||
'''[[AttachAshPile - Actor|AttachAshPile]](Form ''akAshPileBase'')''' | |||
*Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base. | |||
'''Bool [[CanFlyHere - Actor|CanFlyHere]]()''' | |||
*Can this actor fly here? | |||
'''[[ClearArrested - Actor|ClearArrested]]()''' | |||
*Clears this actor's arrested state. | |||
'''[[ClearExpressionOverride - Actor|ClearExpressionOverride]]()''' | |||
*Clears any expression override on this actor. | |||
'''[[ClearExtraArrows - Actor|ClearExtraArrows]]()''' | |||
*Clears any arrow 3d on the actor. | |||
'''[[ClearForcedLandingMarker - Actor|ClearForcedLandingMarker]]()''' | |||
*Clears any forced landing marker on this actor. | |||
'''[[ClearKeepOffsetFromActor - Actor|ClearKeepOffsetFromActor]]()''' | |||
*Clears any keep offset from this actor. | |||
'''[[ClearLookAt - Actor|ClearLookAt]]()''' | |||
*Clears this actor's script-forced look at target. | |||
'''[[DamageActorValue - Actor|DamageActorValue]](String ''asValueName'', Float ''afDamage'')''' | |||
*Damages the specified actor value by the specified amount. | |||
'''[[DamageActorValue - Actor|DamageAV]](String ''asValueName'', Float ''afDamage'')''' | |||
*Alias for DamageActorValue(). | |||
'''Bool [[Dismount - Actor|Dismount]]()''' | |||
*Forces the actor to dismount. | |||
'''[[DispelAllSpells - Actor|DispelAllSpells]]()''' | |||
*Dispel all spell from this actor | |||
'''Bool [[DispelSpell - Actor|DispelSpell]](Spell ''akSpell'')''' | |||
*Dispel a spell from this actor | |||
'''[[DoCombatSpellApply - Actor|DoCombatSpellApply]](Spell ''akSpell'', ObjectReference ''akTarget'')''' | |||
*Apply a spell to a target in combat | |||
'''[[DrawWeapon - Actor|DrawWeapon]]()''' | |||
*Forces this actor to draw his weapon | |||
'''[[EnableAI - Actor|EnableAI]](Bool ''abEnable'')''' | |||
*Enables or disables this actor's AI. | |||
'''[[EndDeferredKill - Actor|EndDeferredKill]]()''' | |||
*Removes the actor from a Deferred Kill state. | |||
'''[[EquipItem - Actor|EquipItem]](Form ''akItem'', Bool ''abPreventRemoval'', Bool ''abSlient'')''' | |||
*Equips the specified item on this actor. | |||
'''[[EquipShout - Actor|EquipShout]](Shout ''akShout'')''' | |||
*Forces this actor to equip this shout. | |||
'''[[EquipSpell - Actor|EquipSpell]](Spell ''akSpell'', Int ''aiSource'')''' | |||
*Forces this actor to equip thes spell, in the specified source. | |||
'''[[EvaluatePackage - Actor|EvaluatePackage]]()''' | |||
*Forces the AI to re-evaluate its package stack. | |||
'''[[ForceActorValue - Actor|ForceActorValue]](String ''asValueName'', Float ''afNewValue'')''' | |||
*Forces the specified actor value to the specified value. | |||
'''[[ForceActorValue - Actor|ForceAV]](String ''asValueName'', Float ''afNewValue'')''' | |||
*Alias for ForceActorValue(). | |||
'''ActorBase [[GetActorBase - Actor|GetActorBase]]()''' | |||
*Returns the base actor object for this actor. | |||
'''Float [[GetActorValue - Actor|GetActorValue]](String ''asValueName'')''' | |||
*Retrieves the specified actor value from the actor. | |||
'''Float [[GetActorValuePercentage - Actor|GetActorValuePercentage]](String ''asValueName'')''' | |||
*Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1) | |||
'''Float [[GetActorValue - Actor|GetAV]](String ''asValueName'')''' | |||
*Alias for GetActorValue(). | |||
'''Float [[GetActorValuePercentage - Actor|GetAVPercentage]](String ''asValueName'')''' | |||
*Alias for GetActorValuePercentage(). | |||
'''Float [[GetBaseActorValue - Actor|GetBaseActorValue]](String ''asValueName'')''' | |||
*Gets the base value of the specified actor value. | |||
'''Float [[GetBaseActorValue - Actor|GetBaseAV]](String ''asValueName'')''' | |||
*Alias for GetBaseActorValue(). | |||
'''Int [[GetBribeAmount - Actor|GetBribeAmount]]()''' | |||
*Returns the amount of gold required to bribe this actor. | |||
'''Faction [[GetCrimeFaction - Actor|GetCrimeFaction]]()''' | |||
*Obtains this actor's crime faction. | |||
'''Int [[GetCombatState - Actor|GetCombatState]]()''' | |||
*Obtains this actor's current combat state. | |||
'''Actor [[GetCombatTarget - Actor|GetCombatTarget]]()''' | |||
*Obtains this actor's current combat target. | |||
'''Package [[GetCurrentPackage - Actor|GetCurrentPackage]]()''' | |||
*Obtains the current package this actor's AI is running. | |||
'''Actor [[GetDialogueTarget - Actor|GetDialogueTarget]]()''' | |||
*Obtains the actor's current dialogue target | |||
'''Int [[GetEquippedItemType - Actor|GetEquippedItemType]](Int ''aiHand'')''' | |||
*Obtains the type of item equipped in the specified hand. | |||
'''Armor [[GetEquippedShield - Actor|GetEquippedShield]]()''' | |||
*Obtains the currently equipped shield on this actor. | |||
'''Shout [[GetEquippedShout - Actor|GetEquippedShout]]()''' | |||
*Obtains the currently equipped shout on this actor. | |||
'''Spell [[GetEquippedSpell - Actor|GetEquippedSpell]](Int ''aiSource'')''' | |||
*Obtains the currently equipped spell in the specified source on this actor. | |||
'''Weapon [[GetEquippedWeapon - Actor|GetEquippedWeapon]](Bool ''abLeftHand'')''' | |||
*Obtains the currently equipped weapon on this actor. | |||
'''Int [[GetFactionRank - Actor|GetFactionRank]](Faction ''akFaction'')''' | |||
*Retrieves this actor's rank in the specified faction. | |||
'''Int [[GetFactionReaction - Actor|GetFactionReaction]](Actor ''akOther'')''' | |||
*Obtains this actor's faction-based reaction to the other actor. | |||
'''Int [[GetFlyingState - Actor|GetFlyingState]]()''' | |||
*Obtains this actor's current flying state. | |||
'''ObjectReference [[GetForcedLandingMarker - Actor|GetForcedLandingMarker]]()''' | |||
*Obtains the landing marker the actor is forced to land at (if any). | |||
'''Int [[GetGoldAmount - Actor|GetGoldAmount]]()''' | |||
*Gets the amount of gold this actor has on his person. | |||
'''Int [[GetHighestRelationshipRank - Actor|GetHighestRelationshipRank]]()''' | |||
*Gets this actor's highest relationship rank. | |||
'''Actor [[GetKiller - Actor|GetKiller]]()''' | |||
*Gets this actor's killer. Returns None if this actor isn't dead. | |||
'''Int [[GetLevel - Actor|GetLevel]]()''' | |||
*Gets this actor's current level. | |||
'''ActorBase [[GetLeveledActorBase - Actor|GetLeveledActorBase]]()''' | |||
*Returns a leveled actor's "temporary" base object. | |||
'''Float [[GetLightLevel - Actor|GetLightLevel]]()''' | |||
*Returns this actor's current light level | |||
'''Int [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()''' | |||
*Gets this actor's lowest relationship rank. | |||
'''Bool [[GetNoBleedoutRecovery - Actor|GetNoBleedoutRecovery]]()''' | |||
*Gets whether this actor can recover from bleedout or not. | |||
'''Bool [[GetPlayerControls - Actor|GetPlayerControls]]()''' | |||
*Queries whether this actor receives player input | |||
'''Race [[GetRace - Actor|GetRace]]()''' | |||
*Returns this actor's race. | |||
'''Int [[GetRelationshipRank - Actor|GetRelationshipRank]](Actor ''akOther'')''' | |||
*Retrieves the relationship rank between this actor and another. | |||
'''Int [[GetSitState - Actor|GetSitState]]()''' | |||
*Obtains this actor's sit state. | |||
'''Int [[GetSleepState - Actor|GetSleepState]]()''' | |||
*Obtains this actor's sleep state. | |||
'''Float [[GetVoiceRecoveryTime - Actor|GetVoiceRecoveryTime]]()''' | |||
*Gets the voice recovery time from the actor. | |||
'''Bool [[HasAssociation - Actor|HasAssociation]](AssociationType ''akAssociation'', Actor ''akOther'')''' | |||
*Returns whether this actor has the specified association with the other actor. | |||
'''Bool [[HasFamilyRelationship - Actor|HasFamilyRelationship]](Actor ''akOther'')''' | |||
*Returns whether this actor has a family relationship with the other actor. | |||
'''Bool [[HasLOS - Actor|HasLOS]](ObjectReference ''akOther'')''' | |||
*Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor) | |||
'''Bool [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect ''akEffect'')''' | |||
*Checks to see if this actor is currently being affected by the given Magic Effect | |||
'''Bool [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword ''akKeyword'')''' | |||
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword | |||
'''Bool [[HasParentRelationship - Actor|HasParentRelationship]](Actor ''akOther'')''' | |||
*Returns whether this actor has a parent relationship with the other actor. | |||
'''Bool [[HasPerk - Actor|HasPerk]](Perk ''akPerk'')''' | |||
*Checks to see if this actor has the given Perk | |||
'''Bool [[HasSpell - Actor|HasSpell]](Form ''akForm'')''' | |||
*Checks to see if this actor has the given Spell or Shout | |||
'''Bool [[IsAlarmed - Actor|IsAlarmed]]()''' | |||
*Obtains whether this actor is alarmed or not. | |||
'''Bool [[IsAlerted - Actor|IsAlerted]]()''' | |||
*Returns if this actor is alerted or not. | |||
'''Bool [[IsAllowedToFly - Actor|IsAllowedToFly]]()''' | |||
*Is this actor allowed to fly? | |||
'''Bool [[IsArrested - Actor|IsArrested]]()''' | |||
*Returns whether this actor is currently arrested or not. | |||
'''Bool [[IsArrestingTarget - Actor|IsArrestingTarget]]()''' | |||
*Is this actor currently arresting his target? Only valid on alerted guards. | |||
'''Bool [[IsBeingRidden - Actor|IsBeingRidden]]()''' | |||
*Is this actor being ridden? | |||
'''Bool [[IsBleedingOut - Actor|IsBleedingOut]]()''' | |||
*Is this actor currently bleeding out? | |||
'''Bool [[IsBribed - Actor|IsBribed]]()''' | |||
*Gets if this actor has been bribed by the player. | |||
'''Bool [[IsChild - Actor|IsChild]]()''' | |||
*Is this actor a child? | |||
'''Bool [[IsCommandedActor - Actor|IsCommandedActor]]()''' | |||
*Is this actor commanded by another? | |||
'''Bool [[IsDead - Actor|IsDead]]()''' | |||
*Obtains whether this actor is dead or not. | |||
'''Bool [[IsDetectedBy - Actor|IsDetectedBy]](Actor ''akOther'')''' | |||
*Is this actor detected by the other one? | |||
'''Bool [[IsDoingFavor - Actor|IsDoingFavor]]()''' | |||
*Is this actor currently flagged as doing a favor for the player? | |||
'''Bool [[IsEquipped - Actor|IsEquipped]](Form ''akItem'')''' | |||
*Is the specified object equipped on this actor? | |||
'''Bool [[IsEssential - Actor|IsEssential]]()''' | |||
*Is this actor essential? | |||
'''Bool [[IsFlying - Actor|IsFlying]]()''' | |||
*Is this actor currently flying? | |||
'''Bool [[IsGhost - Actor|IsGhost]]()''' | |||
*Is this actor flagged as a ghost? | |||
'''Bool [[IsGuard - Actor|IsGuard]]()''' | |||
*Obtains whether this actor is a guard or not. | |||
'''Bool [[IsHostileToActor- Actor|IsHostileToActor-]](Actor ''akActor'')''' | |||
*Is this actor hostile to another actor? | |||
'''Bool [[IsInCombat - Actor|IsInCombat]]()''' | |||
*Obtains whether this actor is in combat or not. | |||
'''Bool [[IsInFaction - Actor|IsInFaction]](Faction ''akFaction'')''' | |||
*Returns whether this actor is in the specified faction. | |||
'''Bool [[IsInKillMove - Actor|IsInKillMove]]()''' | |||
*Returns whether this actor is in a kill move or not. | |||
'''Bool [[IsIntimidated - Actor|IsIntimidated]]()''' | |||
*Gets if this actor has been intimidated by the player. | |||
'''Bool [[IsOnMount - Actor|IsOnMount]]()''' | |||
*Is the actor on a mount? | |||
'''Bool [[IsPlayersLastRiddenHorse - Actor|IsPlayersLastRiddenHorse]]()''' | |||
*Returns whether this actor is the horse the player last rode. | |||
'''Bool [[IsPlayerTeammate - Actor|IsPlayerTeammate]]()''' | |||
*Returns whether this actor is currently a teammate of the player. | |||
'''Bool [[IsRunning - Actor|IsRunning]]()''' | |||
*Returns whether this actor is current running. | |||
'''Bool [[IsSneaking - Actor|IsSneaking]]()''' | |||
*Is this actor currently sneaking? | |||
'''Bool [[IsSprinting - Actor|IsSprinting]]()''' | |||
*Is this actor currently sprinting? | |||
'''Bool [[IsTrespassing - Actor|IsTrespassing]]()''' | |||
*Returns whether this actor is currently trespassing or not. | |||
'''Bool [[IsUnconscious - Actor|IsUnconscious]]()''' | |||
*Is this actor currently unconscious? | |||
'''Bool [[IsWeaponDrawn - Actor|IsWeaponDrawn]]()''' | |||
*Does this actor have his equipped weapon and/or magic spell drawn? | |||
'''[[KeepOffsetFromActor - Actor|KeepOffsetFromActor]](Actor ''arTarget'', Float ''afOffsetX'', Float ''afOffsetY'', Float ''afOffsetZ'', Float ''afOffsetAngleX'', Float ''afOffsetAngleY'', Float ''afOffsetAngleZ'', Float ''afCatchUpRadius'', Float ''afFollowRadius'')''' | |||
*Makes the actor switch to a state where it will try to keep a given offset from another actor | |||
'''[[Kill - Actor|Kill]](Actor ''akKiller'')''' | |||
*Kills this actor with the specified actor as the guilty party. | |||
'''[[KillEssential - Actor|KillEssential]](Actor ''akKiller'')''' | |||
*Kills this actor, even if he is essential. | |||
'''[[KillSilent - Actor|KillSilent]](Actor ''akKiller'')''' | |||
*Kills this actor without a kill event with the killer being the guilty party | |||
'''[[MakePlayerFriend - Actor|MakePlayerFriend]]()''' | |||
*Makes the actor a friend of the player. | |||
'''[[ModActorValue - Actor|ModActorValue]](String ''asValueName'', Float ''afAmount'')''' | |||
*Modifies the specified actor value by the specified amount. | |||
'''[[ModActorValue - Actor|ModAV]](String ''asValueName'', Float ''afAmount'')''' | |||
*Alias for ModActorValue]](). | |||
'''[[ModFactionRank - Actor|ModFactionRank]](Faction ''akFaction'', Int ''aiMod'')''' | |||
*Modifies this actor's rank in the specified faction. | |||
'''[[MoveToPackageLocation - Actor|MoveToPackageLocation]]()''' | |||
*Pops this actor to the initial location for its current package. | |||
'''[[OpenInventory - Actor|OpenInventory]](Bool ''abForceOpen'')''' | |||
*Opens this actor's inventory as if you were pick-pocketing them. | |||
'''Bool [[PathToReference - Actor|PathToReference]](ObjectReference ''aTarget'', Float ''afWalkRunPercent'')''' | |||
*Makes the actor path to the target reference at the speed given by afWalkRunercent. | |||
'''Bool [[PlayIdle - Actor|PlayIdle]](Idle ''akIdle'')''' | |||
*Plays the passed idle on this actor. | |||
'''Bool [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]](Idle ''akIdle'', ObjectReference ''akTarget'')''' | |||
*Plays the passed idle on this actor, overriding the actor's current target with the one given. | |||
'''[[PlaySubGraphAnimation- Actor|PlaySubGraphAnimation-]](String ''asEventName'')''' | |||
*Sends the event passed to the actor's sub graphs. | |||
'''[[RemoveFromFaction - Actor|RemoveFromFaction]](Faction ''akFaction'')''' | |||
*Removes this actor from the specified faction. | |||
'''[[RemoveFromAllFactions - Actor|RemoveFromAllFactions]]()''' | |||
*Removes this actor from all factions they are associated with. | |||
'''[[RemovePerk - Actor|RemovePerk]](Perk ''akPerk'')''' | |||
*Removes the specified perk from this actor. | |||
'''Bool [[RemoveShout - Actor|RemoveShout]](Shout ''akShout'')''' | |||
*Removes the specified shout from this actor. | |||
'''Bool [[RemoveSpell - Actor|RemoveSpell]](Spell ''akSpell'')''' | |||
*Removes the specified spell from this actor. | |||
'''[[ResetHealthAndLimbs - Actor|ResetHealthAndLimbs]]()''' | |||
*Resets this actor's health and limb state. | |||
'''[[RestoreActorValue - Actor|RestoreActorValue]](String ''asValueName'', Float ''afAmount'')''' | |||
*Restores damage done to the specified actor value. | |||
'''[[RestoreActorValue - Actor|RestoreAV]](String ''asValueName'', Float ''afAmount'')''' | |||
*Alias for RestoreActorValue(). | |||
'''[[Resurrect - Actor|Resurrect]]()''' | |||
*Resurrects this actor. | |||
'''[[SendAssaultAlarm - Actor|SendAssaultAlarm]]()''' | |||
*Has this actor behave as if they were assaulted. | |||
'''[[SendTrespassAlarm - Actor|SendTrespassAlarm]](Actor ''akCriminal'')''' | |||
*Has this actor behave as if they caught the criminal trespassing | |||
'''[[SetActorValue - Actor|SetActorValue]](String ''asValueName'', Float ''afValue'')''' | |||
*Sets the specified actor value on the actor to the passed-in value. | |||
'''[[SetAlert - Actor|SetAlert]](Bool ''abAlerted'')''' | |||
*Flags this actor as currently alerted (or clears it) | |||
'''[[SetAllowFlying - Actor|SetAllowFlying]](Bool ''abAllowed'')''' | |||
*Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to) | |||
'''[[SetAllowFlyingEx - Actor|SetAllowFlyingEx]](Bool ''abAllowed'', Bool ''abAllowCrash'', Bool ''abAllowSearch'')''' | |||
*Sets whether this actor is allowed to fly or not. If not, and they are flying, will land the actor. | |||
'''[[SetAlpha - Actor|SetAlpha]](Float ''afTargetAlpha'', Bool ''abFade'')''' | |||
*Sets this actor's alpha - optionally fading to that value rather then popping. | |||
'''[[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](Bool ''abAttackOnSight'')''' | |||
*Flags this actor to be attacked by all actors when detected. | |||
'''[[SetActorValue - Actor|SetAV]](String ''asValueName'', Float ''afValue'')''' | |||
*Alias for SetActorValue(). | |||
'''[[SetBribed - Actor|SetBribed]](Bool ''abBribe'')''' | |||
*Sets if this actor is being bribed by the player. | |||
'''[[SetCrimeFaction - Actor|SetCrimeFaction]](Faction ''akFaction'')''' | |||
*Sets the faction that this actor reports crimes to. | |||
'''[[SetCriticalStage - Actor|SetCriticalStage]](Int ''aiStage'')''' | |||
*Sets this actor's current critical stage (applying any related effects) | |||
'''[[SetDoingFavor - Actor|SetDoingFavor]](Bool ''abDoingFavor'')''' | |||
*Flags this actor as doing a favor for the player. | |||
'''[[SetDontMove - Actor|SetDontMove]](Bool ''abDontMove'')''' | |||
*Flags/unflags this actor as "don't move". | |||
'''[[SetExpressionOverride - Actor|SetExpressionOverride]](Int ''aiMood'', Int ''aiStrength'')''' | |||
*Sets an expression override on this actor. | |||
'''[[SetEyeTexture - Actor|SetEyeTexture]](TextureSet ''akTexture'')''' | |||
*Forces a new eye texture on the actor. | |||
'''[[SetFactionRank - Actor|SetFactionRank]](Faction ''akFaction'', Int ''aiRank'')''' | |||
*Sets this actor's rank in the specified faction, adding it to the faction if necessary. | |||
'''[[SetForcedLandingMarker - Actor|SetForcedLandingMarker]](ObjectReference ''aMarker'')''' | |||
*Forces the landing marker for this actor to the passed-in one. | |||
'''[[SetGhost - Actor|SetGhost]](Bool ''abIsGhost'')''' | |||
*Sets this actor as a ghost or not. | |||
'''[[SetHeadTracking - Actor|SetHeadTracking]](Bool ''abEnable'')''' | |||
*Enables or disables this actor's head tracking. | |||
'''[[SetIntimidated - Actor|SetIntimidated]](Bool ''abIntimidate'')''' | |||
*Sets if this actor is being intimidated by the player. | |||
'''[[SetLookAt - Actor|SetLookAt]](ObjectReference ''akTarget'', Bool ''abPathingLookAt'')''' | |||
*Sets this actor's look at target, optionally using it for pathing as well. | |||
'''[[SetNoBleedoutRecovery - Actor|SetNoBleedoutRecovery]](Bool ''abAllowed'')''' | |||
*Sets or clears the "no bleedout recovery" flag on this actor. | |||
'''[[SetNotShowOnStealthMeter - Actor|SetNotShowOnStealthMeter]](Bool ''abNotShow'')''' | |||
*Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player | |||
'''[[SetOutfit - Actor|SetOutfit]](Outfit ''akOutfit'', Bool ''abSleepOutfit'')''' | |||
*Change the default or sleep outfit and queue the models to be worn now. | |||
'''[[SetPlayerControls - Actor|SetPlayerControls]](Bool ''abControls'')''' | |||
*Set/reset whether player input being sent to the actor. | |||
'''[[SetPlayerResistingArrest - Actor|SetPlayerResistingArrest]]()''' | |||
*Flags the player as resisting arrest from this actor's faction. | |||
'''[[SetPlayerTeammate - Actor|SetPlayerTeammate]](Bool ''abTeammate'', Bool ''abCanDoFavor'')''' | |||
*Sets (or clears) this actor as a teammate of the player and if the teammate can do favors. | |||
'''[[SetRace - Actor|SetRace]](Race ''akRace'')''' | |||
*Sets the actor's race | |||
'''[[SetRelationshipRank - Actor|SetRelationshipRank]](Actor ''akOther'', Int ''aiRank'')''' | |||
*Sets the relationship rank between this actor and another. | |||
'''[[SetRestrained - Actor|SetRestrained]](Bool ''abRestrained'')''' | |||
*Flags this actor as restrained or not. | |||
'''[[SetSubGraphFloatVariable - Actor|SetSubGraphFloatVariable]](String ''asVariableName'', Float ''afValue'')''' | |||
*Set a variable on all of an actor's sub graphs. | |||
'''[[SetUnconscious - Actor|SetUnconscious]](Bool ''abIsUnconscious'')''' | |||
*Sets this actor as unconscious or not. | |||
'''[[SetVehicle - Actor|SetVehicle]](ObjectReference ''akVehicle'')''' | |||
*Attaches or detaches this actor from a vehicle. | |||
'''[[SetVoiceRecoveryTime - Actor|SetVoiceRecoveryTime]](Float ''afTime'')''' | |||
*Sets the voice recovery time on the actor. | |||
'''[[ShowBarterMenu - Actor|ShowBarterMenu]]()''' | |||
*Shows the barter menu for this actor. | |||
'''[[ShowGiftMenu - Actor|ShowGiftMenu]]()''' | |||
*Shows the give/take menu for this actor. | |||
'''[[StartCannibal - Actor|StartCannibal]](Actor ''akTarget'')''' | |||
*Has the actor feed on a dead actor. | |||
'''[[StartCombat - Actor|StartCombat]](Actor ''akTarget'')''' | |||
*Attempts to initiate combat with the other actor. | |||
'''[[StartDeferredKill - Actor|StartDeferredKill]]()''' | |||
*Puts the actor into a Deferred Kill state | |||
'''[[StartSneaking - Actor|StartSneaking]]()''' | |||
*Forces this actor to start sneaking. | |||
'''[[StartVampireFeed - Actor|StartVampireFeed]](Actor ''akTarget'')''' | |||
*Has the actor vampire feed on a sleeping actor | |||
'''[[StopCombat - Actor|StopCombat]]()''' | |||
*Removes this actor from combat. | |||
'''[[StopCombatAlarm - Actor|StopCombatAlarm]]()''' | |||
*Stops all combat and alarms against this actor. | |||
'''Bool [[TrapSoul - Actor|TrapSoul]](Actor ''akTarget'')''' | |||
*Attempts to soul trap the target actor - and returns if it succeeded or not. | |||
'''[[UnequipAll - Actor|UnequipAll]]()''' | |||
*Unequips all items from this actor. | |||
'''[[UnequipItem - Actor|UnequipItem]](Form ''akItem'', Bool ''abPreventEquip'', Bool ''abSilent'')''' | |||
*Unequips an item from this actor. | |||
'''[[UnequipItemSlot - Actor|UnequipItemSlot]](Int ''aiSlot'')''' | |||
*Forces this actor to unequip all armor on the given slot. | |||
'''[[UnequipShout - Actor|UnequipShout]](Shout ''akShout'')''' | |||
*Unequips the specified shout from this actor. | |||
'''[[UnequipSpell - Actor|UnequipSpell]](Spell ''akSpell'', Int ''aiSource'')''' | |||
*Unequips the specified spell from the specified source on this actor. | |||
'''[[UnlockOwnedDoorsInCell - Actor|UnlockOwnedDoorsInCell]]()''' | |||
*Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior). | |||
'''Bool [[WillIntimidateSucceed - Actor|WillIntimidateSucceed]]()''' | |||
*Returns whether an intimidation attempt by the player against this actor will succeed or not. | |||
| | '''Bool [[WornHasKeyword - Actor|WornHasKeyword]](Keyword ''akKeyword'')''' | ||
*Returns whether or not this actor is wearing anything with the specified keyword. | |||
== SKSE Member Functions == | == SKSE Member Functions == | ||
'''Form [[GetWornForm - Actor|GetWornForm]](Int ''slotMask'')''' | |||
*Returns the form of the item worn with the specified slotMask. | |||
'''Int [[GetWornFormId - Actor|GetWornFormId]](Int ''slotMask'')''' | |||
*Returns the formID of the item worn with the specified slotMask. | |||
'''Form [[GetEquippedObject - Actor|GetEquippedObject]](Int ''location'')''' | |||
*Returns the object currently equipped in the specified location. | |||
'''Int [[GetEquippedItemId - Actor|GetEquippedItemId]](Int ''location'')''' | |||
*Returns the FormID of the currently equipped object in the specified location. | |||
'''Int [[GetSpellCount - Actor|GetSpellCount]]()''' | |||
*Returns the number of added spells for the actor. | |||
'''Spell [[GetNthSpell - Actor|GetNthSpell]](Int ''n'')''' | |||
*Returns the specified added spell for the actor. | |||
'''[[QueueNiNodeUpdate - Actor|QueueNiNodeUpdate]]()''' | |||
*Updates modifications linked to the actor. | |||
'''[[RegenerateHead - Actor|RegenerateHead]]()''' | |||
*Updates an Actors head mesh. | |||
'''[[EquipItemEx - Actor|EquipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')''' | |||
*Force equips the specified item to the specified slot. | |||
'''[[EquipItemById - Actor|EquipItemById]](Form ''item'', Int ''itemId'', Int ''equipSlot'', Bool ''preventUnequip'', Bool ''equipSound'')''' | |||
*Force equips the item with the specified FormID to the specified slot. | |||
'''[[UnequipItemEx - Actor|UnequipItemEx]](Form ''item'', Int ''equipSlot'', Bool ''preventEquip'')''' | |||
*Force unequips the specified item at the specified slot. | |||
'''[[ChangeHeadPart - Actor|ChangeHeadPart]](HeadPart ''hPart'')''' | |||
*Adds a headpart, if the type exists it will replace. | |||
'''[[ReplaceHeadPart - Actor|ReplaceHeadPart]](HeadPart ''oPart'', HeadPart ''newPart'')''' | |||
*Replaces a headpart on the loaded mesh. This does not affect the ActorBase, both old an new headparts must exist and be of the same type. | |||
'''[[UpdateWeight - Actor|UpdateWeight]](Float ''neckDelta'')''' | |||
*Visually updates the actors weight. | |||
'''Bool [[IsAIEnabled - Actor|IsAIEnabled]]()''' | |||
*Returns whether the actors AI is enabled | |||
'''Bool [[IsSwimming - Actor|IsSwimming]]()''' | |||
*Returns whether the actor is currently swimming. | |||
| | '''[[SheatheWeapon - Actor|SheatheWeapon]]()''' | ||
*Sheathes the actors weapon. | |||
== Events == | == Events == | ||
'''[[OnCombatStateChanged - Actor|OnCombatStateChanged]](Actor ''akTarget'', Int ''aeCombatState'')''' | |||
*Sent when this actor's combat state changes. | |||
'''[[OnDeath - Actor|OnDeath]](Actor ''akKiller'')''' | |||
*Event received when this actor dies. | |||
'''[[OnDying - Actor|OnDying]](Actor ''akKiller'')''' | |||
*Event received when this actor begins to die. | |||
'''[[OnEnterBleedout - Actor|OnEnterBleedout]]()''' | |||
*Event received when this object enters bleedout. | |||
'''[[OnGetUp - Actor|OnGetUp]](ObjectReference ''akFurniture'')''' | |||
*Event received when this actor gets up off the specified furniture. | |||
'''[[OnLocationChange - Actor|OnLocationChange]](Location ''akOldLoc'', Location ''akNewLoc'')''' | |||
*Event received when the actor moves from one location to another. | |||
'''[[OnObjectEquipped - Actor|OnObjectEquipped]](Form ''akBaseObject'', ObjectReference ''akReference'')''' | |||
*Event received when this actor equips an object. | |||
'''[[OnObjectUnequipped - Actor|OnObjectUnequipped]](Form ''akBaseObject'', ObjectReference ''akReference'')''' | |||
*Event received when this actor unequips an object. | |||
'''[[OnPackageChange - Actor|OnPackageChange]](Package ''akOldPackage'')''' | |||
*Event received when this actor changes away from a package. | |||
'''[[OnPackageEnd - Actor|OnPackageEnd]](Package ''akOldPackage'')''' | |||
*Event received when this actor ends a package. | |||
'''[[OnPackageStart - Actor|OnPackageStart]](Package ''akNewPackage'')''' | |||
*Event received when this actor starts running a new package. | |||
'''[[OnPlayerBowShot - Actor|OnPlayerBowShot]](Weapon ''akWeapon'', Ammo ''akAmmo'', Float ''afPower'', Bool ''abSunGazing'')''' | |||
*Event called when the actor is the player, and the player has fired a bow. | |||
'''[[OnPlayerLoadGame - Actor|OnPlayerLoadGame]]()''' | |||
*Event received by the player actor when a saved game is loaded. | |||
'''[[OnRaceSwitchComplete - Actor|OnRaceSwitchComplete]]()''' | |||
*Event received when this actor finishes switching races. | |||
| | '''[[OnSit - Actor|OnSit]](ObjectReference ''akFurniture'')''' | ||
*Event received when this actor sits on the specified furniture. | |||
== Notes == | == Notes == | ||
* You may not attach a script to an actor if that actor would be used by a leveled actor list. If an actor is used in a leveled actor list, its "Scripts" section will be disabled. | * You may not attach a script to an actor if that actor would be used by a leveled actor list. If an actor is used in a leveled actor list, its "Scripts" section will be disabled. | ||
** There is a workaround in this in cases where you need actors to be both leveled and scripted - you can create a constant/self magic effect and apply that at the race level. For example, the | ** There is a workaround in this in cases where you need actors to be both leveled and scripted - you can create a constant/self magic effect and apply that at the race level. For example, the FXDragonBloodDamageScript handles applying some special blood FX to dragons through combat. Since dragons are used to populate leveled lists, however, we attach this script to AbFXDragonBloodDamage, which is an effect on the AbDragonBloodFX spell. That's then assigned as a special racial ability of the DragonRace. You can look at a similar example in how the WispMothers work, too. |