Переменный и свойства (Papyrus)
Description
Variables and Properties are similar things, they both "hold" values and objects. A variable is "private" meaning that only that script is aware of them, can set their contents, and get their contents. A Property is essentially a variable that other scripts can access, their contents can be set and get by a other scripts.
If a variable or property holds a numeric value, like an integer, get/set returns its value. If a variable or property holds an object, you can access that object's properties and functions. (This is analogous to a reference variable from the old scripting system.)
Declaring Variables
float myFloat
float myOtherFloat = 13.5
MyFloat starts at 0, myOtherFloat starts at 13.5 and can be set by scripting in its own script, but nothing else.
Declaring Properties
Full Property
To define a property, you first write the type, then "property", then the name of the property. You then define two functions, a get which returns the property's value, and a set which takes a new value for the property. And then you cap it off with "EndProperty"
Example:
int myInt_Var = 0 ; Where the property's value is stored
int property myInt
int function get()
return myInt_Var
endFunction
function set(int value)
myInt_Var = value
endFunction
endProperty
If you leave out the get function, the property is write-only - other people can set the value, but no one can read it. The local script, of course, can read the actual variable the property works with. If you leave out the set function, the property is read-only - other people can see the value, but they can't change it. Again, the local script can always set the variable that the property returns.
You don't have to just have the property return and set the value like you see above - the functions could do anything. You could, for example, put some if statements in the set function to ensure that the value is never outside a certain range. Or you could even play an animation when a certain value is set. Heck, you don't have to actually have a variable at all - it could be a calculated value or a constant.
Example:
bool property Locked
bool function get()
return IsLocked()
endFunction
function set(bool value)
Lock(value)
endFunction
endProperty
The above property hides the Lock and IsLocked ObjectReference functions so that you can lock and unlock this object by simply setting Locked to true or false.
Example:
int myVar = 5
int property ReadOnly
int function get()
return myVar
endFunction
endProperty
The above property is read-only. Scripts outside of this one cannot change the value, but the script itself can change the value of the variable.
Example:
int myVar = 5
int property WriteOnly
function set(int value)
if value >= 0
myVar = value
else
myVar = 0
endIf
endFunction
endProperty
The above property is write-only. Scripts outside of this one cannot read the value. It also uses an if to make sure the value is never below 0.
If a full property has its value set in the Creation Kit, its set function will be called when the object is initialized, just before its OnInit event is called.
Auto Properties
An auto property is one that writes the above get and set functions for you, behind the scenes. There are also some minor optimizations in the VM that speed up auto properties slightly. To make an auto property, simply omit the functions and endProperty and add "auto" to the end of the property definition. You can set the property's initial value using the "= <value>" syntax.
Example:
int property myInt = 5 auto
Auto Read-only Properties
An auto read-only property is an auto property that can never have its value changed. This can be convenient if certain numbers mean different things in your script and you want to use a name instead of a number to represent it. You specify these by using "AutoReadOnly" instead of "Auto". These properties must have their initial value set using "= <value>" syntax.
Example:
int property myReadOnlyInt = 20 autoReadOnly
Conditional Properties
Properties cannot be declared as conditional. Auto properties can be defined as conditional because what they actually do is define the hidden variable they create as conditional. This is why you see mangled auto property names when you select a Papyrus variable in the condition system - you're selecting from a list of hidden variables.
Example:
int property myVar auto conditional
More information on the conditional keyword can be found in the Papyrus Introduction and in the Flag reference
Getting Properties of a Quest Script
From Result Script Owned by the Same Quest
Often you will need to get a property of a quest script, and use it in a result script somewhere else. This is one of the more tricky things, but once you understand what's happening, it makes sense. First look at the example, then we'll describe what's happening.
;I have a quest script with this in it:
scriptName MQ01Script extends Quest
int property deadCount auto
;I have a result script (OWNED by MQ01) with this in it:
MQ01Script myQuest ;declares a variable "myQuest" which is a TYPE of MQ01Script
myQuest = GetOwningQuest() as MQ01Script ;sets the myQuest variable to it's owning quest as the type MQ01Script
float myDeadCount ;declaring the variable "myDeadCount"
myDeadCount = myQuest.deadCount ;setting local variable to be the quest's property value
;you can also set the quest property thusly:
myQuest.deadCount = 10
What's happening here is that we have a property "deadCount" that is in the script "MQ01Script" attached to MQ01. We also have a script that is owned by MQ01 (could be dialogue result, package result, or script attached to an alias).
In the result script, we create a variable that represents the quest script that has the property we want (in this case MQ01Script's "DeadCount" property). Note our variable myQuest is declare as MQ01Script. This is because when we made our quest script "scriptName MQ01Script extends Quest" we've essentially created a new type of object... a MQ01Script object. GetOwningQuest returns a quest object (before we extended it). So we also need to cast the quest returned by GetOwningQuest AS that new object "myQuest = GetOwningQuest() as MQ01Script" so we have access to it's extended properties. If we didn't cast it as a MQ01Script it would only have the functions and properties of a Quest object, which wouldn't contain our deadCount property.
In other words, when we created MQ01Script which extended the Quest script, unless we cast the object returned by GetOwningQuest AS our new script, it won't have our new properties declared in our new script.
With kmyQuest
If the fragment you are using has a "kmyquest" drop down, you can select a script attached to the quest owning that fragment, and then use the kmyQuest "magic variable" to refer to quest script without casting it.
the above would be simplified to just:
float myDeadCount
myDeadCount = kmyQuest.deadCount ;getting property
kmyQuest.deadCount = 10 ;setting property
From Within a Magic Effect Script
Let's look at an example where a scripted spell accesses a quest's properties:
Scriptname myQuestNameScript extends Quest
Int Property PublicInt Auto ; This value is defined as a property and can be accessed from outside this script
Int PrivateInt = 30 ; This value is private to the script and cannot be accessed from outside this script
Function DamageTargBasedOnPublic(Actor akTarget)
;This code will damage the akTarget for PublicInt damage
akTarget.DamageAV("Health", PublicInt)
EndFunction
Function DamageTargBasedOnPrivate(Actor akTarget)
;This code will damage the akTarget for PrivateInt damage
akTarget.DamageAV("Health", PrivateInt)
EndFunction
Now that we have defined our quest script and created an accessible property, we can control it from the outside.
Scriptname mySpellEffectScript extends activemagiceffect
myQuestNameScript Property myQuestRef auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
myQuestRef.PublicInt = 20 ; This will change the damage for the DamageTargBasedonPublic Function
myQuestRef.DamageTargBasedOnPublic(akTarget) ; You can manipulate this damage by changing PublicDamage Prior to calling it
myQuestRef.DamageTargBasedOnPrivate(akTarget) ; This will always do 30 damage unless the quest changes the private variable
EndEvent
Getting Properties From Any Other Script
You can use the above example regarding the Magic Effect script as a basis for your script. You must define a property in your script, with the "Type" of your object you are wishing to access. If your object has a custom script, define the type as your object's script name. Be careful not to declare it as the object's name. All objects can have multiple scripts, so you must specify the script name you want to access. For a list of objects you can use as a type that are already within the game, visit the Script Objects page.
Warnings
Be careful with variables and auto properties on scripts that are extended by other scripts - especially where some script somewhere else may have a property pointing to the base script, or trying to cast to the base script. This is because it would be possible to have two copies of a script attached to the same object, thereby creating two copies of the variable/auto property - and the other scripts that refer to the base script may randomly pick which one to talk to.
This is doubly-true of scripts with native functions, as the game can attach these to in-game objects at any time if it needs to, thereby creating another copy of the variable or auto property.
Notes
- The list of properties in properties dialog is only updated after adding a new property or after compiling the script with the build-in editor.