ActiveMagicEffect Script

Revision as of 16:26, 18 October 2011 by imported>Rhavlovick (1 revision: Clobber re-import by Henning)
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Extends: None

Script for the manipulation of active magic effects (MagicEffects currently attached to an Actor)

Definition

ScriptName ActiveMagicEffect

Properties

None

Global Functions

None

Member Functions

  • Function AddInventoryEventFilter(Form akFilter)
    • Adds an inventory event filter to this effect.
  • Function Dispel()
    • Dispels this active magic effect.
  • MagicEffect Function GetBaseObject()
    • Obtains the MagicEffect this active magic effect is based on.
  • Actor Function GetCasterActor()
    • Obtains the Actor that cast the spell this magic effect is from.
  • Actor Function GetTargetActor()
    • Obtains the Actor this active magic effect is applied to.
  • Function RegisterForAnimationEvent(ObjectReference akSender, string asEventName)
    • Registers this magic effect to receive the specified animation event from the specified object.
  • Function RegisterForLOS(Actor akViewer, ObjectReference akTarget)
    • Registers this magic effect to receive gain and lost LOS events between the viewer and the target.
  • Function RegisterForSingleLOSGain(Actor akViewer, ObjectReference akTarget)
    • Registers this magic effect to receive a single LOS gain event when the viewer sees the target.
  • Function RegisterForSingleLOSLost(Actor akViewer, ObjectReference akTarget)
    • Registers this magic effect to receive a single LOS lost event when the viewer loses sight of the target.
  • Function RegisterForSingleUpdate(float afInterval)
    • Registers this magic effect to receive a single update event in the specified time.
  • Function RegisterForSingleUpdateGameTime(float afInterval)
    • Registers this magic effect to receive a single update event in the specified number of game hours.
  • Function RegisterForSleep()
    • Registers this magic effect to receive sleep events for when the player goes to sleep or wakes up.
  • Function RegisterForTrackedStatsEvent()
    • Registers this magic effect to receive tracked stats events for when tracked stats are updated.
  • Function RegisterForUpdate(float afInterval)
    • Registers this magic effect to receive update events with the specified interval, or changes the update interval.
  • Function RegisterForUpdateGameTime(float afInterval)
    • Registers this magic effect to receive update events with the specified interval in game time hours, or changes the update interval.
  • Function RemoveAllInventoryEventFilters()
    • Remove all inventory event filters on this effect.
  • Function RemoveInventoryEventFilter(Form akFilter)
    • Remove a specific inventory event filter.
  • Function StartObjectProfiling()
    • Starts profiling all scripts attached to this magic effect.
  • Function StopObjectProfiling()
    • Stops profiling all scripts attached to this magic effect.
  • Function UnregisterForAnimationEvent(ObjectReference akSender, string asEventName)
    • Unregisters this magic effect from receiving the specified animation event from the specified object.
  • Function UnregisterForLOS(Actor akViewer, ObjectReference akTarget)
    • Unregisters this magic effect from any LOS events between the viewer and target.
  • Function UnregisterForSleep()
    • Unregisters this magic effect from sleep events.
  • Function UnregisterForTrackedStatsEvent()
    • Unregisters this magic effect from tracked stats events.
  • Function UnregisterForUpdate()
    • Unregisters this magic effect from update events.
  • Function UnregisterForUpdateGameTime()
    • Unregisters this magic effect 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 OnEffectStart(Actor akTarget, Actor akCaster)
    • Event received when this effect starts
  • Event OnEffectFinish(Actor akTarget, Actor akCaster)
    • Event received when this effect has finished
  • Event OnGainLOS(Actor akViewer, ObjectReference akTarget)
    • Received when the viewer goes from not seeing the target to seeing the target - if this magic effect is registered.
  • Event OnLostLOS(Actor akViewer, ObjectReference akTarget)
    • Received when the viewer goes from seeing the target to not seeing the target - if this magic effect 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, int aiStatValue)
    • Received when tracked stats are updated.
  • Event OnUpdate()
    • Received at periodic intervals, if the magic effect is registered.
  • Event OnUpdateGameTime()
    • Received at periodic intervals of game time, if the magic effect is registered.

ActiveMagicEffects will also receive events from the Actor they are attached to.