Difference between revisions of "IsOffLimits - ObjectReference"

i took a brief look at TESObjectREFR::IsOffLimits in a disassembler, though i didn't dig too deeply. spent maybe 30 minutes to an hour looking at it.
(i took a brief look at TESObjectREFR::IsOffLimits in a disassembler, though i didn't dig too deeply. spent maybe 30 minutes to an hour looking at it.)
 
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'''SKSE Member of:''' [[ObjectReference Script]]
'''SKSE Member of:''' [[ObjectReference Script]]


This Function will set a ObjectReference's charge to the specified amount.
This Papyrus function provides access to one of the internal game engine functions that Skyrim's UI uses to determine whether interacting with some object may be a crime. It's one of the functions that the game engine calls when it wants to know whether to override an object's activation prompt with "Steal" or "Steal from," for example.


== Syntax ==
== Syntax ==
<source lang="papyrus">
<source lang="papyrus">
Bool Function IsOffLimits() native
Bool Function IsOffLimits() Native
</source>
</source>


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Function takeButDontSteal()
Function takeButDontSteal()
if boozeRef.IsOffLimits()
If !boozeRef.IsOffLimits()
boozeRef.Activate(playerRef) ; takes it
boozeRef.Activate(playerRef) ; takes it
endif
EndIf
EndFunction
EndFunction
</source>
</source>


== Notes ==
== Notes ==
* This function will always return false for any [[furniture]] that is not a bed.
* This function runs special-case checks for [[door]]s. As of this writing, these checks have not been reverse-engineered in detail, but may include things like ownership checks for the cell that the door leads to.
* In all other cases, this function runs typical ownership checks, which include things like "is this object owned by a [[Faction]] that the player is a member of, with the player's faction rank high enough to grant ownership?"
* This function is coded to run special-case checks when called on an [[actor]] while the player is sneaking. However, these checks are exactly identical to the normal checks run for most objects.


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
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