Difference between revisions of "ObjectReference Script"

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imported>JLundin
imported>Heecf
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[[Category:Scripting]]
OPPOSITE BLOCK.
[[Category:Papyrus]]
[[Category:Script Objects]]
[[Category:SKSE]]


'''Extends:''' [[Form Script]]
UNBLOCK.


Script for the manipulation of object instances.
UNBLOCK IS OPPOSITE BLOCK.
<br/>If you are adding a script to an object that is going to be a reference in the world (like a button for example) your script will need to extend this script.


== Definition ==
UNBLOCK IS UNBLOCK.
<source lang="papyrus">
ScriptName ObjectReference extends Form
</source>


== Properties ==
PRIVATE BLOCK.
*float X [read-only]: The current X position of the reference.
*float Y [read-only]: The current Y position of the reference.
*float Z [read-only]: The current Z position of the reference.


== Global Functions ==
SECRET BLOCK.
None


== Member Functions ==
HIDE BLOCK.
'''Function [[Activate - ObjectReference|Activate]](ObjectReference akActivator)'''
*Have the passed in reference activate this object.


'''Function [[AddInventoryEventFilter - ObjectReference|AddInventoryEventFilter]](Form akFilter)'''
SURPRISE BLOCK.
*Adds an inventory event filter to this reference.


'''Function [[AddItem - ObjectReference|AddItem]](Form akItemToAdd, int aiCount, bool abSilent)'''
DREAM BLOCK.
*Adds the passed in item to this object's inventory.


'''Function [[AddKeyIfNeeded - ObjectReference|AddKeyIfNeeded]](ObjectReference ObjectWithNeededKey)'''
SLEEP BLOCK.
*Adds the key to ObjectWithNeededKey if this object's inventory does not contain it already.


'''Function [[AddToMap - ObjectReference|AddToMap]](bool abAllowFastTravel)'''
THINK BLOCK.
*Adds this map marker to the map, optionally making it available for fast travel.


'''Function [[ApplyHavokImpulse - ObjectReference|ApplyHavokImpulse]](float afX, float afY, float afZ, float afMagnitude)'''
EMOTION BLOCK.
*Apply a Havok impulse force to this object.


'''Function [[BlockActivation - ObjectReference|BlockActivation]](bool abBlocked)'''
SENCE BLOCK.
*Blocks (or unblocks) normal activation processing for this reference.


'''int Function [[CalculateEncounterLevel - ObjectReference|CalculateEncounterLevel]](int aiDifficulty)'''
STUCK BLOCK.
*Calculate this object's encounter level, using the specified difficulty.


'''bool Function [[CanFastTravelToMarker - ObjectReference|CanFastTravelToMarker]]()'''
WASTE BLOCK.
*Can the player fast travel to this map marker?


'''Function [[ClearDestruction - ObjectReference|ClearDestruction]]()'''
FOOD BLOCK.
*Clears all effects of destruction from this object.


'''int Function [[CountLinkedRefChain - ObjectReference|CountLinkedRefChain]](keyword apKeyword, int maxExpectedLinkedRefs)'''
LIVE BLOCK.
*Counts the number of linked refs that are in a linked Ref chain


'''Function [[CreateDetectionEvent - ObjectReference|CreateDetectionEvent]](Actor akOwner, int aiSoundLevel)'''
DO BLOCK.
*Create a detection event at this reference, with the specified owner.


'''Function [[DamageObject - ObjectReference|DamageObject]](float afDamage)'''
HAPPEN BLOCK.
*Damages this object and advances the destruction stage.


'''Function [[Delete - ObjectReference|Delete]]()'''
REAL BLOCK.
*Deletes this object.


'''Function [[DeleteWhenAble - ObjectReference|DeleteWhenAble]]()'''
YOU BLOCK.
*Waits until this reference is out of the loaded area and then deletes it


'''Function [[Disable - ObjectReference|Disable]](bool abFadeOut)'''
I BLOCK.
*Disables this object.


'''Function [[DisableLinkChain - ObjectReference|DisableLinkChain]](Keyword apKeyword, bool abFadeOut)'''
ADVERB BLOCK.
*Disables all of the references that are linked, in a chain, to this one.


'''Function [[DisableNoWait - ObjectReference|DisableNoWait]](bool abFadeOut)'''
VERB BLOCK.
*Disables this object and does not wait for the object to be disable or faded out.


'''Function [[DropObject - ObjectReference|DropObject]](Form akObject, int aiCount)'''
ADJECTIVE BLOCK.
*Drops the specified object from this object's inventory.


'''Function [[Enable - ObjectReference|Enable]](bool abFadeIn)'''
NOUN BLOCK.
*Enables this object.


'''Function [[EnableFastTravel - ObjectReference|EnableFastTravel]](bool abEnable) native'''
DIMENSION BLOCK.
*Enables or disables fast travel to this map marker.


'''Function [[EnableLinkChain - ObjectReference|EnableLinkChain]](Keyword apKeyword)'''
MASS BLOCK.
*Enables all of the references that are linked, in a chain, to this one.


'''Function [[EnableNoWait - ObjectReference|EnableNoWait]](bool abFadeIn)'''
SUBSTANCE BLOCK.
*Enables this object and does not wait for the object to be enabled or faded in.


'''Function [[ForceAddRagdollToWorld - ObjectReference|ForceAddRagdollToWorld]]() native'''
MATERIAL BLOCK.
*Forcibly adds the ragdoll of a reference to the world


'''Function [[ForceRemoveRagdollFromWorld - ObjectReference|ForceRemoveRagdollFromWorld]]() native'''
MATTER BLOCK.
*Forcibly removes the ragdoll of a reference from the world


'''ActorBase Function [[GetActorOwner - ObjectReference|GetActorOwner]]()'''
TIME BLOCK.
*Obtains the actor base that owns this object.


'''float Function [[GetAngleX - ObjectReference|GetAngleX]]()'''
SPACE BLOCK.
*Obtains this object's rotation around the x axis.


'''float Function [[GetAngleY - ObjectReference|GetAngleY]]()'''
ENERGY BLOCK.
*Obtains this object's rotation around the y axis.


'''float Function [[GetAngleZ - ObjectReference|GetAngleZ]]()'''
OBJECT BLOCK.
*Obtains this object's rotation around the z axis.


'''bool Function [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]](string asVariableName)'''
UNIVERSE BLOCK.
*Fetches the value of a variable on the reference's animation graph (bool version).


'''float Function [[GetAnimationVariableFloat - ObjectReference|GetAnimationVariableFloat]](string asVariableName)'''
WORSE BLOCK.
*Fetches the value of a variable on the reference's animation graph (float version).


'''int Function [[GetAnimationVariableInt - ObjectReference|GetAnimationVariableInt]](string asVariableName)'''
WORST BLOCK.
*Fetches the value of a variable on the reference's animation graph (int version).


'''Form Function [[GetBaseObject - ObjectReference|GetBaseObject]]()'''
BARRIER BLOCK.
*Obtains this reference's base object.


'''int Function [[GetCurrentDestructionStage - ObjectReference|GetCurrentDestructionStage]]()'''
BOUND BLOCK.
*Gets the object's current stage of destruction.


'''Location Function [[GetCurrentLocation - ObjectReference|GetCurrentLocation]]()'''
CLOG BLOCK.
*Obtains this reference's current location.


'''Scene Function [[GetCurrentScene - ObjectReference|GetCurrentScene]]()'''
LIMIT BLOCK.
*Obtains the scene that this reference is currently participating in, if any.


'''float Function [[GetDistance - ObjectReference|GetDistance]](ObjectReference akOther)'''
OBSTRUCT BLOCK.
*Calculates the distance between this object and the passed in one.


'''Location Function [[GetEditorLocation - ObjectReference|GetEditorLocation]]()'''
BLOCK BLOCK.
*Obtains this reference's editor location.


'''Faction Function [[GetFactionOwner - ObjectReference|GetFactionOwner]]()'''
ANYTHING BLOCK.
*Gets the faction that owns this reference.


'''float Function [[GetHeadingAngle - ObjectReference|GetHeadingAngle]](ObjectReference akOther)'''
EVERYTHING BLOCK.
*Gets the angle between this object's heading, and the direction the other object is in.


'''float Function [[GetHeight - ObjectReference|GetHeight]]()'''
HOW UNBLOCK ANYTHING?
*Gets the height of this object


'''int Function [[GetItemCount - ObjectReference|GetItemCount]](Form akItem)'''
HOW UNBLOCK EVERYTHING?
*Returns how many of the specified item is in this object's inventory.


'''float Function [[GetItemHealthPercent - ObjectReference|GetItemHealthPercent]]()'''
FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.
*Returns the item health percent of this object (1.0 == 100%).


'''Key Function [[GetKey - ObjectReference|GetKey]]()'''
ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains the key that unlocks this object (if any).


'''float Function [[GetLength - ObjectReference|GetLength]]()'''
DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains the length of this object.


'''ObjectReference Function [[GetLinkedRef - ObjectReference|GetLinkedRef]](Keyword apKeyword)'''
THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Returns our linked reference for the given Keyword, if any.


'''int Function [[GetLockLevel - ObjectReference|GetLockLevel]]()'''
SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains the level of the lock on this object.


'''float Function [[GetMass - ObjectReference|GetMass]]()'''
READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains this object's mass in Havok.


'''ObjectReference Function [[GetNthLinkedRef - ObjectReference|GetNthLinkedRef]](int aiLinkedRef)'''
WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains the nth linked ref from this object.


'''int Function [[GetOpenState - ObjectReference|GetOpenState]]()'''
COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains this object's current "open state".


'''Cell Function [[GetParentCell - ObjectReference|GetParentCell]]()'''
LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Obtains the cell this object is currently in.


'''float Function [[GetPositionX - ObjectReference|GetPositionX]]()'''
FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Returns this object's current X position.


'''float Function [[GetPositionY - ObjectReference|GetPositionY]]()'''
WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Returns this object's current Y position.


'''float Function [[GetPositionZ - ObjectReference|GetPositionZ]]()'''
PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Returns this object's current Z position.


'''float Function [[GetScale - ObjectReference|GetScale]]()'''
ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Get this object's current scale.


'''int Function [[GetTriggerObjectCount - ObjectReference|GetTriggerObjectCount]]()'''
TWO 2.
*Returns the number of objects inside this trigger volume.


'''VoiceType function [[GetVoiceType - ObjectReference|GetVoiceType]]()'''
OPPOSITE BLOCK.
*Obtains the [[VoiceType Script|VoiceType]] for this actor or talking activator.


'''float Function [[GetWidth - ObjectReference|GetWidth]]()'''
UNBLOCK.
*Get the current width of the object.


'''Worldspace Function [[GetWorldSpace - ObjectReference|GetWorldSpace]]()'''
UNBLOCK IS OPPOSITE BLOCK.
*Returns the worldspace this reference is in.


'''bool Function [[HasEffectKeyword - ObjectReference|HasEffectKeyword]](Keyword akKeyword)'''
UNBLOCK IS UNBLOCK.
*Returns if this reference has an active effect coming from a magic effect with the specified keyword attached


'''bool Function [[HasNode - ObjectReference|HasNode]](string asNodeName)'''
PRIVATE BLOCK.
*Returns if this reference has the specified name node in its 3D.


'''bool Function [[HasRefType - ObjectReference|HasRefType]](LocationRefType akRefType)'''
SECRET BLOCK.
*Returns if this reference has the specified [[LocationRefType Script|LocationRefType]] attached.


'''Function [[IgnoreFriendlyHits - ObjectReference|IgnoreFriendlyHits]](bool abIgnore)'''
HIDE BLOCK.
*Flags this reference as ignoring (or not ignoring) friendly hits


'''Function [[InterruptCast - ObjectReference|InterruptCast]]()'''
SURPRISE BLOCK.
*Interrupts any spellcasting this object may be doing.


'''bool Function [[IsActivateChild - ObjectReference|IsActivateChild]](ObjectReference akChild)'''
DREAM BLOCK.
*Returns whether the passed in reference is an activate child of this reference.


'''bool Function [[IsActivationBlocked - ObjectReference|IsActivationBlocked]]()'''
SLEEP BLOCK.
*Returns whether normal activation processing is currently blocked on this reference or not.


'''bool Function [[Is3DLoaded - ObjectReference|Is3DLoaded]]()'''
THINK BLOCK.
*Checks to see if this reference's 3D data is currently loaded or not.


'''bool Function [[IsDeleted - ObjectReference|IsDeleted]]()'''
EMOTION BLOCK.
*Checks to see if this object is currently flagged for delete.  


'''bool Function [[IsDisabled - ObjectReference|IsDisabled]]()'''
SENCE BLOCK.
*Is this object currently disabled?


'''bool Function [[IsEnabled - ObjectReference|IsEnabled]]()'''
STUCK BLOCK.
*Is this object currently enabled?


'''bool Function [[IsFurnitureInUse - ObjectReference|IsFurnitureInUse]](bool abIgnoreReserved)'''
WASTE BLOCK.
*Is any furniture marker on this object in use?


'''bool Function [[IsFurnitureMarkerInUse - ObjectReference|IsFurnitureMarkerInUse]](int aiMarker, bool abIgnoreReserved)'''
FOOD BLOCK.
*Is the specified furniture marker on this object in use?


'''bool Function [[IsIgnoringFriendlyHits - ObjectReference|IsIgnoringFriendlyHits]]()'''
LIVE BLOCK.
*Is this object ignoring friendly hits?


'''bool Function [[IsInDialogueWithPlayer - ObjectReference|IsInDialogueWithPlayer]]()'''
DO BLOCK.
*Is this actor or talking activator currently talking to the player?


'''bool Function [[IsInInterior - ObjectReference|IsInInterior ]] ()'''
HAPPEN BLOCK.
*Returns true if the object is in an interior cell.


'''bool Function [[IsInLocation - ObjectReference|IsInLocation]] (Location akLocation)'''
REAL BLOCK.
*Returns true if the object is currently in that location or a child of that location.


'''bool Function [[IsLocked - ObjectReference|IsLocked]]()'''
YOU BLOCK.
*Is the lock on this object locked?


'''bool Function [[IsMapMarkerVisible - ObjectReference|IsMapMarkerVisible]]()'''
I BLOCK.
*Is this map marker visible to the player?


'''bool Function [[IsNearPlayer - ObjectReference|IsNearPlayer]]()'''
ADVERB BLOCK.
*A quick-and-dirty function to tell if this object is safe to enable or disable


'''Function [[KnockAreaEffect - ObjectReference|KnockAreaEffect]](float afMagnitude, float afRadius)'''
VERB BLOCK.
*Executes a knock effect to an area


'''Function [[Lock - ObjectReference|Lock]](bool abLock, bool abAsOwner)'''
ADJECTIVE BLOCK.
*Locks or unlocks this object.


'''Function [[MoveTo - ObjectReference|MoveTo]](ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset, bool abMatchRotation)'''
NOUN BLOCK.
*Moves this object to the same location as the passed-in reference, offset by the specified amount.


'''bool Function [[MoveToIfUnloaded - ObjectReference|MoveToIfUnloaded]](ObjectReference akTarget, float afXOffset, float afYOffset, float afZOffset)'''
DIMENSION BLOCK.
*Moves this object to the same location as the passed-in reference, offset by the specified amount, IF this object is not currently loaded.


'''Function [[MoveToInteractionLocation - ObjectReference|MoveToInteractionLocation]](ObjectReference akTarget)'''
MASS BLOCK.
*Moves this object to the specified object's interaction location.


'''Function [[MoveToMyEditorLocation - ObjectReference|MoveToMyEditorLocation]]()'''
SUBSTANCE BLOCK.
*Moves this object to its own editor location.


'''Function [[MoveToNode - ObjectReference|MoveToNode]](ObjectReference akTarget, string asNodeName)'''
MATERIAL BLOCK.
*Moves this object to the position (and rotation) of the specified node on the specified object's 3D


'''Actor Function [[PlaceActorAtMe - ObjectReference|PlaceActorAtMe]](ActorBase akActorToPlace, int aiLevelMod, EncounterZone akZone)'''
MATTER BLOCK.
*Create an actor at this object's location.


'''ObjectReference Function [[PlaceAtMe - ObjectReference|PlaceAtMe]](Form akFormToPlace, int aiCount)'''
TIME BLOCK.
*Places x copies of the passed in form at this object's current position, returning the last one created.


'''bool Function [[PlayAnimation - ObjectReference|PlayAnimation]](string asAnimation)'''
SPACE BLOCK.
*Plays the specified animation on this object, returning immediately.


'''bool Function [[PlayAnimationAndWait - ObjectReference|PlayAnimationAndWait]](string asAnimation, string asEventName)'''
ENERGY BLOCK.
*Plays the specified animation on this object and waits for the specified event before returning. (latent)


'''bool Function [[PlayGamebryoAnimation - ObjectReference|PlayGamebryoAnimation]](string asAnimation, bool abStartOver, float afEaseInTime)'''
OBJECT BLOCK.
*Plays a legacy nif file based animation


'''bool Function [[PlayImpactEffect - ObjectReference|PlayImpactEffect]] (ImpactDataSet akImpactEffect, string asNodeName, float afPickDirX, float afPickDirY, float afPickDirZ, float afPickLength, bool abApplyNodeRotation, bool abUseNodeLocalRotation)'''
UNIVERSE BLOCK.
*Plays an impact effect.


'''bool Function [[PlaySyncedAnimationAndWaitSS - ObjectReference|PlaySyncedAnimationAndWaitSS]](string asAnimation1, string asEvent1, ObjectReference akObj2, string asAnimation2, string asEvent2)'''
WORSE BLOCK.
*Plays two animations simultaneously, waiting for events from both.


'''bool Function [[PlaySyncedAnimationSS - ObjectReference|PlaySyncedAnimationSS]](string asAnimation1, ObjectReference akObj2, string asAnimation2)'''
WORST BLOCK.
*Plays two animations simultaneously.


'''Function [[PlayTerrainEffect - ObjectReference | PlayTerrainEffect]] (string asEffectModelName, string asAttachBoneName)'''
BARRIER BLOCK.
*Plays a terrain effect.


'''Function [[ProcessTrapHit - ObjectReference|ProcessTrapHit]](ObjectReference akTrap, float afDamage, float afPushback, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, float afStagger)'''
BOUND BLOCK.
*Tells this object to handle the specified trap object hitting it.


'''Function [[PushActorAway - ObjectReference|PushActorAway]](Actor akActorToPush, int aiKnockbackDamage)'''
CLOG BLOCK.
*Pushes the other actor away from this object as if hit by the specified amount of knockback damage.


'''bool Function [[RampRumble - ObjectReference|RampRumble]](float power, float duration, float falloff)'''
LIMIT BLOCK.
*Shakes cam/controller based on distance from player


'''Function [[RemoveAllInventoryEventFilters - ObjectReference|RemoveAllInventoryEventFilters]]()'''
OBSTRUCT BLOCK.
*Remove all inventory event filters on this reference.


'''Function [[RemoveAllItems - ObjectReference|RemoveAllItems]](ObjectReference akTransferTo, bool abKeepOwnership, bool abSilent)'''
BLOCK BLOCK.
*Removes all items from this container, optionall transferring them to another one.


'''Function [[RemoveInventoryEventFilter - ObjectReference|RemoveInventoryEventFilter]](Form akFilter)'''
ANYTHING BLOCK.
*Remove a specific inventory event filter.


'''Function [[RemoveItem - ObjectReference|RemoveItem]](Form akItemToRemove, int aiCount, bool abSilent)'''
EVERYTHING BLOCK.
*Removes the passed in item from this object's inventory.


'''Function [[Reset - ObjectReference|Reset]](ObjectReference akTarget)'''
HOW UNBLOCK ANYTHING?
*Resets this object reference, optionally placing the object at the new target.


'''Function [[Say - ObjectReference|Say]](Topic akTopicToSay, Actor akActorToSpeakAs, bool abSpeakInPlayersHead)'''
HOW UNBLOCK EVERYTHING?
*Causes this reference to speak a topic as if it were the specified actor.


'''Function [[SendStealAlarm - ObjectReference|SendStealAlarm]](Actor akThief)'''
FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.
*Sends a steal alarm as if this reference had just been stolen by the actor.


'''Function [[SetActorCause - ObjectReference|SetActorCause]](Actor akActor)'''
ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets this actor as this object's actor cause.


'''Function [[SetActorOwner - ObjectReference|SetActorOwner]](ActorBase akActorBase)'''
DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets this actor base as this object's owner.


'''Function [[SetAngle - ObjectReference|SetAngle]](float afXAngle, float afYAngle, float afZAngle)'''
THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets this object's rotation. Angles are in degrees.


'''Function [[SetAnimationVariableBool - ObjectReference|SetAnimationVariableBool]](string asVariableName, bool abNewValue)'''
SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets the value of a variable on the reference's animation graph (bool version).


'''Function [[SetAnimationVariableFloat - ObjectReference|SetAnimationVariableFloat]](string asVariableName, float afNewValue)'''
READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets the value of a variable on the reference's animation graph (float version).


'''Function [[SetAnimationVariableInt - ObjectReference|SetAnimationVariableInt]](string asVariableName, int aiNewValue)'''
WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets the value of a variable on the reference's animation graph (int version).


'''Function [[SetDestroyed - ObjectReference|SetDestroyed]](bool abDestroyed)'''
COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets or clears this object's destroyed flag.


'''Function [[SetFactionOwner - ObjectReference|SetFactionOwner]](Faction akFaction)'''
LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets this faction as this object's owner.


'''Function [[SetLockLevel - ObjectReference|SetLockLevel]](int aiLockLevel)'''
FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets the lock level on this object.


'''Function [[SetMotionType - ObjectReference|SetMotionType]](int aiMotionType, bool abAllowActivate)'''
WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets the havok motion type on this object.


'''Function [[SetNoFavorAllowed - ObjectReference|SetNoFavorAllowed]](bool abNoFavor)'''
PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Sets or clears this object's ability to be not used by a teammate for a favor


'''Function [[SetOpen - ObjectReference|SetOpen]](bool abOpen)'''
ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.
*Opens or closes this object.


'''Function [[SetPosition - ObjectReference|SetPosition]](float afX, float afY, float afZ)'''
TWO 2.
*Sets this object's position.
 
'''Function [[SetScale - ObjectReference|SetScale]](float afScale)'''
*Set the current scale of the object
 
'''Function [[SplineTranslateTo - ObjectReference|SplineTranslateTo]](float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSplineCurve, float afSpeed)'''
*Makes the object translate to the given pos/orient on a spline.
 
'''Function [[SplineTranslateToRef - ObjectReference|SplineTranslateToRef]](ObjectReference arTarget, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)'''
*Makes the reference translate to the target ref position/orient on a spline at the given speed
 
'''Function [[SplineTranslateToRefNode - ObjectReference|SplineTranslateToRefNode]](ObjectReference arTarget, string arNodeName, float afTangentMagnitude, float afSpeed, float afMaxRotationSpeed)'''
*Makes the reference translate to the target node's position/orient on a spline at the given speed
 
'''Function [[StopTranslation - ObjectReference|StopTranslation]]()'''
*Stops any translation on the object.
 
'''Function [[TetherToHorse - ObjectReference|TetherToHorse]](ObjectReference akHorse)'''
*Tether a prisoner cart to the given horse.
 
'''Function [[TranslateTo - ObjectReference|TranslateTo]](float afX, float afY, float afZ, float afAngleX, float afAngleY, float afAngleZ, float afSpeed, float afMaxRotationSpeed)'''
*Makes the object translate to the given pos/orient.
 
'''Function [[TranslateToRef - ObjectReference|TranslateToRef]](ObjectReference arTarget, float afSpeed, float afMaxRotationSpeed)'''
*Makes the reference translate to the target ref position/orient at the given speed
 
'''bool Function [[WaitForAnimationEvent - ObjectReference|WaitForAnimationEvent]](string asEventName)'''
*Waits for the animation graph to send the specified event.
 
== SKSE Member Functions ==
'''int Function [[GetNumItems - ObjectReference|GetNumItems]]()'''
* (Container only) Returns the number of forms in the container.
 
'''Form Function [[GetNthForm - ObjectReference|GetNthForm]](int index)'''
* (Container only) Returns the specified form from the container.
 
'''float Function [[GetTotalItemWeight - ObjectReference|GetTotalItemWeight]]()'''
* (Container only - perhaps Player only) Returns the total weight of all items held in the container.
 
'''float Function [[GetTotalArmorWeight - ObjectReference|GetTotalArmorWeight]]()'''
* (Container only - perhaps Player only) Returns the total weight of the armor in the container.
 
'''bool Function [[IsHarvested - ObjectReference|IsHarvested]]()'''
* (Flora and Tree only) Returns whether the flora has been harvested or not.
 
== Events ==
'''Event [[OnActivate - ObjectReference|OnActivate]](ObjectReference akActionRef)'''
*Event received when this object is activated.
 
'''Event [[OnAttachedToCell - ObjectReference|OnAttachedToCell]]()'''
*Event received when this reference moves from a detached cell to an attached one.
 
'''Event [[OnCellAttach - ObjectReference|OnCellAttach]]()'''
*Event received when this reference's parent cell attaches.
 
'''Event [[OnCellDetach - ObjectReference|OnCellDetach]]()'''
*Event received when this reference's parent cell detaches.
 
'''Event [[OnCellLoad - ObjectReference|OnCellLoad]]()'''
*Event received when everything in the cell that holds this reference has loaded.
 
'''Event [[OnClose - ObjectReference|OnClose]](ObjectReference akActionRef)'''
*Event received when this object is finished closing.
 
'''Event [[OnContainerChanged - ObjectReference|OnContainerChanged]](ObjectReference akNewContainer, ObjectReference akOldContainer)'''
*Event received when an object moves into/out of/between containers.
 
'''Event [[OnDestructionStageChanged - ObjectReference|OnDestructionStageChanged]](int aiOldStage, int aiCurrentStage)'''
*Event received when this object's destruction stage has worsened.
 
'''Event [[OnDetachedFromCell - ObjectReference|OnDetachedFromCell]]()'''
*Event received when this object moves from an attached cell to a detached cell.
 
'''Event [[OnEquipped - ObjectReference|OnEquipped]](Actor akActor)'''
*Event received when this object is equipped by an actor.
 
'''Event [[OnGrab - ObjectReference|OnGrab]]()'''
*Event received when this object is grabbed (z-keyed) by the player.
 
'''Event [[OnHit - ObjectReference|OnHit]](ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)'''
*Event received when this object is hit with a weapon or projectile.
 
'''Event [[OnItemAdded - ObjectReference|OnItemAdded]](Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer)'''
*Event received when an item is inserted into this object's container.
 
'''Event [[OnItemRemoved - ObjectReference|OnItemRemoved]](Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)'''
*Event received when an item is removed from this object's container.
 
'''Event [[OnLoad - ObjectReference|OnLoad]]()'''
*Event received when this object's 3d is loaded and ready.
 
'''Event [[OnLockStateChanged - ObjectReference|OnLockStateChanged]]()'''
*Event received when the lock on this object changes its state.
 
'''Event [[OnMagicEffectApply - ObjectReference|OnMagicEffectApply]](ObjectReference akCaster, MagicEffect akEffect)'''
*Event received when a magic effect is attempting to be applied to this reference.
 
'''Event [[OnOpen - ObjectReference|OnOpen]](ObjectReference akActionRef)'''
*Event received when this object is fully opened.
 
'''Event [[OnRead - ObjectReference|OnRead]]()'''
*Event received when this object is read. (Only applies to books)
 
'''Event [[OnRelease - ObjectReference|OnRelease]]()'''
*Event received when this object is released by the player (stopped z-keying).
 
'''Event [[OnReset - ObjectReference|OnReset]]()'''
*Event received when this object is reset.
 
'''Event [[OnSell - ObjectReference|OnSell]](Actor akSeller)'''
*Event received when this object is sold by someone.
 
'''Event [[OnSpellCast - ObjectReference|OnSpellCast]](Form akSpell)'''
*Event received when this object casts a spell.
 
'''Event [[OnTrapHit - ObjectReference|OnTrapHit]](ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)'''
*Event received when this trap object hits a target.
 
'''Event [[OnTrapHitStart - ObjectReference|OnTrapHitStart]](ObjectReference akTarget, float afXVel, float afYVel, float afZVel, float afXPos, float afYPos, float afZPos, int aeMaterial, bool abInitialHit, int aeMotionType)'''
*Event received when this trap object starts colliding with a target.
 
'''Event [[OnTrapHitStop - ObjectReference|OnTrapHitStop]](ObjectReference akTarget)'''
*Event received when this trap object stops colliding with a target.
 
'''Event [[OnTranslationAlmostComplete - ObjectReference|OnTranslationAlmostComplete]]()'''
*Event received when a translation request is almost complete.
 
'''Event [[OnTranslationComplete - ObjectReference|OnTranslationComplete]]()'''
*Event received when a translation request is complete.
 
'''Event [[OnTranslationFailed - ObjectReference|OnTranslationFailed]]()'''
*Event received when a translation request has failed.
 
'''Event [[OnTrigger - ObjectReference|OnTrigger]](ObjectReference akActionRef)'''
*Event received when this object is triggered.
 
'''Event [[OnTriggerEnter - ObjectReference|OnTriggerEnter]](ObjectReference akActionRef)'''
*Event received when this object's volume is entered.
 
'''Event [[OnTriggerLeave - ObjectReference|OnTriggerLeave]](ObjectReference akActionRef)'''
*Event received when this object's volume is left.
 
'''Event [[OnUnequipped - ObjectReference|OnUnequipped]](Actor akActor)'''
*Event received when this object is unequipped by an actor.
 
'''Event [[OnUnload - ObjectReference|OnUnload]]()'''
*Event received when this object's 3d has been unloaded.
 
'''Event [[OnWardHit - ObjectReference|OnWardHit]](ObjectReference akCaster, Spell akSpell, int aiStatus)'''
*Event called when the object reference is using a ward that is hit by a spell.

Revision as of 19:54, 13 August 2012

OPPOSITE BLOCK.

UNBLOCK.

UNBLOCK IS OPPOSITE BLOCK.

UNBLOCK IS UNBLOCK.

PRIVATE BLOCK.

SECRET BLOCK.

HIDE BLOCK.

SURPRISE BLOCK.

DREAM BLOCK.

SLEEP BLOCK.

THINK BLOCK.

EMOTION BLOCK.

SENCE BLOCK.

STUCK BLOCK.

WASTE BLOCK.

FOOD BLOCK.

LIVE BLOCK.

DO BLOCK.

HAPPEN BLOCK.

REAL BLOCK.

YOU BLOCK.

I BLOCK.

ADVERB BLOCK.

VERB BLOCK.

ADJECTIVE BLOCK.

NOUN BLOCK.

DIMENSION BLOCK.

MASS BLOCK.

SUBSTANCE BLOCK.

MATERIAL BLOCK.

MATTER BLOCK.

TIME BLOCK.

SPACE BLOCK.

ENERGY BLOCK.

OBJECT BLOCK.

UNIVERSE BLOCK.

WORSE BLOCK.

WORST BLOCK.

BARRIER BLOCK.

BOUND BLOCK.

CLOG BLOCK.

LIMIT BLOCK.

OBSTRUCT BLOCK.

BLOCK BLOCK.

ANYTHING BLOCK.

EVERYTHING BLOCK.

HOW UNBLOCK ANYTHING?

HOW UNBLOCK EVERYTHING?

FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.

ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

TWO 2.

OPPOSITE BLOCK.

UNBLOCK.

UNBLOCK IS OPPOSITE BLOCK.

UNBLOCK IS UNBLOCK.

PRIVATE BLOCK.

SECRET BLOCK.

HIDE BLOCK.

SURPRISE BLOCK.

DREAM BLOCK.

SLEEP BLOCK.

THINK BLOCK.

EMOTION BLOCK.

SENCE BLOCK.

STUCK BLOCK.

WASTE BLOCK.

FOOD BLOCK.

LIVE BLOCK.

DO BLOCK.

HAPPEN BLOCK.

REAL BLOCK.

YOU BLOCK.

I BLOCK.

ADVERB BLOCK.

VERB BLOCK.

ADJECTIVE BLOCK.

NOUN BLOCK.

DIMENSION BLOCK.

MASS BLOCK.

SUBSTANCE BLOCK.

MATERIAL BLOCK.

MATTER BLOCK.

TIME BLOCK.

SPACE BLOCK.

ENERGY BLOCK.

OBJECT BLOCK.

UNIVERSE BLOCK.

WORSE BLOCK.

WORST BLOCK.

BARRIER BLOCK.

BOUND BLOCK.

CLOG BLOCK.

LIMIT BLOCK.

OBSTRUCT BLOCK.

BLOCK BLOCK.

ANYTHING BLOCK.

EVERYTHING BLOCK.

HOW UNBLOCK ANYTHING?

HOW UNBLOCK EVERYTHING?

FOREVER WAYS EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK ARE.

ONE 1. ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

DREAM ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

THINK ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

SAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

READ ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

WRITE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

COMMUNICATE ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

LISTEN ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

FOLLOW ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

WORSHIP ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

PRAY ALLAH EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

ALLAH UNTIL EVERYTHING BLOCK MAKE EVERYTHING UNBLOCK.

TWO 2.