Difference between revisions of "SKSE Wish List"

3,694 bytes added ,  01:25, 26 November 2015
→‎Location: Added GetParentLocation() request
imported>DavidJCobb
(→‎Cell: suggesting GetNorthAngle)
imported>HomoPuerRobustus
(→‎Location: Added GetParentLocation() request)
 
(27 intermediate revisions by 8 users not shown)
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==Forms==
==Forms==
===Base Object Types===
===Base Object Types===
====Form====
====Form====
*'''GetMagicEffectDescription, SetMagicEffectDescription''' - Returns the magic item description of the magic effect, sets the magic item description of the magic effect.
*'''GetEditorID''' - Returns the editor id of a form as a string.


====Armor====
====Armor====
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====ObjectReference====
====ObjectReference====
*'''GetGoldValue''' - Returns value of a specific object, including increased value due to smithing or enchantment. Form.GetGoldValue returns only the value of unenhanced base forms.
*'''GetGoldValue''' - Returns value of a specific object, including increased value due to smithing or enchantment. Form.GetGoldValue returns only the value of unenhanced base forms.
*'''GetMotionType''' - Returns the havok motion type int of an object. Counterpart to the existing SetMotionType function. A GetAllowActivate function might also be useful to see if the user can interact with the object (or would that be redundant with the IsActivationBlocked function?)
*'''GetStackedItemCount''' - If the ObjectReference is a single dropped item, returns 1. If the ObjectReference is several of an item "clumped"/"stacked" into one world object, returns the number of items. If the ObjectReference isn't an item, returns 0.
*'''OnItemDropped''' - Fires when the item is dropped from a player's inventory and can be safely operated on, but not when it is removed from the inventory through some other means.
** If you only need to detect dropping and not container transfers, then this would be safer than OnContainerChanged, which can cause stack dumping when applied to many objects. It would also be more reliable than OnLoad, which doesn't always fire when it should for newly-dropped items. The only other safe alternative is OnLoad, which for unknown reasons is highly unreliable when dealing with dropped items.
*'''GetLightFade''', '''SetLightFade''' - Modify the Fade value of a Light ObjectReference. Useful for Lights that have been spawned at run-time.
*'''GetLightRadius''', '''SetLightRadius''' - Modify the radius value of a Light ObjectReference. Useful for Lights that have been spawned at run-time.


====Perk====
====Perk====
====Furniture====
*'''GetMarkerCount''' - Returns the number of furniture markers on this Furniture.
*'''GetNthMarkerType''' - Returns the type of the Furniture's ''n''th furniture marker.
**0 = Doesn't exist
**1 = Sit
**2 = Sleep
**3 = Lean
*'''GetNthMarkerPosition''' - Returns, as a Float array, the X, Y, and Z coordinates of the Furniture's ''n''th furniture marker.
*'''GetNthMarkerHeading''' - Returns, in degrees, the yaw angle (heading) of the Furniture's ''n''th furniture marker. (Note that in the NIF, these values are radians.)
*'''GetNthMarkerEntryPoints''' - Returns, as a bitmask, the enabled entry points of the Furniture's ''n''th furniture marker (or zero if no entry points are enabled).


====Door====
====Door====
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====Location====
====Location====
*'''GetCells''' - Access to cells belonging to a location. Return either as an array or with the GenNum../GetNth.. iteration pattern.
*'''GetCells''' - Access to cells belonging to a location. Return either as an array or with the GenNum../GetNth.. iteration pattern.
*'''GetParentLocation''' - Return a location's parent location, not just whether two locations share a parent (without returning what that parent is).


====Faction====
====Faction====
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====Ammo====
====Ammo====
*'''IsBolt''' - Returns true if the ammo is a crossbow bolt
*'''IsBolt''' - Returns true if the ammo is a crossbow bolt
**Added to SKSE 1.7.01
====Class====
*'''GetWeight(String actorValue)''' - Return the weight applied to the provided actor value (skill or attribute) for the given class.


====Misc====
====Misc====
'''GetNavmeshPosition/Angle''', '''SetNavmeshPosition/Angle''', '''PlaceNavmeshAtMe''' - manipulate navmesh refs as if they were static objects


==ObjectReferences==
==ObjectReferences==
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*'''GetEquippedAmmo''' - Checks to see what ammo the actor has equipped for a bow or crossbow. Aim of function is to be used as an object reference.
*'''GetEquippedAmmo''' - Checks to see what ammo the actor has equipped for a bow or crossbow. Aim of function is to be used as an object reference.
*'''IsAmmoEquipped''' - Checks if the actor has equipped an ammunition of some sort for a projectile weapon.
*'''IsAmmoEquipped''' - Checks if the actor has equipped an ammunition of some sort for a projectile weapon.
*'''CanPathTo''' - Checks if the actor can build a path to the desired destination. Similarily to how [[PathToReference - Actor]] returns false in case it isn't able, but without actually making the actor go anywhere.
===Misc===
*'''GetEffectShader()''' - Returns the shader attached to the reference.


==Aliases==
==Aliases==
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===Game===
===Game===
*'''GetFavorites''' - A means to iterate through favorited items/spells. Return specific ObjectReference rather than Form when possible. Return either as an array or with GenNum../GetNth.. iteration pattern.
*'''GetFavorites''' - A means to iterate through favorited items/spells. Return specific ObjectReference rather than Form when possible. Return either as an array or with GenNum../GetNth.. iteration pattern.
*'''IsLoading''' - Return true when the game is going through a loading screen. Essentially, a Papyrus version of [[IsPlayerMovingIntoNewSpace]] that can be used anywhere else than in package fragments.
:*In fact, an '''OnLoadingScreen''' event would probably be a much handier addition.
*'''ReleasePlayerGrabbedRef''' - Forcibly drops the ObjectReference that a player has grabbed (Z-keyed).


===Math===
===Math===


===StringUtils===
===StringUtils===
*'''StringReplace ''' - Replace characters/substrings in an existing string.
*'''StringReplace''' - Replace characters/substrings in an existing string.
  StringReplace (String sOriginal, String sOldSubstr, String sNewSubstr, int Flags)
:<source lang="papyrus">StringReplace(String sOriginal, String sOldSubstr, String sNewSubstr, int Flags)</source>
:Flags for case sensitivity, etc.
:*Flags for case sensitivity, etc.
:Easy enough to do this in Papyrus, but could be more efficient in C++.
:*Easy enough to do this in Papyrus, but could be more efficient in C++.


===Misc===
===Misc===
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   Float Function IIfFloat (bool bTestExpr, Float fValIfTrue, Float fValIfFalse)
   Float Function IIfFloat (bool bTestExpr, Float fValIfTrue, Float fValIfFalse)
:This may implement better as a language enhancement.
:This may implement better as a language enhancement.
*A '''MoverTask''' counterpart to '''SpawnerTask''', which would move existing objects instead of spawning new ones.


==Questionable Requests==
==Questionable Requests==