Difference between revisions of "Actor Script"
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imported>Cipscis (→Notes: Added note about actors in leveled actor lists not allowing scripts) |
imported>Jog |
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== Member Functions == | == Member Functions == | ||
'''Function [[AddPerk - Actor|AddPerk]](Perk akPerk)''' | |||
*Adds the specified perk to this actor. | |||
'''bool Function [[AddShout - Actor|AddShout]](Shout akShout)''' | |||
*Adds the specified shout to this actor. | |||
'''bool Function [[AddSpell - Actor|AddSpell]](Spell akSpell, bool abVerbose)''' | |||
*Adds the specified spell to this actor. | |||
'''Function [[AddToFaction - Actor|AddToFaction]](Faction akFaction)''' | |||
*Adds the actor to the specified faction at rank 0. If the Actor is already in the given faction, this function does nothing. | |||
'''Function [[AllowBleedoutDialogue - Actor|AllowBleedoutDialogue]](bool abCanTalk)''' | |||
*Flags this actor as able to speak to the player when he is in bleed out and is essential down | |||
'''Function [[AllowPCDialogue - Actor|AllowPCDialogue]](bool abTalk)''' | |||
*Enables or disables the player's ability to talk to this actor. | |||
'''Function [[AttachAshPile - Actor|AttachAshPile]](Form akAshPileBase)''' | |||
*Attaches an "ash pile" to this actor using the passed-in form (or leveled item list) as a base. | |||
'''Function [[ClearArrested - Actor|ClearArrested]]()''' | |||
*Clears this actor's arrested state. | |||
'''Function [[ClearExtraArrows - Actor|ClearExtraArrows]]()''' | |||
*Clears any arrow 3d on the actor. | |||
'''Function [[ClearForcedLandingMarker - Actor|ClearForcedLandingMarker]]()''' | |||
*Clears any forced landing marker on this actor. | |||
'''Function [[ClearKeepOffsetFromActor - Actor|ClearKeepOffsetFromActor]]()''' | |||
*Clears any keep offset from this actor. | |||
'''Function [[ClearLookAt - Actor|ClearLookAt]]()''' | |||
*Clears this actor's script-forced look at target. | |||
'''Function [[DamageActorValue - Actor|DamageActorValue]](string asValueName, float afDamage)''' | |||
*Damages the specified actor value by the specified amount. | |||
'''Function [[DamageActorValue - Actor|DamageAV]](string asValueName, float afDamage)''' | |||
*Alias for DamageActorValue(). | |||
'''Function [[DispelAllSpells - Actor|DispelAllSpells]]() native''' | |||
*Dispel all spell from this actor | |||
'''bool Function [[DispelSpell - Actor|DispelSpell]](Spell akSpell) native''' | |||
*Dispel a spell from this actor | |||
'''Function [[DoCombatSpellApply - Actor|DoCombatSpellApply]](Spell akSpell, ObjectReference akTarget) native''' | |||
*Apply a spell to a target in combat | |||
'''Function [[EnableAI - Actor|EnableAI]](bool abEnable)''' | |||
*Enables or disables this actor's AI. | |||
'''Function [[EquipItem - Actor|EquipItem]](Form akItem, bool abPreventRemoval, bool abSlient)''' | |||
*Equips the specified item on this actor. | |||
'''Function [[EquipShout - Actor|EquipShout]](Shout akShout)''' | |||
*Forces this actor to equip this shout. | |||
'''Function [[EquipSpell - Actor|EquipSpell]](Spell akSpell, int aiSource)''' | |||
*Forces this actor to equip thes spell, in the specified source. | |||
'''Function [[EvaluatePackage - Actor|EvaluatePackage]]()''' | |||
*Forces the AI to re-evaluate its package stack. | |||
'''Function [[ForceActorValue - Actor|ForceActorValue]](string asValueName, float afNewValue)''' | |||
*Forces the specified actor value to the specified value. | |||
'''Function [[ForceActorValue - Actor|ForceAV]](string asValueName, float afNewValue)''' | |||
*Alias for ForceActorValue(). | |||
'''ActorBase Function [[GetActorBase - Actor|GetActorBase]]()''' | |||
*Returns the base actor object for this actor. | |||
'''float Function [[GetActorValue - Actor|GetActorValue]](string asValueName)''' | |||
*Retrieves the specified actor value from the actor. | |||
'''float Function [[GetActorValuePercentage - Actor|GetActorValuePercentage]](string asValueName)''' | |||
*Retrieves the specified actor value from the actor as a percentage of its maximum value. (From 0 to 1) | |||
'''float Function [[GetActorValue - Actor|GetAV]](string asValueName)''' | |||
*Alias for GetActorValue(). | |||
'''float Function [[GetActorValuePercentage - Actor|GetAVPercentage]](string asValueName)''' | |||
*Alias for GetActorValuePercentage(). | |||
'''float Function [[GetBaseActorValue - Actor|GetBaseActorValue]](string asValueName)''' | |||
*Gets the base value of the specified actor value. | |||
'''float Function [[GetBaseActorValue - Actor|GetBaseAV]](string asValueName)''' | |||
*Alias for GetBaseActorValue(). | |||
'''int Function [[GetBribeAmount - Actor|GetBribeAmount]]()''' | |||
*Returns the amount of gold required to bribe this actor. | |||
'''Faction Function [[GetCrimeFaction - Actor|GetCrimeFaction]]()''' | |||
*Obtains this actor's crime faction. | |||
'''int Function [[GetCombatState - Actor|GetCombatState]]()''' | |||
*Obtains this actor's current combat state. | |||
'''Actor Function [[GetCombatTarget - Actor|GetCombatTarget]]()''' | |||
*Obtains this actor's current combat target. | |||
'''Package Function [[GetCurrentPackage - Actor|GetCurrentPackage]]()''' | |||
*Obtains the current package this actor's AI is running. | |||
'''Actor Function [[GetDialogueTarget - Actor|GetDialogueTarget]]()''' | |||
*Obtains the actor's current dialogue target | |||
'''int Function [[GetEquippedItemType - Actor|GetEquippedItemType]](int aiHand)''' | |||
*Obtains the type of item equipped in the specified hand. | |||
'''Armor Function [[GetEquippedShield - Actor|GetEquippedShield]]()''' | |||
*Obtains the currently equipped shield on this actor. | |||
'''Shout Function [[GetEquippedShout - Actor|GetEquippedShout]]()''' | |||
*Obtains the currently equipped shout on this actor. | |||
'''Spell Function [[GetEquippedSpell - Actor|GetEquippedSpell]](int aiSource)''' | |||
*Obtains the currently equipped spell in the specified source on this actor. | |||
'''Weapon Function [[GetEquippedWeapon - Actor|GetEquippedWeapon]](bool abLeftHand)''' | |||
*Obtains the currently equipped weapon on this actor. | |||
'''int Function [[GetFactionRank - Actor|GetFactionRank]](Faction akFaction)''' | |||
*Retrieves this actor's rank in the specified faction. | |||
'''int Function [[GetFactionReaction - Actor|GetFactionReaction]](Actor akOther)''' | |||
*Obtains this actor's faction-based reaction to the other actor. | |||
'''int Function [[GetFlyingState - Actor|GetFlyingState]]()''' | |||
*Obtains this actor's current flying state. | |||
'''ObjectReference Function [[GetForcedLandingMarker - Actor|GetForcedLandingMarker]]()''' | |||
*Obtains the landing marker the actor is forced to land at (if any). | |||
'''int Function [[GetGoldAmount - Actor|GetGoldAmount]]()''' | |||
*Gets the amount of gold this actor has on his person. | |||
'''int Function [[GetHighestRelationshipRank - Actor|GetHighestRelationshipRank]]()''' | |||
*Gets this actor's highest relationship rank. | |||
'''Actor Function [[GetKiller - Actor|GetKiller]]()''' | |||
*Gets this actor's killer. Returns None if this actor isn't dead. | |||
'''int Function [[GetLevel - Actor|GetLevel]]() native''' | |||
*Gets this actor's current level. | |||
'''ActorBase Function [[GetLeveledActorBase - Actor|GetLeveledActorBase]]()''' | |||
*Returns a leveled actor's "temporary" base object. | |||
'''float Function [[GetLightLevel - Actor|GetLightLevel]]()''' | |||
*Returns this actor's current light level | |||
'''int Function [[GetLowestRelationshipRank - Actor|GetLowestRelationshipRank]]()''' | |||
*Gets this actor's lowest relationship rank. | |||
'''bool Function [[GetNoBleedoutRecovery - Actor|GetNoBleedoutRecovery]]()''' | |||
*Gets whether this actor can recover from bleedout or not. | |||
'''bool Function [[GetPlayerControls - Actor|GetPlayerControls]]() native''' | |||
*Queries whether this actor receives player input | |||
'''Race Function [[GetRace - Actor|GetRace]]()''' | |||
*Returns this actor's race. | |||
'''int Function [[GetRelationshipRank - Actor|GetRelationshipRank]](Actor akOther)''' | |||
*Retrieves the relationship rank between this actor and another. | |||
'''int Function [[GetSitState - Actor|GetSitState]]()''' | |||
*Obtains this actor's sit state. | |||
'''int Function [[GetSleepState - Actor|GetSleepState]]()''' | |||
*Obtains this actor's sleep state. | |||
'''float Function [[GetVoiceRecoveryTime - Actor|GetVoiceRecoveryTime]]()''' | |||
*Gets the voice recovery time from the actor. | |||
'''bool Function [[HasAssociation - Actor|HasAssociation]](AssociationType akAssociation, Actor akOther)''' | |||
*Returns whether this actor has the specified association with the other actor. | |||
'''bool Function [[HasFamilyRelationship - Actor|HasFamilyRelationship]](Actor akOther)''' | |||
*Returns whether this actor has a family relationship with the other actor. | |||
'''bool Function [[HasLOS - Actor|HasLOS]](ObjectReference akOther)''' | |||
*Checks to see if this actor has line-of-sight to another. (Only the player can do a LOS check to a non-actor) | |||
'''bool Function [[HasMagicEffect - Actor|HasMagicEffect]](MagicEffect akEffect)''' | |||
*Checks to see if this actor is currently being affected by the given Magic Effect | |||
'''bool Function [[HasMagicEffectWithKeyword - Actor|HasMagicEffectWithKeyword]](Keyword akKeyword)''' | |||
*Checks to see if this actor is currently being affected by a Magic Effect with the given Keyword | |||
'''bool Function [[HasParentRelationship - Actor|HasParentRelationship]](Actor akOther)''' | |||
*Returns whether this actor has a parent relationship with the other actor. | |||
'''bool Function [[HasPerk - Actor|HasPerk]](Perk akPerk)''' | |||
*Checks to see if this actor has the given Perk | |||
'''bool Function [[HasSpell - Actor|HasSpell]](Form akForm)''' | |||
*Checks to see if this actor has the given Spell or Shout | |||
'''bool Function [[IsAlarmed - Actor|IsAlarmed]]()''' | |||
*Obtains whether this actor is alarmed or not. | |||
'''bool Function [[IsAlerted - Actor|IsAlerted]]()''' | |||
*Returns if this actor is alerted or not. | |||
'''bool Function [[IsAllowedToFly - Actor|IsAllowedToFly]]()''' | |||
*Is this actor allowed to fly? | |||
'''bool Function [[IsArrested - Actor|IsArrested]]()''' | |||
*Returns whether this actor is currently arrested or not. | |||
'''bool Function [[IsArrestingTarget - Actor|IsArrestingTarget]]()''' | |||
*Is this actor currently arresting his target? Only valid on alerted guards. | |||
'''bool Function [[IsBleedingOut - Actor|IsBleedingOut]]()''' | |||
*Is this actor currently bleeding out? | |||
'''bool Function [[IsBribed - Actor|IsBribed]]()''' | |||
*Gets if this actor has been bribed by the player. | |||
'''bool Function [[IsChild - Actor|IsChild]]()''' | |||
*Is this actor a child? | |||
'''bool Function [[IsCommandedActor - Actor|IsCommandedActor]]()''' | |||
*Is this actor commanded by another? | |||
'''bool Function [[IsDead - Actor|IsDead]]()''' | |||
*Obtains whether this actor is dead or not. | |||
'''bool Function [[IsDetectedBy - Actor|IsDetectedBy]](Actor akOther)''' | |||
*Is this actor detected by the other one? | |||
'''bool Function [[IsDoingFavor - Actor|IsDoingFavor]]()''' | |||
*Is this actor currently flagged as doing a favor for the player? | |||
'''bool Function [[IsEquipped - Actor|IsEquipped]](Form akItem)''' | |||
*Is the specified object equipped on this actor? | |||
'''bool Function [[IsEssential - Actor|IsEssential]]()''' | |||
*Is this actor essential? | |||
'''bool Function [[IsFlying - Actor|IsFlying]]()''' | |||
*Is this actor currently flying? | |||
'''bool Function [[IsGhost - Actor|IsGhost]]()''' | |||
*Is this actor flagged as a ghost? | |||
'''bool Function [[IsGuard - Actor|IsGuard]]()''' | |||
*Obtains whether this actor is a guard or not. | |||
'''bool Function [[IsHostileToActor- Actor|IsHostileToActor]](Actor akActor)''' | |||
*Is this actor hostile to another actor? | |||
'''bool Function [[IsInCombat - Actor|IsInCombat]]()''' | |||
*Obtains whether this actor is in combat or not. | |||
'''bool Function [[IsInFaction - Actor|IsInFaction]](Faction akFaction)''' | |||
*Returns whether this actor is in the specified faction. | |||
'''bool Function [[IsInKillMove - Actor|IsInKillMove]]()''' | |||
*Returns whether this actor is in a kill move or not. | |||
'''bool Function [[IsIntimidated - Actor|IsIntimidated]]()''' | |||
*Gets if this actor has been intimidated by the player. | |||
'''bool Function [[IsPlayersLastRiddenHorse - Actor|IsPlayersLastRiddenHorse]]()''' | |||
*Returns whether this actor is the horse the player last rode. | |||
'''bool Function [[IsPlayerTeammate - Actor|IsPlayerTeammate]]()''' | |||
*Returns whether this actor is currently a teammate of the player. | |||
'''bool Function [[IsRunning - Actor|IsRunning]]()''' | |||
*Returns whether this actor is current running. | |||
'''bool Function [[IsSneaking - Actor|IsSneaking]]()''' | |||
*Is this actor currently sneaking? | |||
'''bool Function [[IsSprinting - Actor|IsSprinting]]()''' | |||
*Is this actor currently sprinting? | |||
'''bool Function [[IsTrespassing - Actor|IsTrespassing]]()''' | |||
*Returns whether this actor is currently trespassing or not. | |||
'''bool Function [[IsUnconscious - Actor|IsUnconscious]]()''' | |||
*Is this actor currently unconscious? | |||
'''bool Function [[IsWeaponDrawn - Actor|IsWeaponDrawn]]()''' | |||
*Does this actor have his equipped weapon and/or magic spell drawn? | |||
'''Function [[KeepOffsetFromActor - Actor|KeepOffsetFromActor]](Actor arTarget, float afOffsetX, float afOffsetY, float afOffsetZ, float afOffsetAngleX, float afOffsetAngleY, float afOffsetAngleZ, float afCatchUpRadius, float afFollowRadius)''' | |||
*Makes the actor switch to a state where it will try to keep a given offset from another actor | |||
'''Function [[Kill - Actor|Kill]](Actor akKiller)''' | |||
*Kills this actor with the specified actor as the guilty party. | |||
'''Function [[KillEssential - Actor|KillEssential]](Actor akKiller)''' | |||
*Kills this actor, even if he is essential. | |||
'''Function [[KillSilent - Actor|KillSilent]](Actor akKiller)''' | |||
*Kills this actor without a kill event with the killer being the guilty party | |||
'''Function [[MakePlayerFriend - Actor|MakePlayerFriend]]()''' | |||
*Makes the actor a friend of the player. | |||
'''Function [[ModActorValue - Actor|ModActorValue]](string asValueName, float afAmount)''' | |||
*Modifies the specified actor value by the specified amount. | |||
'''Function [[ModActorValue - Actor|ModAV]](string asValueName, float afAmount)''' | |||
*Alias for ModActorValue(). | |||
'''Function [[ModFactionRank - Actor|ModFactionRank]](Faction akFaction, int aiMod)''' | |||
*Modifies this actor's rank in the specified faction. | |||
'''Function [[MoveToPackageLocation - Actor|MoveToPackageLocation]]()''' | |||
*Pops this actor to the initial location for its current package. | |||
'''Function [[OpenInventory - Actor|OpenInventory]](bool abForceOpen)''' | |||
*Opens this actor's inventory as if you were pick-pocketing them. | |||
'''bool Function [[PathToReference - Actor|PathToReference]](ObjectReference aTarget, float afWalkRunPercent)''' | |||
*Makes the actor path to the target reference at the speed given by afWalkRunercent. | |||
'''bool Function [[PlayIdle - Actor|PlayIdle]](Idle akIdle)''' | |||
*Plays the passed idle on this actor. | |||
'''bool Function [[PlayIdleWithTarget - Actor|PlayIdleWithTarget]](Idle akIdle, ObjectReference akTarget)''' | |||
*Plays the passed idle on this actor, overriding the actor's current target with the one given. | |||
'''Function [[PlaySubGraphAnimation- Actor|PlaySubGraphAnimation]](string asEventName)''' | |||
*Sends the event passed to the actor's sub graphs. | |||
'''Function [[RemoveFromFaction - Actor|RemoveFromFaction]](Faction akFaction)''' | |||
*Removes this actor from the specified faction. | |||
'''Function [[RemoveFromAllFactions - Actor|RemoveFromAllFactions]]()''' | |||
*Removes this actor from all factions they are associated with. | |||
'''Function [[RemovePerk - Actor|RemovePerk]](Perk akPerk)''' | |||
*Removes the specified perk from this actor. | |||
'''bool Function [[RemoveShout - Actor|RemoveShout]](Shout akShout)''' | |||
*Removes the specified shout from this actor. | |||
'''bool Function [[RemoveSpell - Actor|RemoveSpell]](Spell akSpell)''' | |||
*Removes the specified spell from this actor. | |||
'''Function [[ResetHealthAndLimbs - Actor|ResetHealthAndLimbs]]()''' | |||
*Resets this actor's health and limb state. | |||
'''Function [[RestoreActorValue - Actor|RestoreActorValue]](string asValueName, float afAmount)''' | |||
*Restores damage done to the specified actor value. | |||
'''Function [[RestoreActorValue - Actor|RestoreAV]](string asValueName, float afAmount)''' | |||
*Alias for RestoreActorValue(). | |||
'''Function [[Resurrect - Actor|Resurrect]]()''' | |||
*Resurrects this actor. | |||
'''Function [[SendAssaultAlarm - Actor|SendAssaultAlarm]]()''' | |||
*Has this actor behave as if they were assaulted. | |||
'''Function [[SendTrespassAlarm - Actor|SendTrespassAlarm]](Actor akCriminal)''' | |||
*Has this actor behave as if they caught the criminal trespassing | |||
'''Function [[SetActorValue - Actor|SetActorValue]](string asValueName, float afValue)''' | |||
*Sets the specified actor value on the actor to the passed-in value. | |||
'''Function [[SetAlert - Actor|SetAlert]](bool abAlerted)''' | |||
*Flags this actor as currently alerted (or clears it) | |||
'''Function [[SetAllowFlying - Actor|SetAllowFlying]](bool abAllowed)''' | |||
*Flags this actor as whether they are allowed to fly or not (lands them if they are flying and not allowed to) | |||
'''Function [[SetAlpha - Actor|SetAlpha]](float afTargetAlpha, bool abFade)''' | |||
*Sets this actor's alpha - optionally fading to that value rather then popping. | |||
'''Function [[SetAttackActorOnSight - Actor|SetAttackActorOnSight]](bool abAttackOnSight)''' | |||
*Flags this actor to be attacked by all actors when detected. | |||
'''Function [[SetActorValue - Actor|SetAV]](string asValueName, float afValue)''' | |||
*Alias for SetActorValue(). | |||
'''Function [[SetBribed - Actor|SetBribed]](bool abBribe)''' | |||
*Sets if this actor is being bribed by the player. | |||
'''Function [[SetCrimeFaction - Actor|SetCrimeFaction]](Faction akFaction)''' | |||
*Sets the faction that this actor reports crimes to. | |||
'''Function [[SetCriticalStage - Actor|SetCriticalStage]](int aiStage)''' | |||
*Sets this actor's current critical stage (applying any related effects) | |||
'''Function [[SetDoingFavor - Actor|SetDoingFavor]](bool abDoingFavor)''' | |||
*Flags this actor as doing a favor for the player. | |||
'''Function [[SetFactionRank - Actor|SetFactionRank]](Faction akFaction, int aiRank)''' | |||
*Sets this actor's rank in the specified faction, adding it to the faction if necessary. | |||
'''Function [[SetForcedLandingMarker - Actor|SetForcedLandingMarker]](ObjectReference aMarker)''' | |||
*Forces the landing marker for this actor to the passed-in one. | |||
'''Function [[SetGhost - Actor|SetGhost]](bool abIsGhost)''' | |||
*Sets this actor as a ghost or not. | |||
'''Function [[SetHeadTracking - Actor|SetHeadTracking]](bool abEnable)''' | |||
*Enables or disables this actor's head tracking. | |||
'''Function [[SetIntimidated - Actor|SetIntimidated]](bool abIntimidate)''' | |||
*Sets if this actor is being intimidated by the player. | |||
'''Function [[SetLookAt - Actor|SetLookAt]](ObjectReference akTarget, bool abPathingLookAt)''' | |||
*Sets this actor's look at target, optionally using it for pathing as well. | |||
'''Function [[SetNoBleedoutRecovery - Actor|SetNoBleedoutRecovery]](bool abAllowed)''' | |||
*Sets or clears the "no bleedout recovery" flag on this actor. | |||
'''Function [[SetNotShowOnStealthMeter - Actor|SetNotShowOnStealthMeter]](bool abNotShow)''' | |||
*Sets this actor to not effect the detection level on the stealth meter if he is not hostile to the player | |||
'''Function [[SetOutfit - Actor|SetOutfit]](Outfit akOutfit,bool abSleepOutfit)''' | |||
*Change the default or sleep outfit and queue the models to be worn now. | |||
'''Function [[SetPlayerControls - Actor|SetPlayerControls]](bool abControls)''' | |||
*Set/reset whether player input being sent to the actor. | |||
'''Function [[SetPlayerResistingArrest - Actor|SetPlayerResistingArrest]]()''' | |||
*Flags the player as resisting arrest from this actor's faction. | |||
'''Function [[SetPlayerTeammate - Actor|SetPlayerTeammate]](bool abTeammate, bool abCanDoFavor)''' | |||
*Sets (or clears) this actor as a teammate of the player and if the teammate can do favors. | |||
'''Function [[SetRace - Actor|SetRace]](Race akRace)''' | |||
*Sets the actor's race | |||
'''Function [[SetRelationshipRank - Actor|SetRelationshipRank]](Actor akOther, int aiRank)''' | |||
*Sets the relationship rank between this actor and another. | |||
'''Function [[SetRestrained - Actor|SetRestrained]](bool abRestrained)''' | |||
*Flags this actor as restrained or not. | |||
'''Function [[SetUnconscious - Actor|SetUnconscious]](bool abIsUnconscious)''' | |||
*Sets this actor as unconscious or not. | |||
'''Function [[SetVehicle - Actor|SetVehicle]](ObjectReference akVehicle)''' | |||
*Attaches or detaches this actor from a vehicle. | |||
'''Function [[SetVoiceRecoveryTime - Actor|SetVoiceRecoveryTime]](float afTime)''' | |||
*Sets the voice recovery time on the actor. | |||
'''Function [[ShowBarterMenu - Actor|ShowBarterMenu]]()''' | |||
*Shows the barter menu for this actor. | |||
'''Function [[ShowGiftMenu - Actor|ShowGiftMenu]]()''' | |||
*Shows the give/take menu for this actor. | |||
'''Function [[StartCannibal - Actor|StartCannibal]](Actor akTarget)''' | |||
*Has the actor feed on a dead actor. | |||
'''Function [[StartCombat - Actor|StartCombat]](Actor akTarget)''' | |||
*Attempts to initiate combat with the other actor. | |||
'''Function [[StartVampireFeed - Actor|StartVampireFeed]](Actor akTarget)''' | |||
*Has the actor vampire feed on a sleeping actor | |||
'''Function [[StopCombat - Actor|StopCombat]]()''' | |||
*Removes this actor from combat. | |||
'''Function [[StopCombatAlarm - Actor|StopCombatAlarm]]()''' | |||
*Stops all combat and alarms against this actor. | |||
'''bool Function [[TrapSoul - Actor|TrapSoul]](Actor akTarget)''' | |||
*Attempts to soul trap the target actor - and returns if it succeeded or not. | |||
'''Function [[UnequipAll - Actor|UnequipAll]]()''' | |||
*Unequips all items from this actor. | |||
'''Function [[UnequipItem - Actor|UnequipItem]](Form akItem, bool abPreventEquip, bool abSilent)''' | |||
*Unequips an item from this actor. | |||
'''Function [[UnequipShout - Actor|UnequipShout]](Shout akShout)''' | |||
*Unequips the specified shout from this actor. | |||
'''Function [[UnequipSpell - Actor|UnequipSpell]](Spell akSpell, int aiSource)''' | |||
*Unequips the specified spell from the specified source on this actor. | |||
'''Function [[UnlockOwnedDoorsInCell - Actor|UnlockOwnedDoorsInCell]]()''' | |||
*Has this actor unlock any doors he owns in the cell he's currently in (if it is an interior). | |||
'''bool Function [[WillIntimidateSucceed - Actor|WillIntimidateSucceed]]()''' | |||
*Returns whether an intimidation attempt by the player against this actor will succeed or not. | |||
'''bool Function [[WornHasKeyword - Actor|WornHasKeyword]](Keyword akKeyword)''' | |||
*Returns whether or not this actor is wearing anything with the specified keyword. | |||
== Events == | == Events == |