</code></pre></div></div><p>Adds a timer event that calls the <codeclass="language-plaintext highlighter-rouge">timed_event_p_proc</code> procedure in the current global script <codeclass="language-plaintext highlighter-rouge">time</code>: the number of ticks after which the event timer is triggered <codeclass="language-plaintext highlighter-rouge">fixedParam</code>: the value that is passed to the <codeclass="language-plaintext highlighter-rouge">timed_event_p_proc</code> procedure for the <codeclass="language-plaintext highlighter-rouge">fixed_param</code> function</p><hr/><h3id="create_message_window"><ahref="#create_message_window"class="anchor-heading"aria-labelledby="create_message_window"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>create_message_window</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">create_message_window</span><spanclass="p">(</span><spanclass="n">string</span><spanclass="n">message</span><spanclass="p">)</span>
</code></pre></div></div><p>Creates new spatial script with given SID, at given tile, and radius.</p><hr/><h3id="game_loaded"><ahref="#game_loaded"class="anchor-heading"aria-labelledby="game_loaded"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>game_loaded</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">game_loaded</span><spanclass="p">()</span>
</code></pre></div></div><p>Returns 1 the first time it is called after a new game or game load, and 0 any time after. It works on an individual basis for each script, so one script wont interfere with others. Its primary use is for global scripts, so that they know when to call <codeclass="language-plaintext highlighter-rouge">set_global_script_repeat</code>, but it can be called from normal scripts too.</p><hr/><h3id="gdialog_get_barter_mod"><ahref="#gdialog_get_barter_mod"class="anchor-heading"aria-labelledby="gdialog_get_barter_mod"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>gdialog_get_barter_mod</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">gdialog_get_barter_mod</span>
</code></pre></div></div><p>A more flexible version of in_world_map. It will return a set of flags indicating which mode the game is currently in. These flags are the same as those used in the <codeclass="language-plaintext highlighter-rouge">set_shader_mode function</code>.</p><hr/><h3id="get_inven_ap_cost"><ahref="#get_inven_ap_cost"class="anchor-heading"aria-labelledby="get_inven_ap_cost"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_inven_ap_cost</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_inven_ap_cost</span>
</code></pre></div></div><p>Returns the current AP cost to access the inventory in combat</p><hr/><h3id="get_kill_counter"><ahref="#get_kill_counter"class="anchor-heading"aria-labelledby="get_kill_counter"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_kill_counter</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_kill_counter</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">critterType</span><spanclass="p">)</span>
</code></pre></div></div><p>Returns ambient light level in range 0..65536. The value returned by get_light_level may not exactly match that set by <codeclass="language-plaintext highlighter-rouge">set_light_level</code>, as <codeclass="language-plaintext highlighter-rouge">set_light_level</code> applies modifiers from the Night Vision perk.</p><hr/><h3id="get_npc_level"><ahref="#get_npc_level"class="anchor-heading"aria-labelledby="get_npc_level"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_npc_level</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_npc_level</span><spanclass="p">(</span><spanclass="n">string</span><spanclass="n">npc</span><spanclass="p">)</span>
</code></pre></div></div><p>Used to read the in-memory copies of the .pro files Fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading.</p><hr/><h3id="get_unspent_ap_bonus"><ahref="#get_unspent_ap_bonus"class="anchor-heading"aria-labelledby="get_unspent_ap_bonus"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_unspent_ap_bonus</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_unspent_ap_bonus</span><spanclass="p">()</span>
</code></pre></div></div><p>Gets the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.)</p><hr/><h3id="get_unspent_ap_perk_bonus"><ahref="#get_unspent_ap_perk_bonus"class="anchor-heading"aria-labelledby="get_unspent_ap_perk_bonus"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_unspent_ap_perk_bonus</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_unspent_ap_perk_bonus</span><spanclass="p">()</span>
</code></pre></div></div><p>Similar to <codeclass="language-plaintext highlighter-rouge">get_unspent_ap_bonus</code>, but accounts for the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.</p><hr/><h3id="get_uptime"><ahref="#get_uptime"class="anchor-heading"aria-labelledby="get_uptime"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_uptime</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_uptime</span><spanclass="p">()</span>
</code></pre></div></div><p>Just a wrapper around the windows GetTickCount() function. It’s useful for making time fade effects in shaders, since they already have access to the current tick count.</p><hr/><h3id="get_viewport_x"><ahref="#get_viewport_x"class="anchor-heading"aria-labelledby="get_viewport_x"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>get_viewport_x</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">get_viewport_x</span><spanclass="p">()</span>
</code></pre></div></div><p>Takes a party member PID or an NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument. The NPC must be in your party. This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall’s <codeclass="language-plaintext highlighter-rouge">NPCAutoLevel</code> setting.</p><hr/><h3id="input_funcs_available"><ahref="#input_funcs_available"class="anchor-heading"aria-labelledby="input_funcs_available"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>input_funcs_available</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">input_funcs_available</span><spanclass="p">()</span>
</code></pre></div></div><p>The input functions are only available if the user has the input hook turned on in <codeclass="language-plaintext highlighter-rouge">ddraw.ini</code>. Use <codeclass="language-plaintext highlighter-rouge">input_funcs_available</code> to check.</p><hr/><h3id="mark_movie_played"><ahref="#mark_movie_played"class="anchor-heading"aria-labelledby="mark_movie_played"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>mark_movie_played</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">mark_movie_played</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">id</span><spanclass="p">)</span>
</code></pre></div></div><p>Works exactly the same as message_str, except you get messages from files in <codeclass="language-plaintext highlighter-rouge">text/english/game</code> folder. Use <codeclass="language-plaintext highlighter-rouge">GAME_MSG_*</code> defines or <codeclass="language-plaintext highlighter-rouge">mstr_*</code> macros from <strong>sfall.h</strong> to use specific msg file</p><ul><li>Additional game msg files added by <codeclass="language-plaintext highlighter-rouge">ExtraGameMsgFileList</code> setting will have consecutive fileIds assigned beginning from 0x2000 to 0x2FFF. (e.g. if you set <codeclass="language-plaintext highlighter-rouge">ExtraGameMsgFileList=foo,bar</code> in <codeclass="language-plaintext highlighter-rouge">ddraw.ini</code>, <codeclass="language-plaintext highlighter-rouge">foo.msg</code> will be associated with 0x2000 and <codeclass="language-plaintext highlighter-rouge">bar.msg</code> with 0x2001.).</li><li>If a file has a specific number assigned in <codeclass="language-plaintext highlighter-rouge">ExtraGameMsgFileList</code>, its fileId will be (0x2000 + assigned number). (e.g. with <codeclass="language-plaintext highlighter-rouge">ExtraGameMsgFileList=foo,bar:2,foobar</code> in <codeclass="language-plaintext highlighter-rouge">ddraw.ini</code>, <codeclass="language-plaintext highlighter-rouge">bar.msg</code> will be associated with 0x2002 and <codeclass="language-plaintext highlighter-rouge">foobar.msg</code> with 0x2003.)</li></ul><hr/><h3id="mod_kill_counter"><ahref="#mod_kill_counter"class="anchor-heading"aria-labelledby="mod_kill_counter"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>mod_kill_counter</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">mod_kill_counter</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">critterType</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">amount</span><spanclass="p">)</span>
</code></pre></div></div><p><codeclass="language-plaintext highlighter-rouge">nb_*</code> functions are reserved for the brotherhood tactical training mod, and should be avoided. Not implemented, always returns 0.</p><hr/><h3id="resume_game"><ahref="#resume_game"class="anchor-heading"aria-labelledby="resume_game"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>resume_game</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">resume_game</span><spanclass="p">()</span>
</code></pre></div></div><p>Changes maximum chance of success and chance mod for each steal attempt. <codeclass="language-plaintext highlighter-rouge">max</code> will replace 95% success chance cap (so you can set 100% maximum chance, for instance). <codeclass="language-plaintext highlighter-rouge">mod</code> will add this much percent to each success chance. for example if your chance is 50% and <codeclass="language-plaintext highlighter-rouge">mod</code> is 20, you will get 70% actual success rate</p><hr/><h3id="set_critter_hit_chance_mod"><ahref="#set_critter_hit_chance_mod"class="anchor-heading"aria-labelledby="set_critter_hit_chance_mod"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_critter_hit_chance_mod</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_critter_hit_chance_mod</span><spanclass="p">(</span><spanclass="n">CritterPtr</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">max</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">mod</span><spanclass="p">)</span>
</code></pre></div></div><p>The same as <codeclass="language-plaintext highlighter-rouge">set_base_pickpocket</code>, but applies only to specific critter.</p><hr/><h3id="set_df_model"><ahref="#set_df_model"class="anchor-heading"aria-labelledby="set_df_model"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_df_model</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_df_model</span><spanclass="p">(</span><spanclass="n">string</span><spanclass="n">name</span><spanclass="p">)</span>
</code></pre></div></div><p>Effects all critters rather than just the player and can set the maximum in range from 0 to 999.</p><hr/><h3id="set_hp_per_level_mod"><ahref="#set_hp_per_level_mod"class="anchor-heading"aria-labelledby="set_hp_per_level_mod"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_hp_per_level_mod</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_hp_per_level_mod</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">mod</span><spanclass="p">)</span>
</code></pre></div></div><p>Effects all critters rather than just the player and can set the maximum in range from 0 to 999.</p><hr/><h3id="set_pipboy_available"><ahref="#set_pipboy_available"class="anchor-heading"aria-labelledby="set_pipboy_available"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_pipboy_available</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_pipboy_available</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">available</span><spanclass="p">)</span>
</code></pre></div></div><p>Sets the availability of the pipboy in the game. Use 0 to disable the pipboy, and 1 or 2 to enable it (value 2 does not mark the <codeclass="language-plaintext highlighter-rouge">VSUIT_MOVIE</code> movie as “played”).</p><hr/><h3id="set_proto_data"><ahref="#set_proto_data"class="anchor-heading"aria-labelledby="set_proto_data"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_proto_data</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_proto_data</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">pid</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">offset</span><spanclass="p">,</span><spanclass="kt">int</span><spanclass="n">value</span><spanclass="p">)</span>
</code></pre></div></div><p>Used to alter the in-memory copies of the .pro files Fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading. Changes are not stored on disc, and are not permanent. If you modify the protos, and then Fallout subsequently reloads the file your changes will be lost.</p><hr/><h3id="set_unspent_ap_bonus"><ahref="#set_unspent_ap_bonus"class="anchor-heading"aria-labelledby="set_unspent_ap_bonus"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_unspent_ap_bonus</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_unspent_ap_bonus</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">multiplier</span><spanclass="p">)</span>
</code></pre></div></div><p>Alters the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.)</p><hr/><h3id="set_unspent_ap_perk_bonus"><ahref="#set_unspent_ap_perk_bonus"class="anchor-heading"aria-labelledby="set_unspent_ap_perk_bonus"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_unspent_ap_perk_bonus</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_unspent_ap_perk_bonus</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">multiplier</span><spanclass="p">)</span>
</code></pre></div></div><p>Similar to <codeclass="language-plaintext highlighter-rouge">set_unspent_ap_bonus</code>, but effects the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.</p><hr/><h3id="set_viewport_x"><ahref="#set_viewport_x"class="anchor-heading"aria-labelledby="set_viewport_x"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>set_viewport_x</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">set_viewport_x</span><spanclass="p">(</span><spanclass="kt">int</span><spanclass="n">view_x</span><spanclass="p">)</span>
</code></pre></div></div><p>Works in a similar way to vanilla function: <codeclass="language-plaintext highlighter-rouge">metarule(METARULE_SIGNAL_END_GAME, 0)</code>, but it will then close the game instead of only returning the player to the main menu</p><hr/><h3id="sneak_success"><ahref="#sneak_success"class="anchor-heading"aria-labelledby="sneak_success"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>sneak_success</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">int</span><spanclass="n">sneak_success</span>
</code></pre></div></div><p>Returns 1 if last sneak attempt (roll against skill) was successful, 0 otherwise. This calls an internal engine function which is used to determine the perception range of critters (which you can override using <codeclass="language-plaintext highlighter-rouge">HOOK_WITHINPERCEPTION</code>).</p><hr/><h3id="stop_game"><ahref="#stop_game"class="anchor-heading"aria-labelledby="stop_game"><svgviewBox="0 0 16 16"aria-hidden="true"><usexlink:href="#svg-link"></use></svg></a><strong>stop_game</strong></h3><divclass="language-c++ highlighter-rouge"><divclass="highlight"><preclass="highlight"><code><spanclass="kt">void</span><spanclass="n">stop_game</span><spanclass="p">()</span>
</code></pre></div></div><p>unequips an item from the specified slot for a critter or the player can take off player’s equipped item when the inventory is opened, or the player is in the barter screen slot: 0 - armor slot, 1 - right slot, 2 - left slot (see <codeclass="language-plaintext highlighter-rouge">INVEN_TYPE_*</code> in <strong>define.h</strong>)</p></main></div></div><divclass="search-overlay"></div></div></body></html>