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<!DOCTYPE html> <html lang="en-US"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=Edge"> <title>Other - sfall</title> <link rel="shortcut icon" href="/sfall/favicon.ico" type="image/x-icon"> <link rel="stylesheet" href="/sfall/assets/css/just-the-docs-default.css"> <script type="text/javascript" src="/sfall/assets/js/vendor/lunr.min.js"></script> <script type="text/javascript" src="/sfall/assets/js/just-the-docs.js"></script> <meta name="viewport" content="width=device-width, initial-scale=1"> <!-- Begin Jekyll SEO tag v2.3.0 --> <title>Other | sfall</title> <meta property="og:title" content="Other" /> <meta property="og:locale" content="en_US" /> <meta name="description" content="Sfall documentation" /> <meta property="og:description" content="Sfall documentation" /> <link rel="canonical" href="/sfall/other/" /> <meta property="og:url" content="/sfall/other/" /> <meta property="og:site_name" content="sfall" /> <script type="application/ld+json"> {"@type":"WebPage","image":null,"url":"/sfall/other/","headline":"Other","dateModified":null,"datePublished":null,"sameAs":null,"author":null,"mainEntityOfPage":null,"publisher":null,"description":"Sfall documentation","name":null,"@context":"http://schema.org"}</script> <!-- End Jekyll SEO tag --> <link rel="apple-touch-icon" sizes="180x180" href="/assets/favicon/apple-touch-icon.png"> <link rel="icon" type="image/png" sizes="32x32" href="/assets/favicon/favicon-32x32.png"> <link rel="icon" type="image/png" sizes="16x16" href="/assets/favicon/favicon-16x16.png"> <link rel="manifest" href="/assets/favicon/site.webmanifest"> <link rel="mask-icon" href="/assets/favicon/safari-pinned-tab.svg" color="#5bbad5"> <meta name="msapplication-TileColor" content="#da532c"> <meta name="msapplication-config" content="/assets/favicon/browserconfig.xml"> <meta name="theme-color" content="#ffffff"> </head> <body> <svg xmlns="http://www.w3.org/2000/svg" style="display: none;"> <symbol id="svg-link" viewBox="0 0 24 24"> <title>Link</title> <svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="feather feather-link"> <path d="M10 13a5 5 0 0 0 7.54.54l3-3a5 5 0 0 0-7.07-7.07l-1.72 1.71"></path><path d="M14 11a5 5 0 0 0-7.54-.54l-3 3a5 5 0 0 0 7.07 7.07l1.71-1.71"></path> </svg> </symbol> <symbol id="svg-search" viewBox="0 0 24 24"> <title>Search</title> <svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="feather feather-search"> <circle cx="11" cy="11" r="8"></circle><line x1="21" y1="21" x2="16.65" y2="16.65"></line> </svg> </symbol> <symbol id="svg-menu" viewBox="0 0 24 24"> <title>Menu</title> <svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="feather feather-menu"> <line x1="3" y1="12" x2="21" y2="12"></line><line x1="3" y1="6" x2="21" y2="6"></line><line x1="3" y1="18" x2="21" y2="18"></line> </svg> </symbol> <symbol id="svg-arrow-right" viewBox="0 0 24 24"> <title>Expand</title> <svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="feather feather-chevron-right"> <polyline points="9 18 15 12 9 6"></polyline> </svg> </symbol> <symbol id="svg-doc" viewBox="0 0 24 24"> <title>Document</title> <svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="feather feather-file"> <path d="M13 2H6a2 2 0 0 0-2 2v16a2 2 0 0 0 2 2h12a2 2 0 0 0 2-2V9z"></path><polyline points="13 2 13 9 20 9"></polyline> </svg> </symbol> </svg> <div class="side-bar"> <div class="site-header"> <a href="/sfall/" class="site-title lh-tight"
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</code></pre></div></div><hr /> <h3 class="d-inline-block" id="add_g_timer_event"> <a href="#add_g_timer_event" class="anchor-heading" aria-labelledby="add_g_timer_event"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>add_g_timer_event</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">add_g_timer_event</span><span class="p">(</span><span class="kt">int</span> <span class="n">time</span><span class="p">,</span> <span class="kt">int</span> <span class="n">fixedParam</span><span class="p">)</span>
</code></pre></div></div> <p>Adds a timer event that calls the <code class="highlighter-rouge">timed_event_p_proc</code> procedure in the current global script <code class="highlighter-rouge">time</code>: the number of ticks after which the event timer is triggered <code class="highlighter-rouge">fixedParam</code>: the value that is passed to the <code class="highlighter-rouge">timed_event_p_proc</code> procedure for the <code class="highlighter-rouge">fixed_param</code> function</p><hr /> <h3 class="d-inline-block" id="add_trait"> <a href="#add_trait" class="anchor-heading" aria-labelledby="add_trait"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>add_trait</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">add_trait</span><span class="p">(</span><span class="kt">int</span> <span class="n">traitID</span><span class="p">)</span>
</code></pre></div></div> <p>adds the specified trait to the player</p><hr /> <h3 id="create_message_window"> <a href="#create_message_window" class="anchor-heading" aria-labelledby="create_message_window"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>create_message_window</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">create_message_window</span><span class="p">(</span><span class="n">string</span> <span class="n">message</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="create_spatial"> <a href="#create_spatial" class="anchor-heading" aria-labelledby="create_spatial"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>create_spatial</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">ObjectPtr</span> <span class="n">create_spatial</span><span class="p">(</span><span class="kt">int</span> <span class="n">scriptID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">tile</span><span class="p">,</span> <span class="kt">int</span> <span class="n">elevation</span><span class="p">,</span> <span class="kt">int</span> <span class="n">radius</span><span class="p">)</span>
</code></pre></div></div> <p>Creates new spatial script with given SID, at given tile, and radius.</p><hr /> <h3 id="game_loaded"> <a href="#game_loaded" class="anchor-heading" aria-labelledby="game_loaded"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>game_loaded</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">game_loaded</span><span class="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 <code class="highlighter-rouge">set_global_script_repeat</code>, but it can be called from normal scripts too.</p><hr /> <h3 id="gdialog_get_barter_mod"> <a href="#gdialog_get_barter_mod" class="anchor-heading" aria-labelledby="gdialog_get_barter_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>gdialog_get_barter_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">gdialog_get_barter_mod</span>
</code></pre></div></div><hr /> <h3 id="get_game_mode"> <a href="#get_game_mode" class="anchor-heading" aria-labelledby="get_game_mode"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_game_mode</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_game_mode</span><span class="p">()</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 <code class="highlighter-rouge">set_shader_mode function</code>.</p><hr /> <h3 id="get_inven_ap_cost"> <a href="#get_inven_ap_cost" class="anchor-heading" aria-labelledby="get_inven_ap_cost"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_inven_ap_cost</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_inven_ap_cost</span>
</code></pre></div></div> <p>Returns the current AP cost to access the inventory in combat</p><hr /> <h3 id="get_kill_counter"> <a href="#get_kill_counter" class="anchor-heading" aria-labelledby="get_kill_counter"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_kill_counter</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_kill_counter</span><span class="p">(</span><span class="kt">int</span> <span class="n">critterType</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="get_light_level"> <a href="#get_light_level" class="anchor-heading" aria-labelledby="get_light_level"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_light_level</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_light_level</span><span class="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 <code class="highlighter-rouge">set_light_level</code>, as <code class="highlighter-rouge">set_light_level</code> applies modifiers from the Night Vision perk.</p><hr /> <h3 id="get_npc_level"> <a href="#get_npc_level" class="anchor-heading" aria-labelledby="get_npc_level"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_npc_level</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_npc_level</span><span class="p">(</span><span class="n">string</span> <span class="n">npc</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="get_proto_data"> <a href="#get_proto_data" class="anchor-heading" aria-labelledby="get_proto_data"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_proto_data</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_proto_data</span><span class="p">(</span><span class="kt">int</span> <span class="n">pid</span><span class="p">,</span> <span class="kt">int</span> <span class="n">offset</span><span class="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 /> <h3 id="get_unspent_ap_bonus"> <a href="#get_unspent_ap_bonus" class="anchor-heading" aria-labelledby="get_unspent_ap_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_unspent_ap_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_unspent_ap_bonus</span><span class="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 /> <h3 id="get_unspent_ap_perk_bonus"> <a href="#get_unspent_ap_perk_bonus" class="anchor-heading" aria-labelledby="get_unspent_ap_perk_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_unspent_ap_perk_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_unspent_ap_perk_bonus</span><span class="p">()</span>
</code></pre></div></div> <p>Similar to <code class="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 /> <h3 id="get_uptime"> <a href="#get_uptime" class="anchor-heading" aria-labelledby="get_uptime"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_uptime</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_uptime</span><span class="p">()</span>
</code></pre></div></div> <p>Just a wrapper around the windows GetTickCount() function. Its useful for making time fade effects in shaders, since they already have access to the current tick count.</p><hr /> <h3 id="get_viewport_x"> <a href="#get_viewport_x" class="anchor-heading" aria-labelledby="get_viewport_x"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_viewport_x</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_viewport_x</span><span class="p">()</span>
</code></pre></div></div><hr /> <h3 id="get_viewport_y"> <a href="#get_viewport_y" class="anchor-heading" aria-labelledby="get_viewport_y"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_viewport_y</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_viewport_y</span><span class="p">()</span>
</code></pre></div></div><hr /> <h3 id="get_year"> <a href="#get_year" class="anchor-heading" aria-labelledby="get_year"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_year</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_year</span>
</code></pre></div></div><hr /> <h3 id="hero_select_win"> <a href="#hero_select_win" class="anchor-heading" aria-labelledby="hero_select_win"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>hero_select_win</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">hero_select_win</span><span class="p">(</span><span class="kt">int</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="inc_npc_level"> <a href="#inc_npc_level" class="anchor-heading" aria-labelledby="inc_npc_level"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>inc_npc_level</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">inc_npc_level</span><span class="p">(</span><span class="kt">int</span> <span class="n">party_member_pid</span><span class="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 sfalls <code class="highlighter-rouge">NPCAutoLevel</code> setting.</p><hr /> <h3 id="input_funcs_available"> <a href="#input_funcs_available" class="anchor-heading" aria-labelledby="input_funcs_available"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>input_funcs_available</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">input_funcs_available</span><span class="p">()</span>
</code></pre></div></div> <p>The input functions are only available if the user has the input hook turned on in <code class="highlighter-rouge">ddraw.ini</code>. Use <code class="highlighter-rouge">input_funcs_available</code> to check.</p><hr /> <h3 id="mark_movie_played"> <a href="#mark_movie_played" class="anchor-heading" aria-labelledby="mark_movie_played"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>mark_movie_played</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">mark_movie_played</span><span class="p">(</span><span class="kt">int</span> <span class="n">id</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="message_str_game"> <a href="#message_str_game" class="anchor-heading" aria-labelledby="message_str_game"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>message_str_game</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">string</span> <span class="n">message_str_game</span><span class="p">(</span><span class="kt">int</span> <span class="n">fileId</span><span class="p">,</span> <span class="kt">int</span> <span class="n">messageId</span><span class="p">)</span>
</code></pre></div></div> <p>Works exactly the same as message_str, except you get messages from files in <code class="highlighter-rouge">text/english/game</code> folder. Use <code class="highlighter-rouge">GAME_MSG_*</code> defines or <code class="highlighter-rouge">mstr_*</code> macros from <code class="highlighter-rouge">sfall.h</code> to use specific msg file</p> <ul> <li>Additional game msg files added by <code class="highlighter-rouge">ExtraGameMsgFileList</code> setting will have consecutive fileIds assigned beginning from 0x2000 to 0x2FFF. (e.g. if you set <code class="highlighter-rouge">ExtraGameMsgFileList=foo,bar</code> in <code class="highlighter-rouge">ddraw.ini</code>, <code class="highlighter-rouge">foo.msg</code> will be associated with 0x2000 and <code class="highlighter-rouge">bar.msg</code> with 0x2001.).</li> <li>If a file has a specific number assigned in <code class="highlighter-rouge">ExtraGameMsgFileList</code>, its fileId will be (0x2000 + assigned number). (e.g. with <code class="highlighter-rouge">ExtraGameMsgFileList=foo,bar:2,foobar</code> in <code class="highlighter-rouge">ddraw.ini</code>, <code class="highlighter-rouge">bar.msg</code> will be associated with 0x2002 and <code class="highlighter-rouge">foobar.msg</code> with 0x2003.)</li> </ul><hr /> <h3 id="mod_kill_counter"> <a href="#mod_kill_counter" class="anchor-heading" aria-labelledby="mod_kill_counter"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>mod_kill_counter</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">mod_kill_counter</span><span class="p">(</span><span class="kt">int</span> <span class="n">critterType</span><span class="p">,</span> <span class="kt">int</span> <span class="n">amount</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="nb_create_char"> <a href="#nb_create_char" class="anchor-heading" aria-labelledby="nb_create_char"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>nb_create_char</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">nb_create_char</span><span class="p">()</span>
</code></pre></div></div> <p><code class="highlighter-rouge">nb_*</code> functions are reserved for the brotherhood tactical training mod, and should be avoided.</p><hr /> <h3 id="resume_game"> <a href="#resume_game" class="anchor-heading" aria-labelledby="resume_game"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>resume_game</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">resume_game</span><span class="p">()</span>
</code></pre></div></div><hr /> <h3 id="set_base_hit_chance_mod"> <a href="#set_base_hit_chance_mod" class="anchor-heading" aria-labelledby="set_base_hit_chance_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_base_hit_chance_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_base_hit_chance_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_base_pickpocket_mod"> <a href="#set_base_pickpocket_mod" class="anchor-heading" aria-labelledby="set_base_pickpocket_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_base_pickpocket_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_base_pickpocket_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
</code></pre></div></div> <p>Changes maximum chance of success and chance mod for each steal attempt. <code class="highlighter-rouge">max</code> will replace 95% success chance cap (so you can set 100% maximum chance, for instance). <code class="highlighter-rouge">mod</code> will add this much percent to each success chance. for example if your chance is 50% and <code class="highlighter-rouge">mod</code> is 20, you will get 70% actual success rate</p><hr /> <h3 id="set_critter_hit_chance_mod"> <a href="#set_critter_hit_chance_mod" class="anchor-heading" aria-labelledby="set_critter_hit_chance_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_hit_chance_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_hit_chance_mod</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_critter_pickpocket_mod"> <a href="#set_critter_pickpocket_mod" class="anchor-heading" aria-labelledby="set_critter_pickpocket_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_pickpocket_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_pickpocket_mod</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
</code></pre></div></div> <p>The same as <code class="highlighter-rouge">set_base_pickpocket</code>, but applies only to specific critter.</p><hr /> <h3 id="set_df_model"> <a href="#set_df_model" class="anchor-heading" aria-labelledby="set_df_model"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_df_model</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_df_model</span><span class="p">(</span><span class="n">string</span> <span class="n">name</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_dm_model"> <a href="#set_dm_model" class="anchor-heading" aria-labelledby="set_dm_model"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_dm_model</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_dm_model</span><span class="p">(</span><span class="n">string</span> <span class="n">name</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_hit_chance_max"> <a href="#set_hit_chance_max" class="anchor-heading" aria-labelledby="set_hit_chance_max"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_hit_chance_max</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_hit_chance_max</span><span class="p">(</span><span class="kt">int</span> <span class="n">percentage</span><span class="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 /> <h3 id="set_hp_per_level_mod"> <a href="#set_hp_per_level_mod" class="anchor-heading" aria-labelledby="set_hp_per_level_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_hp_per_level_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_hp_per_level_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_inven_ap_cost"> <a href="#set_inven_ap_cost" class="anchor-heading" aria-labelledby="set_inven_ap_cost"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_inven_ap_cost</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_inven_ap_cost</span>
</code></pre></div></div><hr /> <h3 id="set_movie_path"> <a href="#set_movie_path" class="anchor-heading" aria-labelledby="set_movie_path"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_movie_path</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_movie_path</span><span class="p">(</span><span class="n">string</span> <span class="n">filename</span><span class="p">,</span> <span class="kt">int</span> <span class="n">movieid</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_pickpocket_max"> <a href="#set_pickpocket_max" class="anchor-heading" aria-labelledby="set_pickpocket_max"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_pickpocket_max</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_pickpocket_max</span><span class="p">(</span><span class="kt">int</span> <span class="n">percentage</span><span class="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 /> <h3 id="set_pipboy_available"> <a href="#set_pipboy_available" class="anchor-heading" aria-labelledby="set_pipboy_available"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_pipboy_available</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_pipboy_available</span><span class="p">(</span><span class="kt">int</span> <span class="n">available</span><span class="p">)</span>
</code></pre></div></div> <p>Will only accept 0 or 1 as an argument. Using any other value will cause the function to have no effect. Use 0 to disable the pipboy, and 1 to enable it.</p><hr /> <h3 id="set_proto_data"> <a href="#set_proto_data" class="anchor-heading" aria-labelledby="set_proto_data"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_proto_data</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_proto_data</span><span class="p">(</span><span class="kt">int</span> <span class="n">pid</span><span class="p">,</span> <span class="kt">int</span> <span class="n">offset</span><span class="p">,</span> <span class="kt">int</span> <span class="n">value</span><span class="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 /> <h3 id="set_unspent_ap_bonus"> <a href="#set_unspent_ap_bonus" class="anchor-heading" aria-labelledby="set_unspent_ap_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_unspent_ap_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_unspent_ap_bonus</span><span class="p">(</span><span class="kt">int</span> <span class="n">multiplier</span><span class="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 /> <h3 id="set_unspent_ap_perk_bonus"> <a href="#set_unspent_ap_perk_bonus" class="anchor-heading" aria-labelledby="set_unspent_ap_perk_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_unspent_ap_perk_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_unspent_ap_perk_bonus</span><span class="p">(</span><span class="kt">int</span> <span class="n">multiplier</span><span class="p">)</span>
</code></pre></div></div> <p>Similar to <code class="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 /> <h3 id="set_viewport_x"> <a href="#set_viewport_x" class="anchor-heading" aria-labelledby="set_viewport_x"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_viewport_x</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_viewport_x</span><span class="p">(</span><span class="kt">int</span> <span class="n">view_x</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_viewport_y"> <a href="#set_viewport_y" class="anchor-heading" aria-labelledby="set_viewport_y"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_viewport_y</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_viewport_y</span><span class="p">(</span><span class="kt">int</span> <span class="n">view_y</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="set_xp_mod"> <a href="#set_xp_mod" class="anchor-heading" aria-labelledby="set_xp_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_xp_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_xp_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">percentage</span><span class="p">)</span>
</code></pre></div></div><hr /> <h3 id="sneak_success"> <a href="#sneak_success" class="anchor-heading" aria-labelledby="sneak_success"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>sneak_success</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="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 <code class="highlighter-rouge">HOOK_WITHINPERCEPTION</code>).</p><hr /> <h3 id="stop_game"> <a href="#stop_game" class="anchor-heading" aria-labelledby="stop_game"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>stop_game</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">stop_game</span><span class="p">()</span>
</code></pre></div></div><hr /> <h3 id="toggle_active_hand"> <a href="#toggle_active_hand" class="anchor-heading" aria-labelledby="toggle_active_hand"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>toggle_active_hand</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">toggle_active_hand</span>
</code></pre></div></div><hr /> <h3 id="unwield_slot"> <a href="#unwield_slot" class="anchor-heading" aria-labelledby="unwield_slot"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>unwield_slot</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">sfall_func2</span><span class="p">(</span><span class="s">"unwield_slot"</span><span class="p">,</span> <span class="n">object</span> <span class="n">critter</span><span class="p">,</span> <span class="kt">int</span> <span class="n">slot</span><span class="p">)</span>
</code></pre></div></div> <p>unequips an item from the specified slot for a critter or the player can take off players 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 <code class="highlighter-rouge">INVEN_TYPE_*</code> in <code class="highlighter-rouge">define.h</code>)</p> </div> </div> <div class="search-overlay"></div> </div> </body> </html>