Changed the numbering of args in hookscripts.txt (#345)

* because arg numbers are 0-indexed for related functions.
This commit is contained in:
NovaRain
2020-11-16 09:17:19 +08:00
parent 1508d88a5e
commit 4f7937314f
+137 -136
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@@ -80,16 +80,16 @@ HOOK_TOHIT (hs_tohit.int)
Runs when Fallout is calculating the chances of an attack striking a target
Runs after the hit chance is fully calculated normally, including applying the 95% cap
int arg1 - The hit chance (capped)
critter arg2 - The attacker
critter arg3 - The target of the attack
int arg4 - The targeted bodypart
int arg5 - Source tile (may differ from attacker's tile, when AI is considering potential fire position)
int arg6 - Attack Type (one of ATKTYPE_*)
int arg7 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target
int arg8 - The raw hit chance before applying the cap
int arg0 - The hit chance (capped)
critter arg1 - The attacker
critter arg2 - The target of the attack
int arg3 - The targeted bodypart
int arg4 - Source tile (may differ from attacker's tile, when AI is considering potential fire position)
int arg5 - Attack Type (one of ATKTYPE_*)
int arg6 - Ranged flag. 1 means the hit chance is calculated by taking into account the bonuses/penalties of the distance to the target
int arg7 - The raw hit chance before applying the cap
int ret1 - the new hit chance
int ret0 - the new hit chance
-------------------------------------------
@@ -97,15 +97,15 @@ HOOK_AFTERHITROLL (hs_afterhitroll.int)
Runs after Fallout has decided if an attack will hit or miss
int arg1 - If the attack will hit. (0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit)
critter arg2 - The attacker
critter arg3 - The target of the attack
int arg4 - The bodypart
int arg5 - The hit chance
int arg0 - If the attack will hit. (0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit)
critter arg1 - The attacker
critter arg2 - The target of the attack
int arg3 - The bodypart
int arg4 - The hit chance
int ret1 - Override the hit/miss
int ret2 - Override the targeted bodypart
critter ret3 - Override the target of the attack
int ret0 - Override the hit/miss
int ret1 - Override the targeted bodypart
critter ret2 - Override the target of the attack
-------------------------------------------
@@ -115,12 +115,12 @@ Runs whenever Fallout is calculating the AP cost of using the weapon (or unarmed
Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the AP cost of whatever is in the player's hands at the time the wrong AP cost will be shown. It will be fixed the next time the interface is redrawn.
You can get the weapon object by checking item slot based on attack type (ATKTYPE_LWEP1, ATKTYPE_LWEP2, etc) and then calling critter_inven_obj().
critter arg1 - The critter performing the action
int arg2 - Attack Type (see ATKTYPE_* constants)
int arg3 - Is aimed attack (1 or 0)
int arg4 - The normal AP cost
critter arg0 - The critter performing the action
int arg1 - Attack Type (see ATKTYPE_* constants)
int arg2 - Is aimed attack (1 or 0)
int arg3 - The normal AP cost
int ret1 - The new AP cost
int ret0 - The new AP cost
-------------------------------------------
@@ -129,13 +129,13 @@ HOOK_DEATHANIM1 (hs_deathanim1.int)
Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees
Does not run for critters in the knockdown/out state.
int arg1 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
critter arg2 - The attacker
critter arg3 - The target
int arg4 - The amount of damage
int arg5 - Unused, always -1. Use this if you are using the same procedure for HOOK_DEATHANIM1 and HOOK_DEATHANIM2 (since sfall 4.1/3.8.24)
int arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
critter arg1 - The attacker
critter arg2 - The target
int arg3 - The amount of damage
int arg4 - Unused, always -1. Use this if you are using the same procedure for HOOK_DEATHANIM1 and HOOK_DEATHANIM2 (since sfall 4.1/3.8.24)
int ret1 - The pid of an object to override the attacking weapon with
int ret0 - The pid of an object to override the attacking weapon with
-------------------------------------------
@@ -145,13 +145,13 @@ Runs after Fallout has calculated the death animation. Lets you set your own cus
When using critter_dmg function, this script will also run. In that case weapon pid will be -1 and attacker will point to an object with obj_art_fid == 0x20001F5.
Does not run for critters in the knockdown/out state.
item arg1 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
critter arg2 - The attacker
critter arg3 - The target
int arg4 - The amount of damage
int arg5 - The death anim id calculated by Fallout
item arg0 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
critter arg1 - The attacker
critter arg2 - The target
int arg3 - The amount of damage
int arg4 - The death anim id calculated by Fallout
int ret1 - The death anim id to override with
int ret0 - The death anim id to override with
-------------------------------------------
@@ -162,25 +162,25 @@ Runs when:
2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies.
Does not run for misses, or non-combat damage like dynamite explosions.
critter arg1 - The target
critter arg2 - The attacker
int arg3 - The amount of damage to the target
int arg4 - The amount of damage to the attacker
int arg5 - The special effect flags for the target (use bwand DAM_* to check specific flags)
int arg6 - The special effect flags for the attacker (use bwand DAM_* to check specific flags)
int arg7 - The weapon used in the attack
int arg8 - The bodypart that was struck
int arg9 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
int arg10 - Number of bullets actually hit the target (1 for melee attacks)
int arg11 - The amount of knockback to the target
int arg12 - Attack Type (see ATKTYPE_* constants)
mixed arg13 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
critter arg0 - The target
critter arg1 - The attacker
int arg2 - The amount of damage to the target
int arg3 - The amount of damage to the attacker
int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags)
int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags)
int arg6 - The weapon used in the attack
int arg7 - The bodypart that was struck
int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
int arg9 - Number of bullets actually hit the target (1 for melee attacks)
int arg10 - The amount of knockback to the target
int arg11 - Attack Type (see ATKTYPE_* constants)
mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
int ret1 - The damage to the target
int ret2 - The damage to the attacker
int ret3 - The special effect flags for the target
int ret4 - The special effect flags for the attacker
int ret5 - The amount of knockback to the target
int ret0 - The damage to the target
int ret1 - The damage to the attacker
int ret2 - The special effect flags for the target
int ret3 - The special effect flags for the attacker
int ret4 - The amount of knockback to the target
-------------------------------------------
@@ -188,7 +188,7 @@ HOOK_ONDEATH (hs_ondeath.int)
Runs immediately after a critter dies for any reason. No return values; this is just a convenience for when you need to do something after death for a large number of different critters and don't want to have to script each and every one of them.
Critter arg1 - The critter that just died
Critter arg0 - The critter that just died
-------------------------------------------
@@ -206,16 +206,16 @@ NOTE: The engine can choose targets by the following criteria:
3) The enemy that attacked an NPC from the same team as the attacker.
4) The enemy that is attacked by an NPC from the same team as the attacker.
critter arg1 - The attacker
critter arg0 - The attacker
critter arg1 - A possible target
critter arg2 - A possible target
critter arg3 - A possible target
critter arg4 - A possible target
critter arg5 - A possible target
critter ret1 - The first choice of target
critter ret2 - The second choice of target
critter ret3 - The third choice of target
critter ret4 - The fourth choice of target
critter ret0 - The first choice of target
critter ret1 - The second choice of target
critter ret2 - The third choice of target
critter ret3 - The fourth choice of target
-------------------------------------------
@@ -229,11 +229,11 @@ Runs when:
This is fired before the object is used, and the relevant use_obj_on script procedures are run. You can disable default item behavior.
NOTE: you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1.
Critter arg1 - The target
Critter arg2 - The user
int arg3 - The object used
Critter arg0 - The target
Critter arg1 - The user
int arg2 - The object used
int ret1 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler)
int ret0 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler)
-------------------------------------------
@@ -246,10 +246,10 @@ Runs when:
This is fired before the object is used, and the relevant use_obj script procedures are run. You can disable default item behavior.
NOTE: you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1.
Critter arg1 - The user
int arg2 - The object used
Critter arg0 - The user
int arg1 - The object used
int ret1 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler)
int ret0 - overrides hard-coded handler and selects what should happen with the item (0 - place it back, 1 - remove it, -1 - use engine handler)
-------------------------------------------
@@ -257,11 +257,11 @@ HOOK_REMOVEINVENOBJ (hs_removeinvenobj.int)
Runs when an object is removed from a container or critter's inventory for any reason
Obj arg1 - the owner that the object is being removed from
item arg2 - the item that is being removed
int arg3 - the number of items to remove
int arg4 - The reason the object is being removed (see RMOBJ_* constants)
Obj arg5 - The destination object when the item is moved to another object, 0 otherwise
Obj arg0 - the owner that the object is being removed from
item arg1 - the item that is being removed
int arg2 - the number of items to remove
int arg3 - The reason the object is being removed (see RMOBJ_* constants)
Obj arg4 - The destination object when the item is moved to another object, 0 otherwise
-------------------------------------------
@@ -270,19 +270,19 @@ HOOK_BARTERPRICE (hs_barterprice.int)
Runs whenever the value of goods being purchased is calculated
NOTE: the hook is executed twice when entering the barter screen or after transaction: the first time is for the player and the second time is for NPC
critter arg1 - the critter doing the bartering (either dude_obj or inven_dude)
critter arg2 - the critter being bartered with
int arg3 - the default value of the goods
critter arg4 - table of requested goods (being bought from NPC)
int arg5 - the amount of actual caps in the barter stack (as opposed to goods)
int arg6 - the value of all goods being traded before skill modifications
critter arg7 - table of offered goods (being sold to NPC)
int arg8 - the total cost of the goods offered by the player
int arg9 - 1 if the "offers" button was pressed (not for a party member), 0 otherwise
int arg10 - 1 if trading with a party member, 0 otherwise
critter arg0 - the critter doing the bartering (either dude_obj or inven_dude)
critter arg1 - the critter being bartered with
int arg2 - the default value of the goods
critter arg3 - table of requested goods (being bought from NPC)
int arg4 - the amount of actual caps in the barter stack (as opposed to goods)
int arg5 - the value of all goods being traded before skill modifications
critter arg6 - table of offered goods (being sold to NPC)
int arg7 - the total cost of the goods offered by the player
int arg8 - 1 if the "offers" button was pressed (not for a party member), 0 otherwise
int arg9 - 1 if trading with a party member, 0 otherwise
int ret1 - the modified value of all of the goods (pass -1 if you just want to modify offered goods)
int ret2 - the modified value of all offered goods
int ret0 - the modified value of all of the goods (pass -1 if you just want to modify offered goods)
int ret1 - the modified value of all offered goods
-------------------------------------------
@@ -290,11 +290,11 @@ HOOK_MOVECOST (hs_movecost.int)
Runs when calculating the AP cost of movement
Critter arg1 - the critter doing the moving
int arg2 - the number of hexes being moved
int arg3 - the original AP cost
Critter arg0 - the critter doing the moving
int arg1 - the number of hexes being moved
int arg2 - the original AP cost
int ret1 - the new AP cost
int ret0 - the new AP cost
-------------------------------------------
@@ -311,12 +311,12 @@ For this reason, they may be removed in future versions.
If you want to check if some tile or path is blocked, use functions: obj_blocking_tile, obj_blocking_line, path_find_to.
If you want script to be called every time NPC moves by hex in combat, use hs_movecost hook.
Critter arg1 - the critter doing the moving
int arg2 - the tile number being checked
int arg3 - the elevation being checked
int arg4 - 1 if the hex would normally be blocking
Critter arg0 - the critter doing the moving
int arg1 - the tile number being checked
int arg2 - the elevation being checked
int arg3 - 1 if the hex would normally be blocking
object* ret1 - 0 if the hex doesn't block, or any sort of object pointer if it does
object* ret0 - 0 if the hex doesn't block, or any sort of object pointer if it does
-------------------------------------------
@@ -324,15 +324,15 @@ HOOK_ITEMDAMAGE (hs_itemdamage.int)
Runs when retrieving the damage rating of the player's used weapon. (Which may be their fists.)
int arg1 - The default min damage
int arg2 - The default max damage
Item arg3 - The weapon used. (0 if unarmed)
Critter arg4 - The critter doing the attacking
int arg5 - The type of attack
int arg6 - non-zero if this is an attack using a melee weapon
int arg0 - The default min damage
int arg1 - The default max damage
Item arg2 - The weapon used. (0 if unarmed)
Critter arg3 - The critter doing the attacking
int arg4 - The type of attack
int arg5 - non-zero if this is an attack using a melee weapon
int ret1 - Either the damage to be used, if ret2 isn't given, or the new minimum damage if it is
int ret2 - The new maximum damage
int ret0 - Either the damage to be used, if ret2 isn't given, or the new minimum damage if it is
int ret1 - The new maximum damage
-------------------------------------------
@@ -342,12 +342,12 @@ Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how mu
By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations.
To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg4), set Misc.CheckWeaponAmmoCost=1 in ddraw.ini
Item arg1 - weapon
int arg2 - Number of bullets in burst (1 for single shots)
int arg3 - Ammo cost calculated by original function (this is basically 2 for Super Cattle Prod and Mega Power Fist)
int arg4 - Type of hook (0 - when subtracting ammo after single shot attack, 1 - when checking for "out of ammo" before attack, 2 - when calculating number of burst rounds, 3 - when subtracting ammo after burst attack)
Item arg0 - weapon
int arg1 - Number of bullets in burst (1 for single shots)
int arg2 - Ammo cost calculated by original function (this is basically 2 for Super Cattle Prod and Mega Power Fist)
int arg3 - Type of hook (0 - when subtracting ammo after single shot attack, 1 - when checking for "out of ammo" before attack, 2 - when calculating number of burst rounds, 3 - when subtracting ammo after burst attack)
int ret1 - new ammo cost value (set to 0 for unlimited ammo)
int ret0 - new ammo cost value (set to 0 for unlimited ammo)
-------------------------------------------
@@ -358,11 +358,11 @@ DX codes: (see dik.h header)
VK codes: http://msdn.microsoft.com/en-us/library/windows/desktop/dd375731%28v=vs.85%29.aspx
NOTE: if you want to override a key, the new key DX scancode should be the same for both pressed and released events.
int arg1 - event type: 1 - pressed, 0 - released
int arg2 - key DX scancode
int arg3 - key VK code (very similar to ASCII codes)
int arg0 - event type: 1 - pressed, 0 - released
int arg1 - key DX scancode
int arg2 - key VK code (very similar to ASCII codes)
int ret1 - overrides the pressed key (a new key DX scancode or 0 for no override)
int ret0 - overrides the pressed key (a new key DX scancode or 0 for no override)
-------------------------------------------
@@ -370,8 +370,8 @@ HOOK_MOUSECLICK (hs_mouseclick.int)
Runs once every time when a mouse button was pressed or release.
int arg1 - event type: 1 - pressed, 0 - released
int arg2 - button number (0 - left, 1 - right, up to 7)
int arg0 - event type: 1 - pressed, 0 - released
int arg1 - button number (0 - left, 1 - right, up to 7)
-------------------------------------------
@@ -383,12 +383,12 @@ This is fired before the default handlers are called, which you can override. In
Suggested use - override first aid/doctor skills to buff/nerf them, override steal skill to disallow observing NPCs inventories in some cases.
Doesn't seem to run when lock picking.
Critter arg1 - The user critter
Obj arg2 - The target object
int arg3 - skill being used
int arg4 - skill bonus from items such as first aid kits
Critter arg0 - The user critter
Obj arg1 - The target object
int arg2 - skill being used
int arg3 - skill bonus from items such as first aid kits
int ret1 - overrides hard-coded handler (-1 - use engine handler, any other value - override)
int ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override)
-------------------------------------------
@@ -399,12 +399,12 @@ Runs when checking an attempt to steal or plant an item in other inventory using
This is fired before the default handlers are called, which you can override. In this case you MUST provide message of the result to player ("You steal the %s", "You are caught planting the %s", etc.).
Example message (vanilla behavior): display_msg(sprintf(mstr_skill(570 + (isSuccess != false) + arg4*2), obj_name(arg3)));
Critter arg1 - Thief
Obj arg2 - The target
Item arg3 - Item being stolen/planted
int arg4 - 0 when stealing, 1 when planting
Critter arg0 - Thief
Obj arg1 - The target
Item arg2 - Item being stolen/planted
int arg3 - 0 when stealing, 1 when planting
int ret1 - overrides hard-coded handler (1 - force success, 0 - force fail, -1 - use engine handler)
int ret0 - overrides hard-coded handler (1 - force success, 0 - force fail, -1 - use engine handler)
-------------------------------------------
@@ -416,15 +416,16 @@ NOTE: obj_can_see_obj calls this first when deciding if critter can possibly see
This is fired after the default calculation is made.
Critter arg1 - Watcher object
Obj arg2 - Target object
int arg3 - Result of vanilla function: 1 - within perception range, 0 - otherwise
int arg4 - Type of hook:
Critter arg0 - Watcher object
Obj arg1 - Target object
int arg2 - Result of vanilla function: 1 - within perception range, 0 - otherwise
int arg3 - Type of hook:
1 - when being called from obj_can_see_obj script function
2 - when being called from obj_can_hear_obj script function (need to set ObjCanHearObjFix=1 in ddraw.ini)
3 - when AI determines whether it sees a potential target when selecting attack targets
0 - all other cases
int ret1 - overrides the returned result of the function: 0 - not in range (can't see), 1 - in range (will see if not blocked), 2 - forced detection (will see regardless, only used in obj_can_see_obj scripting function which is called by every critter in the game)
int ret0 - overrides the returned result of the function: 0 - not in range (can't see), 1 - in range (will see if not blocked), 2 - forced detection (will see regardless, only used in obj_can_see_obj scripting function which is called by every critter in the game)
-------------------------------------------
@@ -438,11 +439,11 @@ What you can do:
- add AP costs for all inventory movement including reloading
- apply or remove some special scripted effects depending on PC's armor
int arg1 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground, 7 - picking up item, 8 - dropping item on the character portrait)
Item arg2 - Item being moved
Item arg3 - Item being replaced, weapon being reloaded, or container being filled (can be 0)
int arg0 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground, 7 - picking up item, 8 - dropping item on the character portrait)
Item arg1 - Item being moved
Item arg2 - Item being replaced, weapon being reloaded, or container being filled (can be 0)
int ret1 - Override setting (-1 - use engine handler, any other value - prevent relocation of item/reloading weapon/picking up item)
int ret0 - Override setting (-1 - use engine handler, any other value - prevent relocation of item/reloading weapon/picking up item)
-------------------------------------------
@@ -453,10 +454,10 @@ An example usage would be to change critter art depending on armor being used or
NOTE: when replacing a previously wielded armor or weapon, the unwielding hook will not be executed.
If you need to rely on this, try checking if armor/weapon is already equipped when wielding hook is executed.
Critter arg1 - critter
Obj arg2 - item being wielded or unwielded (weapon/armor)
int arg3 - slot (INVEN_TYPE_*)
int arg4 - 1 when wielding, 0 when unwielding
int arg5 - 1 when removing an equipped item from inventory, 0 otherwise
Critter arg0 - critter
Obj arg1 - item being wielded or unwielded (weapon/armor)
int arg2 - slot (INVEN_TYPE_*)
int arg3 - 1 when wielding, 0 when unwielding
int arg4 - 1 when removing an equipped item from inventory, 0 otherwise
int ret1 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - NOT RECOMMENDED
int ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - NOT RECOMMENDED