diff --git a/assets/js/search-data.json b/assets/js/search-data.json index 6822fd57..ff4d9eeb 100644 --- a/assets/js/search-data.json +++ b/assets/js/search-data.json @@ -183,7 +183,7 @@ },"26": { "doc": "Combat", "title": "Functions", - "content": ". | attack_is_aimed | block_combat | combat_data | disable_aimed_shots | force_aimed_shots | get_attack_type | get_bodypart_hit_modifier | get_combat_free_move | get_critical_table | get_critter_current_ap | get_last_attacker | get_last_target | reset_critical_table | set_bodypart_hit_modifier | set_combat_free_move | set_critical_table | set_critter_burst_disable | set_critter_current_ap | set_spray_settings | . attack_is_aimed . sfall.h . bool attack_is_aimed() . Returns 1 if the aimed attack mode is selected, 0 otherwise. block_combat . void block_combat(bool value) . Deny the player to enter combat mode. combat_data . mixed combat_data . | returns a pointer to the C_ATTACK_* data for the current combat attack process (see defined constants in define_extra.h) | can be used in conjunction with the get_object_data and set_object_data functions example: sfall_func3(\"set_object_data\", sfall_func0(\"combat_data\"), C_ATTACK_UNUSED, 255); | . disable_aimed_shots . void disable_aimed_shots(int pid) . Allows overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) stops a weapon from making aimed shots even if it normally coulld. Affects player and NPCs alike. The list of edited weapons is not saved over game loads, so you need to call the function once at each reload. Use a pid of 0 to represent unarmed. force_aimed_shots . void force_aimed_shots(int pid) . Allows overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) Will allow a weapon to make aimed shots even if it normally couldn’t. Affects player and NPCs alike. Does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the function once at each reload. Use a pid of 0 to represent unarmed. get_attack_type . int get_attack_type . get_bodypart_hit_modifier . int get_bodypart_hit_modifier(int bodypart) . Gets the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id’s are from 0 to 8. get_combat_free_move . sfall.h . int get_combat_free_move() . Returns available “bonus move” points of the current critter’s turn. For NPCs, this is always 0 unless changed by set_combat_free_move . get_critical_table . int get_critical_table(int crittertype, int bodypart, int level, int valuetype) . Gets current critical table. For details see critical hit tables. Requires OverrideCriticalTable to be enabled in ddraw.ini (already enabled by default). get_critter_current_ap . int get_critter_current_ap(CritterPtr) . Should only be used during the target critters turn while in combat. Calling it outside of combat typically returns the critters max ap, but don’t rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.) . get_last_attacker . ObjectPtr get_last_attacker(ObjectPtr critter) . Will return the last critter to deliberately launch an attack against the argument critter. If a critter has not launched/received an attack, it will return 0. Outside of combat always returns 0. get_last_target . ObjectPtr get_last_target(ObjectPtr critter) . Will return the last critter to be deliberately attacked. Outside of combat always returns 0. reset_critical_table . void reset_critical_table(int crittertype, int bodypart, int level, int valuetype) . Resets the critical table to default (or to the contents of CriticalOverrides.ini, if it exists). For details see ‘http://falloutmods.wikia.com/wiki/Critical_hit_tables’. Requires OverrideCriticalTable to be set to 1 in ddraw.ini. (Disabled by default, because it noticably increases loading times.) . set_bodypart_hit_modifier . void set_bodypart_hit_modifier(int bodypart, int value) . Alters the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id’s are from 0 to 8. Changes are not saved, and will reset to the defaults (or to the values specified in ddraw.ini if they exist) at each reload. set_combat_free_move . sfall.h . void set_combat_free_move(int value) . Allows changing “bonus move” points (yellow lights on the interface bar) that can only be used for movement, not attacking . | Can be called from HOOK_COMBATTURN at the start of the turn (will not work on dude_obj) | Can be called from HOOK_STDPROCEDURE with combat_proc event (will work on both NPCs and dude_obj) | . set_critical_table . void set_critical_table(int crittertype, int bodypart, int level, int valuetype, int value) . Used for modifying the critical table. For details see critical hit tables. Changes are not saved, and will reset to the defaults (or to the contents of CriticalOverrides.ini, if it exists) at each game reload. Requires OverrideCriticalTable to be enabled in ddraw.ini (already enabled by default). set_critter_burst_disable . void set_critter_burst_disable(int critter, int disable) . set_critter_current_ap . void set_critter_current_ap(CritterPtr, int ap) . Should only be used during the target critters turn while in combat. set_spray_settings . sfall.h . void set_spray_settings(int centerMult, int centerDiv, int targetMult, int targetDiv) . Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (ComputeSpray_* settings in ddraw.ini) after each attack action . | Should be called before the calculation of the bullet distribution (e.g. in HOOK_TOHIT or HOOK_AMMOCOST) | centerDiv/targetDiv: the minimum value of divisor is 1 | centerMult/targetMult: multiplier values are capped at divisor values | NOTE: refer to the description of ComputeSpray_* settings in ddraw.ini for details of the bullet distribution of burst attacks | . ", + "content": ". | attack_is_aimed | block_combat | combat_data | disable_aimed_shots | force_aimed_shots | get_attack_type | get_bodypart_hit_modifier | get_combat_free_move | get_critical_table | get_critter_current_ap | get_last_attacker | get_last_target | reset_critical_table | set_bodypart_hit_modifier | set_combat_free_move | set_critical_table | set_critter_burst_disable | set_critter_current_ap | set_spray_settings | . attack_is_aimed . sfall.h . bool attack_is_aimed() . Returns 1 if the aimed attack mode is selected, 0 otherwise. block_combat . void block_combat(bool value) . Deny the player to enter combat mode. combat_data . mixed combat_data . | returns a pointer to the C_ATTACK_* data for the current combat attack process (see defined constants in define_extra.h) | can be used in conjunction with the get_object_data and set_object_data functions example: sfall_func3(\"set_object_data\", sfall_func0(\"combat_data\"), C_ATTACK_UNUSED, 255); | . disable_aimed_shots . void disable_aimed_shots(int pid) . Allows overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) stops a weapon from making aimed shots even if it normally coulld. Affects player and NPCs alike. The list of edited weapons is not saved over game loads, so you need to call the function once at each reload. Use a pid of 0 to represent unarmed. force_aimed_shots . void force_aimed_shots(int pid) . Allows overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) Will allow a weapon to make aimed shots even if it normally couldn’t. Affects player and NPCs alike. Does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the function once at each reload. Use a pid of 0 to represent unarmed. get_attack_type . int get_attack_type . get_bodypart_hit_modifier . int get_bodypart_hit_modifier(int bodypart) . Gets the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id’s are from 0 to 8. get_combat_free_move . sfall.h . int get_combat_free_move() . Returns available “bonus move” points of the current critter’s turn. For NPCs, this is always 0 unless changed by set_combat_free_move . get_critical_table . int get_critical_table(int crittertype, int bodypart, int level, int valuetype) . Gets current critical table. For details see critical hit tables. Requires OverrideCriticalTable to be enabled in ddraw.ini (already enabled by default). get_critter_current_ap . int get_critter_current_ap(CritterPtr) . Should only be used during the target critters turn while in combat. Calling it outside of combat typically returns the critters max ap, but don’t rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base ap ignoring any extra bonuses from perks etc.) . get_last_attacker . ObjectPtr get_last_attacker(ObjectPtr critter) . Will return the last critter to deliberately launch an attack against the argument critter. If a critter has not launched/received an attack, it will return 0. Outside of combat always returns 0. get_last_target . ObjectPtr get_last_target(ObjectPtr critter) . Will return the last critter to be deliberately attacked. Outside of combat always returns 0. reset_critical_table . void reset_critical_table(int crittertype, int bodypart, int level, int valuetype) . Resets the critical table to default (or to the contents of CriticalOverrides.ini, if it exists). For details see ‘http://falloutmods.wikia.com/wiki/Critical_hit_tables’. Requires OverrideCriticalTable to be set to 1 in ddraw.ini. (Disabled by default, because it noticably increases loading times.) . set_bodypart_hit_modifier . void set_bodypart_hit_modifier(int bodypart, int value) . Alters the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id’s are from 0 to 8. Changes are not saved, and will reset to the defaults (or to the values specified in ddraw.ini if they exist) at each reload. set_combat_free_move . sfall.h . void set_combat_free_move(int value) . Allows changing “bonus move” points (yellow lights on the interface bar) that can only be used for movement, not attacking . | Can be called from HOOK_COMBATTURN at the start of the turn (will not work on dude_obj) | Can be called from HOOK_STDPROCEDURE with combat_proc event (will work on both NPCs and dude_obj) | . set_critical_table . void set_critical_table(int crittertype, int bodypart, int level, int valuetype, int value) . Used for modifying the critical table. For details see critical hit tables. Changes are not saved, and will reset to the defaults (or to the contents of CriticalOverrides.ini, if it exists) at each game reload. Requires OverrideCriticalTable to be enabled in ddraw.ini (already enabled by default). set_critter_burst_disable . void set_critter_burst_disable(int critter, int disable) . set_critter_current_ap . void set_critter_current_ap(CritterPtr, int ap) . Should only be used during the target critters turn while in combat. set_spray_settings . sfall.h . void set_spray_settings(int centerMult, int centerDiv, int targetMult, int targetDiv) . Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (i.e. ComputeSpray_* settings in ddraw.ini) after each attack action . | Should be called before the calculation of the bullet distribution (e.g. in HOOK_TOHIT or HOOK_AMMOCOST) | centerDiv/targetDiv: the minimum value of divisor is 1 | centerMult/targetMult: multiplier values are capped at divisor values | NOTE: refer to the description of ComputeSpray_* settings in ddraw.ini for details of the bullet distribution of burst attacks | . ", "url": "/sfall/combat/#functions", "relUrl": "/combat/#functions" @@ -897,7 +897,7 @@ },"128": { "doc": "Other", "title": "Functions", - "content": ". | active_hand | add_g_timer_event | create_message_window | create_spatial | game_loaded | gdialog_get_barter_mod | get_game_mode | get_inven_ap_cost | get_kill_counter | get_light_level | get_npc_level | get_proto_data | get_unspent_ap_bonus | get_unspent_ap_perk_bonus | get_uptime | get_viewport_x | get_viewport_y | get_year | hero_select_win | inc_npc_level | input_funcs_available | mark_movie_played | message_str_game | mod_kill_counter | nb_create_char | resume_game | set_base_hit_chance_mod | set_base_pickpocket_mod | set_critter_hit_chance_mod | set_critter_pickpocket_mod | set_df_model | set_dm_model | set_hit_chance_max | set_hp_per_level_mod | set_inven_ap_cost | set_movie_path | set_pickpocket_max | set_pipboy_available | set_proto_data | set_unspent_ap_bonus | set_unspent_ap_perk_bonus | set_viewport_x | set_viewport_y | set_xp_mod | signal_close_game | sneak_success | stop_game | toggle_active_hand | unwield_slot | . active_hand . int active_hand . add_g_timer_event . sfall.h . void add_g_timer_event(int time, int fixedParam) . Adds a timer event that calls the timed_event_p_proc procedure in the current global script time: the number of ticks after which the event timer is triggered fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function . create_message_window . void create_message_window(string message) . create_spatial . ObjectPtr create_spatial(int scriptID, int tile, int elevation, int radius) . Creates new spatial script with given SID, at given tile, and radius. game_loaded . int game_loaded() . 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 set_global_script_repeat, but it can be called from normal scripts too. gdialog_get_barter_mod . int gdialog_get_barter_mod . get_game_mode . int get_game_mode() . 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 set_shader_mode function. get_inven_ap_cost . int get_inven_ap_cost . Returns the current AP cost to access the inventory in combat . get_kill_counter . int get_kill_counter(int critterType) . get_light_level . int get_light_level() . Returns ambient light level in range 0..65536. The value returned by get_light_level may not exactly match that set by set_light_level, as set_light_level applies modifiers from the Night Vision perk. get_npc_level . int get_npc_level(string npc) . get_proto_data . int get_proto_data(int pid, int offset) . 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. get_unspent_ap_bonus . int get_unspent_ap_bonus() . 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.) . get_unspent_ap_perk_bonus . int get_unspent_ap_perk_bonus() . Similar to get_unspent_ap_bonus, 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. get_uptime . int get_uptime() . 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. get_viewport_x . int get_viewport_x() . get_viewport_y . int get_viewport_y() . get_year . int get_year . hero_select_win . void hero_select_win(int) . inc_npc_level . void inc_npc_level(int party_member_pid) . 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 NPCAutoLevel setting. input_funcs_available . int input_funcs_available() . The input functions are only available if the user has the input hook turned on in ddraw.ini. Use input_funcs_available to check. mark_movie_played . void mark_movie_played(int id) . message_str_game . string message_str_game(int fileId, int messageId) . Works exactly the same as message_str, except you get messages from files in text/english/game folder. Use GAME_MSG_* defines or mstr_* macros from sfall.h to use specific msg file . | Additional game msg files added by ExtraGameMsgFileList setting will have consecutive fileIds assigned beginning from 0x2000 to 0x2FFF. (e.g. if you set ExtraGameMsgFileList=foo,bar in ddraw.ini, foo.msg will be associated with 0x2000 and bar.msg with 0x2001.). | If a file has a specific number assigned in ExtraGameMsgFileList, its fileId will be (0x2000 + assigned number). (e.g. with ExtraGameMsgFileList=foo,bar:2,foobar in ddraw.ini, bar.msg will be associated with 0x2002 and foobar.msg with 0x2003.) | . mod_kill_counter . void mod_kill_counter(int critterType, int amount) . nb_create_char . int nb_create_char() . nb_* functions are reserved for the brotherhood tactical training mod, and should be avoided. Not implemented, always returns 0. resume_game . void resume_game() . set_base_hit_chance_mod . void set_base_hit_chance_mod(int max, int mod) . set_base_pickpocket_mod . void set_base_pickpocket_mod(int max, int mod) . Changes maximum chance of success and chance mod for each steal attempt. max will replace 95% success chance cap (so you can set 100% maximum chance, for instance). mod will add this much percent to each success chance. for example if your chance is 50% and mod is 20, you will get 70% actual success rate . set_critter_hit_chance_mod . void set_critter_hit_chance_mod(CritterPtr, int max, int mod) . set_critter_pickpocket_mod . void set_critter_pickpocket_mod(CritterPtr, int max, int mod) . The same as set_base_pickpocket, but applies only to specific critter. set_df_model . void set_df_model(string name) . set_dm_model . void set_dm_model(string name) . set_hit_chance_max . void set_hit_chance_max(int percentage) . Effects all critters rather than just the player and can set the maximum in range from 0 to 999. set_hp_per_level_mod . void set_hp_per_level_mod(int mod) . set_inven_ap_cost . void set_inven_ap_cost(int cost) . set_movie_path . void set_movie_path(string filename, int movieid) . set_pickpocket_max . void set_pickpocket_max(int percentage) . Effects all critters rather than just the player and can set the maximum in range from 0 to 999. set_pipboy_available . void set_pipboy_available(int available) . 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 VSUIT_MOVIE movie as “played”). set_proto_data . void set_proto_data(int pid, int offset, int value) . 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. set_unspent_ap_bonus . void set_unspent_ap_bonus(int multiplier) . 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.) . set_unspent_ap_perk_bonus . void set_unspent_ap_perk_bonus(int multiplier) . Similar to set_unspent_ap_bonus, 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. set_viewport_x . void set_viewport_x(int view_x) . set_viewport_y . void set_viewport_y(int view_y) . set_xp_mod . void set_xp_mod(int percentage) . signal_close_game . sfall.h . void signal_close_game . Works in a similar way to vanilla function: metarule(METARULE_SIGNAL_END_GAME, 0), but it will then close the game instead of only returning the player to the main menu . sneak_success . int sneak_success . 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 HOOK_WITHINPERCEPTION). stop_game . void stop_game() . toggle_active_hand . void toggle_active_hand . unwield_slot . void sfall_func2(\"unwield_slot\", object critter, int slot) . 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 INVEN_TYPE_* in define.h) . ", + "content": ". | active_hand | add_g_timer_event | create_message_window | create_spatial | game_loaded | gdialog_get_barter_mod | get_game_mode | get_inven_ap_cost | get_kill_counter | get_light_level | get_npc_level | get_proto_data | get_unspent_ap_bonus | get_unspent_ap_perk_bonus | get_uptime | get_viewport_x | get_viewport_y | get_year | hero_select_win | inc_npc_level | input_funcs_available | mark_movie_played | message_str_game | mod_kill_counter | nb_create_char | resume_game | set_base_hit_chance_mod | set_base_pickpocket_mod | set_critter_hit_chance_mod | set_critter_pickpocket_mod | set_df_model | set_dm_model | set_hit_chance_max | set_hp_per_level_mod | set_inven_ap_cost | set_movie_path | set_pickpocket_max | set_pipboy_available | set_proto_data | set_unspent_ap_bonus | set_unspent_ap_perk_bonus | set_viewport_x | set_viewport_y | set_xp_mod | signal_close_game | sneak_success | stop_game | toggle_active_hand | unwield_slot | . active_hand . int active_hand . add_g_timer_event . sfall.h . void add_g_timer_event(int time, int fixedParam) . Adds a timer event that calls the timed_event_p_proc procedure in the current global script time: the number of ticks after which the event timer is triggered fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function . create_message_window . void create_message_window(string message) . create_spatial . ObjectPtr create_spatial(int scriptID, int tile, int elevation, int radius) . Creates new spatial script with given SID, at given tile, and radius. game_loaded . int game_loaded() . 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 set_global_script_repeat, but it can be called from normal scripts too. gdialog_get_barter_mod . int gdialog_get_barter_mod . get_game_mode . int get_game_mode() . 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 set_shader_mode function. get_inven_ap_cost . int get_inven_ap_cost . Returns the current AP cost to access the inventory in combat . get_kill_counter . int get_kill_counter(int critterType) . get_light_level . int get_light_level() . Returns ambient light level in range 0..65536. The value returned by get_light_level may not exactly match that set by set_light_level, as set_light_level applies modifiers from the Night Vision perk. get_npc_level . int get_npc_level(string npc) . get_proto_data . int get_proto_data(int pid, int offset) . 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. get_unspent_ap_bonus . int get_unspent_ap_bonus() . 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.) . get_unspent_ap_perk_bonus . int get_unspent_ap_perk_bonus() . Similar to get_unspent_ap_bonus, 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. get_uptime . int get_uptime() . 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. get_viewport_x . int get_viewport_x() . get_viewport_y . int get_viewport_y() . get_year . int get_year . hero_select_win . void hero_select_win(int) . inc_npc_level . void inc_npc_level(int party_member_pid) . 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 NPCAutoLevel or PartyMemberNonRandomLevelUp setting. input_funcs_available . int input_funcs_available() . The input functions are only available if the user has the input hook turned on in ddraw.ini. Use input_funcs_available to check. mark_movie_played . void mark_movie_played(int id) . message_str_game . string message_str_game(int fileId, int messageId) . Works exactly the same as message_str, except you get messages from files in text/english/game folder. Use GAME_MSG_* defines or mstr_* macros from sfall.h to use specific msg file . | Additional game msg files added by ExtraGameMsgFileList setting will have consecutive fileIds assigned beginning from 0x2000 to 0x2FFF. (e.g. if you set ExtraGameMsgFileList=foo,bar in ddraw.ini, foo.msg will be associated with 0x2000 and bar.msg with 0x2001.). | If a file has a specific number assigned in ExtraGameMsgFileList, its fileId will be (0x2000 + assigned number). (e.g. with ExtraGameMsgFileList=foo,bar:2,foobar in ddraw.ini, bar.msg will be associated with 0x2002 and foobar.msg with 0x2003.) | . mod_kill_counter . void mod_kill_counter(int critterType, int amount) . nb_create_char . int nb_create_char() . nb_* functions are reserved for the brotherhood tactical training mod, and should be avoided. Not implemented, always returns 0. resume_game . void resume_game() . set_base_hit_chance_mod . void set_base_hit_chance_mod(int max, int mod) . set_base_pickpocket_mod . void set_base_pickpocket_mod(int max, int mod) . Changes maximum chance of success and chance mod for each steal attempt. max will replace 95% success chance cap (so you can set 100% maximum chance, for instance). mod will add this much percent to each success chance. for example if your chance is 50% and mod is 20, you will get 70% actual success rate . set_critter_hit_chance_mod . void set_critter_hit_chance_mod(CritterPtr, int max, int mod) . set_critter_pickpocket_mod . void set_critter_pickpocket_mod(CritterPtr, int max, int mod) . The same as set_base_pickpocket, but applies only to specific critter. set_df_model . void set_df_model(string name) . set_dm_model . void set_dm_model(string name) . set_hit_chance_max . void set_hit_chance_max(int percentage) . Effects all critters rather than just the player and can set the maximum in range from 0 to 999. set_hp_per_level_mod . void set_hp_per_level_mod(int mod) . set_inven_ap_cost . void set_inven_ap_cost(int cost) . set_movie_path . void set_movie_path(string filename, int movieid) . set_pickpocket_max . void set_pickpocket_max(int percentage) . Effects all critters rather than just the player and can set the maximum in range from 0 to 999. set_pipboy_available . void set_pipboy_available(int available) . 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 VSUIT_MOVIE movie as “played”). set_proto_data . void set_proto_data(int pid, int offset, int value) . 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. set_unspent_ap_bonus . void set_unspent_ap_bonus(int multiplier) . 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.) . set_unspent_ap_perk_bonus . void set_unspent_ap_perk_bonus(int multiplier) . Similar to set_unspent_ap_bonus, 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. set_viewport_x . void set_viewport_x(int view_x) . set_viewport_y . void set_viewport_y(int view_y) . set_xp_mod . void set_xp_mod(int percentage) . signal_close_game . sfall.h . void signal_close_game . Works in a similar way to vanilla function: metarule(METARULE_SIGNAL_END_GAME, 0), but it will then close the game instead of only returning the player to the main menu . sneak_success . int sneak_success . 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 HOOK_WITHINPERCEPTION). stop_game . void stop_game() . toggle_active_hand . void toggle_active_hand . unwield_slot . void sfall_func2(\"unwield_slot\", object critter, int slot) . 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 INVEN_TYPE_* in define.h) . ", "url": "/sfall/other/#functions", "relUrl": "/other/#functions" diff --git a/combat/index.html b/combat/index.html index eefc1192..2bc29859 100644 --- a/combat/index.html +++ b/combat/index.html @@ -17,4 +17,4 @@
Used for modifying the critical table. For details see critical hit tables. Changes are not saved, and will reset to the defaults (or to the contents of CriticalOverrides.ini, if it exists) at each game reload. Requires OverrideCriticalTable to be enabled in ddraw.ini (already enabled by default).
void set_critter_burst_disable(int critter, int disable)
void set_critter_current_ap(CritterPtr, int ap)
Should only be used during the target critters turn while in combat.
sfall.h
void set_spray_settings(int centerMult, int centerDiv, int targetMult, int targetDiv)
-Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (ComputeSpray_* settings in ddraw.ini) after each attack action
HOOK_TOHIT or HOOK_AMMOCOST)centerDiv/targetDiv: the minimum value of divisor is 1centerMult/targetMult: multiplier values are capped at divisor values