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sfall.bgforge.net
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},"12": { },"12": {
"doc": "Arrays", "doc": "Arrays",
"title": "Backward compatibility notes", "title": "Backward compatibility notes",
"content": "For those who used arrays in their mods before sfall 3.4: . | There is an INI parameter ArraysBehavior in Misc section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that create_array will create permanent arrays which are “saved” by default and their IDs are also permanent. It is 1 by default. | NOTE: Starting from sfall 4.3.3/3.8.33, the ArraysBehavior option is removed, and arrays always work in ArraysBehavior=1 mode. Make sure to review your scripts if you need to save arrays into savegames. | How savegame compatibility is handled?\\ Saved arrays are stored in sfallgv.sav file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), the game shouldnt crash, but all arrays will be lost. | Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays. | . ", "content": "For those who used arrays in their mods before sfall 3.4: . | There is an INI parameter ArraysBehavior in Misc section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that create_array will create permanent arrays which are “saved” by default and their IDs are also permanent. It is 1 by default. | NOTE: Starting from sfall 4.3.3/3.8.33, the ArraysBehavior option is removed, and arrays always work in ArraysBehavior=1 mode. Make sure to review your scripts if you need to save arrays into savegames. | How savegame compatibility is handled? Saved arrays are stored in sfallgv.sav file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), the game shouldnt crash, but all arrays will be lost. | Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays. | . ",
"url": "/sfall/arrays/#backward-compatibility-notes", "url": "/sfall/arrays/#backward-compatibility-notes",
"relUrl": "/arrays/#backward-compatibility-notes" "relUrl": "/arrays/#backward-compatibility-notes"
},"13": { },"13": {
@@ -529,13 +529,13 @@
},"88": { },"88": {
"doc": "Hook types", "doc": "Hook types",
"title": "UseObjOn", "title": "UseObjOn",
"content": "HOOK_USEOBJON (hs_useobjon.int) . Runs when: . | a critter uses an object on another critter. (Or themselves) | a critter uses an object from inventory screen AND this object does not have “Use” action flag set and its not active flare or explosive. | player or AI uses any drug | . 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 cant remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. Critter arg0 - The target Critter arg1 - The user int arg2 - The object used 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) . ", "content": "HOOK_USEOBJON (hs_useobjon.int) . Runs when: . | a critter uses an object on another critter. (Or themselves) | a critter uses an object from inventory screen AND this object does not have “Use” action flag set and its not active flare or explosive. | player or AI uses any drug | . 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 cant remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1. Critter arg0 - The target Critter arg1 - The user int arg2 - The object used 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) . ",
"url": "/sfall/hook-types/#useobjon", "url": "/sfall/hook-types/#useobjon",
"relUrl": "/hook-types/#useobjon" "relUrl": "/hook-types/#useobjon"
},"89": { },"89": {
"doc": "Hook types", "doc": "Hook types",
"title": "UseSkill", "title": "UseSkill",
"content": "HOOK_USESKILL (hs_useskill.int) . Runs when using any skill on any object. This is fired before the default handlers are called, which you can override. In this case you should write your own skill use handler entirely, or otherwise nothing will happen (this includes fade in/fade out, time lapsing and messages - all of this can be scripted; to get vanilla text messages - use message_str_game along with sprintf). Suggested use - override first aid/doctor skills to buff/nerf them, override steal skill to disallow observing NPCs inventories in some cases. Doesnt seem to run when lock picking. 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 ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override) . ", "content": "HOOK_USESKILL (hs_useskill.int) . Runs when using any skill on any object. This is fired before the default handlers are called, which you can override. In this case you should write your own skill use handler entirely, or otherwise nothing will happen (this includes fade in/fade out, time lapsing and messages - all of this can be scripted; to get vanilla text messages - use message_str_game along with sprintf). Suggested use - override First Aid/Doctor skills to buff/nerf them, override Steal skill to disallow observing NPCs inventories in some cases. Does not run if the script of the object calls script_overrides for using the skill. 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 ret0 - overrides hard-coded handler (-1 - use engine handler, any other value - override; if it is 0, there will be a 10% chance of removing the used medical item) . ",
"url": "/sfall/hook-types/#useskill", "url": "/sfall/hook-types/#useskill",
"relUrl": "/hook-types/#useskill" "relUrl": "/hook-types/#useskill"
},"90": { },"90": {
@@ -565,7 +565,7 @@
},"94": { },"94": {
"doc": "Home", "doc": "Home",
"title": "sfall", "title": "sfall",
"content": ". | Getting started | Questions and problems | . Sfall is a set of engine modifications for the classic game Fallout 2 in form of a DLL, which modifies executable in memory without changing anything in EXE file itself. Engine modifications include: . | Better support for modern operating systems | Externalizing many settings like starting map and game time, skills, perks, critical hit tables, books, etc. | Bug fixes | Many additional features for users, such as item highlight button, party member control, etc. | Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions) | . Note that this is documentation for sfall specifically, not Fallout scripting in general. For vanilla function reference, refer to the wiki. ", "content": ". | Getting started | Questions and problems | . sfall is a set of engine modifications for the classic game Fallout 2 in the form of a DLL, which modifies executable in memory without changing anything in EXE file itself. Engine modifications include: . | Better support for modern operating systems | Externalizing many settings like starting map and game time, skills, perks, critical hit tables, books, etc. | Bug fixes | Many additional features for users, such as item highlight button, party member control, etc. | Extended scripting capabilities for modders (many new opcodes to control sfall features as well as previously unavailable vanilla engine functions) | . Note that this is documentation for sfall specifically, not Fallout scripting in general. For vanilla function reference, refer to the wiki. ",
"url": "/sfall/#sfall", "url": "/sfall/#sfall",
"relUrl": "/#sfall" "relUrl": "/#sfall"
},"95": { },"95": {
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<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.6.2">Jekyll</generator><link href="/sfall/feed.xml" rel="self" type="application/atom+xml" /><link href="/sfall/" rel="alternate" type="text/html" /><updated>2022-02-26T11:45:52+00:00</updated><id>/sfall/</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed> <?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.9.0">Jekyll</generator><link href="/sfall/feed.xml" rel="self" type="application/atom+xml" /><link href="/sfall/" rel="alternate" type="text/html" /><updated>2022-04-07T13:19:47+00:00</updated><id>/sfall/feed.xml</id><title type="html">sfall</title><subtitle>Sfall documentation</subtitle></feed>

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