diff --git a/assets/css/just-the-docs-dark.css b/assets/css/just-the-docs-dark.css index d5021ac4..f081902c 100644 --- a/assets/css/just-the-docs-dark.css +++ b/assets/css/just-the-docs-dark.css @@ -403,18 +403,22 @@ blockquote { margin: 10px 0; margin-block-start: 0; margin-inline-start: 0; padd .side-bar { z-index: 0; display: flex; flex-wrap: wrap; background-color: #27262b; } @media (min-width: 50rem) { .side-bar { flex-flow: column nowrap; position: fixed; width: 15.5rem; height: 100%; border-right: 1px solid #44434d; align-items: flex-end; } } @media (min-width: 66.5rem) { .side-bar { width: calc((100% - 66.5rem) / 2 + 16.5rem); min-width: 16.5rem; } } +@media (min-width: 50rem) { .side-bar + .main { margin-left: 15.5rem; } } +@media (min-width: 66.5rem) { .side-bar + .main { margin-left: Max(16.5rem, calc((100% - 66.5rem) / 2 + 16.5rem)); } } +.side-bar + .main .main-header { display: none; background-color: #27262b; } +@media (min-width: 50rem) { .side-bar + .main .main-header { display: flex; background-color: #27262b; } } +.side-bar + .main .main-header.nav-open { display: block; } +@media (min-width: 50rem) { .side-bar + .main .main-header.nav-open { display: flex; } } -@media (min-width: 50rem) { .main { position: relative; max-width: 50rem; margin-left: 15.5rem; } } -@media (min-width: 66.5rem) { .main { margin-left: Max(16.5rem, calc((100% - 66.5rem) / 2 + 16.5rem)); } } +.main { margin: auto; } +@media (min-width: 50rem) { .main { position: relative; max-width: 50rem; } } .main-content-wrap { padding-right: 1rem; padding-left: 1rem; padding-top: 1rem; padding-bottom: 1rem; } @media (min-width: 50rem) { .main-content-wrap { padding-right: 2rem; padding-left: 2rem; } } @media (min-width: 50rem) { .main-content-wrap { padding-top: 2rem; padding-bottom: 2rem; } } -.main-header { z-index: 0; display: none; background-color: #27262b; } -@media (min-width: 50rem) { .main-header { display: flex; justify-content: space-between; height: 3.75rem; background-color: #27262b; border-bottom: 1px solid #44434d; } } -.main-header.nav-open { display: block; } -@media (min-width: 50rem) { .main-header.nav-open { display: flex; } } +.main-header { z-index: 0; border-bottom: 1px solid #44434d; } +@media (min-width: 50rem) { .main-header { display: flex; justify-content: space-between; height: 3.75rem; } } .site-nav, .site-header, .site-footer { width: 100%; } @media (min-width: 66.5rem) { .site-nav, .site-header, .site-footer { width: 16.5rem; } } diff --git a/assets/css/just-the-docs-default.css b/assets/css/just-the-docs-default.css index 3ff10812..29882fad 100644 --- a/assets/css/just-the-docs-default.css +++ b/assets/css/just-the-docs-default.css @@ -283,18 +283,22 @@ blockquote { margin: 10px 0; margin-block-start: 0; margin-inline-start: 0; padd .side-bar { z-index: 0; display: flex; flex-wrap: wrap; background-color: #f5f6fa; } @media (min-width: 50rem) { .side-bar { flex-flow: column nowrap; position: fixed; width: 15.5rem; height: 100%; border-right: 1px solid #eeebee; align-items: flex-end; } } @media (min-width: 66.5rem) { .side-bar { width: calc((100% - 66.5rem) / 2 + 16.5rem); min-width: 16.5rem; } } +@media (min-width: 50rem) { .side-bar + .main { margin-left: 15.5rem; } } +@media (min-width: 66.5rem) { .side-bar + .main { margin-left: Max(16.5rem, calc((100% - 66.5rem) / 2 + 16.5rem)); } } +.side-bar + .main .main-header { display: none; background-color: #f5f6fa; } +@media (min-width: 50rem) { .side-bar + .main .main-header { display: flex; background-color: #fff; } } +.side-bar + .main .main-header.nav-open { display: block; } +@media (min-width: 50rem) { .side-bar + .main .main-header.nav-open { display: flex; } } -@media (min-width: 50rem) { .main { position: relative; max-width: 50rem; margin-left: 15.5rem; } } -@media (min-width: 66.5rem) { .main { margin-left: Max(16.5rem, calc((100% - 66.5rem) / 2 + 16.5rem)); } } +.main { margin: auto; } +@media (min-width: 50rem) { .main { position: relative; max-width: 50rem; } } .main-content-wrap { padding-right: 1rem; padding-left: 1rem; padding-top: 1rem; padding-bottom: 1rem; } @media (min-width: 50rem) { .main-content-wrap { padding-right: 2rem; padding-left: 2rem; } } @media (min-width: 50rem) { .main-content-wrap { padding-top: 2rem; padding-bottom: 2rem; } } -.main-header { z-index: 0; display: none; background-color: #f5f6fa; } -@media (min-width: 50rem) { .main-header { display: flex; justify-content: space-between; height: 3.75rem; background-color: #fff; border-bottom: 1px solid #eeebee; } } -.main-header.nav-open { display: block; } -@media (min-width: 50rem) { .main-header.nav-open { display: flex; } } +.main-header { z-index: 0; border-bottom: 1px solid #eeebee; } +@media (min-width: 50rem) { .main-header { display: flex; justify-content: space-between; height: 3.75rem; } } .site-nav, .site-header, .site-footer { width: 100%; } @media (min-width: 66.5rem) { .site-nav, .site-header, .site-footer { width: 16.5rem; } } diff --git a/assets/css/just-the-docs-light.css b/assets/css/just-the-docs-light.css index 342d4103..94e3e896 100644 --- a/assets/css/just-the-docs-light.css +++ b/assets/css/just-the-docs-light.css @@ -275,18 +275,22 @@ blockquote { margin: 10px 0; margin-block-start: 0; margin-inline-start: 0; padd .side-bar { z-index: 0; display: flex; flex-wrap: wrap; background-color: #f5f6fa; } @media (min-width: 50rem) { .side-bar { flex-flow: column nowrap; position: fixed; width: 15.5rem; height: 100%; border-right: 1px solid #eeebee; align-items: flex-end; } } @media (min-width: 66.5rem) { .side-bar { width: calc((100% - 66.5rem) / 2 + 16.5rem); min-width: 16.5rem; } } +@media (min-width: 50rem) { .side-bar + .main { margin-left: 15.5rem; } } +@media (min-width: 66.5rem) { .side-bar + .main { margin-left: Max(16.5rem, calc((100% - 66.5rem) / 2 + 16.5rem)); } } +.side-bar + .main .main-header { display: none; background-color: #f5f6fa; } +@media (min-width: 50rem) { .side-bar + .main .main-header { display: flex; background-color: #fff; } } +.side-bar + .main .main-header.nav-open { display: block; } +@media (min-width: 50rem) { .side-bar + .main .main-header.nav-open { display: flex; } } -@media (min-width: 50rem) { .main { position: relative; max-width: 50rem; margin-left: 15.5rem; } } -@media (min-width: 66.5rem) { .main { margin-left: Max(16.5rem, calc((100% - 66.5rem) / 2 + 16.5rem)); } } +.main { margin: auto; } +@media (min-width: 50rem) { .main { position: relative; max-width: 50rem; } } .main-content-wrap { padding-right: 1rem; padding-left: 1rem; padding-top: 1rem; padding-bottom: 1rem; } @media (min-width: 50rem) { .main-content-wrap { padding-right: 2rem; padding-left: 2rem; } } @media (min-width: 50rem) { .main-content-wrap { padding-top: 2rem; padding-bottom: 2rem; } } -.main-header { z-index: 0; display: none; background-color: #f5f6fa; } -@media (min-width: 50rem) { .main-header { display: flex; justify-content: space-between; height: 3.75rem; background-color: #fff; border-bottom: 1px solid #eeebee; } } -.main-header.nav-open { display: block; } -@media (min-width: 50rem) { .main-header.nav-open { display: flex; } } +.main-header { z-index: 0; border-bottom: 1px solid #eeebee; } +@media (min-width: 50rem) { .main-header { display: flex; justify-content: space-between; height: 3.75rem; } } .site-nav, .site-header, .site-footer { width: 100%; } @media (min-width: 66.5rem) { .site-nav, .site-header, .site-footer { width: 16.5rem; } } diff --git a/assets/js/just-the-docs.js b/assets/js/just-the-docs.js index 2b435862..b30f4456 100644 --- a/assets/js/just-the-docs.js +++ b/assets/js/just-the-docs.js @@ -519,10 +519,12 @@ function activateNav() { // Document ready jtd.onReady(function(){ - initNav(); + if (document.getElementById('site-nav')) { + initNav(); + activateNav(); + scrollNav(); + } initSearch(); - activateNav(); - scrollNav(); }); // Copy button on code diff --git a/assets/js/search-data.json b/assets/js/search-data.json index d4a9982b..ec8ab8df 100644 --- a/assets/js/search-data.json +++ b/assets/js/search-data.json @@ -890,7 +890,7 @@ },"127": { "doc": "Other", "title": "Functions", - "content": ". | active_hand | add_g_timer_event | add_trait | 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 | 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 . add_trait . sfall.h . void add_trait(int traitID) . adds the specified trait to the player . 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) . 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 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" @@ -925,7 +925,7 @@ },"132": { "doc": "Perks and traits", "title": "Functions", - "content": ". | apply_heaveho_fix | clear_selectable_perks | get_perk_available | get_perk_owed | has_fake_perk | has_fake_trait | hide_real_perks | perk_add_mode | remove_trait | seq_perk_freq | set_fake_perk | set_fake_trait | set_perk_agl | set_perk_chr | set_perk_desc | set_perk_end | set_perk_freq | set_perk_image | set_perk_int | set_perk_lck | set_perk_level | set_perk_level_mod | set_perk_name | set_perk_owed | set_perk_per | set_perk_ranks | set_perk_skill1 | set_perk_skill1_mag | set_perk_skill2 | set_perk_skill2_mag | set_perk_stat | set_perk_stat_mag | set_perk_str | set_perk_type | set_perkbox_title | set_pyromaniac_mod | set_selectable_perk | set_swiftlearner_mod | show_real_perks | . apply_heaveho_fix . void apply_heaveho_fix . clear_selectable_perks . void clear_selectable_perks() . Restores the “select a perk” box to its default state. get_perk_available . int get_perk_available(int perk) . get_perk_owed . int get_perk_owed . has_fake_perk . int has_fake_perk(string name) . Returns the number of levels the player has of the perks with the given name or ID of extra perk. has_fake_trait . int has_fake_trait(string name) . Returns the number of levels the player has of the traits with the given name or ID of extra trait. hide_real_perks . void hide_real_perks() . Prevent the “select a perk” box from displaying any of the original 119 perks. perk_add_mode . void perk_add_mode(int type) . Modifies what happens when a fake perk is selected from the perks dialog. It is treated as a set of flags - if bit 1 is set then it is added to the player’s traits, if bit 2 is set it is added to the player’s perks, and if bit 3 is set it is removed from the list of selectable perks. The default is 0x2. remove_trait . void remove_trait(int traitID) . seq_perk_freq . void seq_perk_freq(int value) . Sets the number of levels between each perk. set_fake_perk . void set_fake_perk(string name, int level, int image, string desc) . Used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower. set_fake_trait . void set_fake_trait(string name, int active, int image, string desc) . Used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower. set_perk_agl . void set_perk_agl(int perkID, int value) . set_perk_chr . void set_perk_chr(int perkID, int value) . set_perk_desc . void set_perk_desc(int perkID, string value) . set_perk_end . void set_perk_end(int perkID, int value) . set_perk_freq . void set_perk_freq(int value) . Sets the number of levels between each perk. Setting to 0 will reset it back to the default. This overrides the effects of the skilled trait. Not saved into the save game, so needs to be called once per reload. Be careful not to let the player obtain a perk when no perks are available to pick, or the game may crash. set_perk_image . void set_perk_image(int perkID, int value) . set_perk_int . void set_perk_int(int perkID, int value) . set_perk_lck . void set_perk_lck(int perkID, int value) . set_perk_level . void set_perk_level(int perkID, int value) . set_perk_level_mod . void set_perk_level_mod(int levels) . Sets a modifier between +25 and -25 that is added/subtracted from the player’s level for the purposes of deciding which perks can be chosen. set_perk_name . void set_perk_name(int perkID, string value) . set_perk_owed . void set_perk_owed(int value) . set_perk_per . void set_perk_per(int perkID, int value) . set_perk_ranks . void set_perk_ranks(int perkID, int value) . set_perk_skill1 . void set_perk_skill1(int perkID, int value) . set_perk_skill1_mag . void set_perk_skill1_mag(int perkID, int value) . set_perk_skill2 . void set_perk_skill2(int perkID, int value) . set_perk_skill2_mag . void set_perk_skill2_mag(int perkID, int value) . set_perk_stat . void set_perk_stat(int perkID, int value) . set_perk_stat_mag . void set_perk_stat_mag(int perkID, int value) . set_perk_str . void set_perk_str(int perkID, int value) . set_perk_type . void set_perk_type(int perkID, int value) . set_perkbox_title . void set_perkbox_title(string title) . Used to change the title of the “select a perk” box, or by using “” it will be set back to the default. set_pyromaniac_mod . void set_pyromaniac_mod(int bonus) . set_selectable_perk . void set_selectable_perk(string name, int active, int image, string desc) . Used to add additional items to “select a perk” box by setting the ‘active’ parameter to 1, and to remove them again by setting it to 0. set_swiftlearner_mod . void set_swiftlearner_mod(int bonus) . show_real_perks . void show_real_perks() . Reverts the effect os hide_real_perks. ", + "content": ". | add_trait | apply_heaveho_fix | clear_selectable_perks | get_perk_available | get_perk_owed | has_fake_perk | has_fake_trait | hide_real_perks | perk_add_mode | remove_trait | seq_perk_freq | set_fake_perk | set_fake_trait | set_perk_agl | set_perk_chr | set_perk_desc | set_perk_end | set_perk_freq | set_perk_image | set_perk_int | set_perk_lck | set_perk_level | set_perk_level_mod | set_perk_name | set_perk_owed | set_perk_per | set_perk_ranks | set_perk_skill1 | set_perk_skill1_mag | set_perk_skill2 | set_perk_skill2_mag | set_perk_stat | set_perk_stat_mag | set_perk_str | set_perk_type | set_perkbox_title | set_pyromaniac_mod | set_selectable_perk | set_swiftlearner_mod | show_real_perks | . add_trait . sfall.h . void add_trait(int traitID) . adds the specified trait to the player . apply_heaveho_fix . void apply_heaveho_fix . clear_selectable_perks . void clear_selectable_perks() . Restores the “select a perk” box to its default state. get_perk_available . int get_perk_available(int perk) . get_perk_owed . int get_perk_owed . has_fake_perk . int has_fake_perk(string name) . Returns the number of levels the player has of the perks with the given name or ID of extra perk. has_fake_trait . int has_fake_trait(string name) . Returns the number of levels the player has of the traits with the given name or ID of extra trait. hide_real_perks . void hide_real_perks() . Prevent the “select a perk” box from displaying any of the original 119 perks. perk_add_mode . void perk_add_mode(int type) . Modifies what happens when a fake perk is selected from the perks dialog. It is treated as a set of flags - if bit 1 is set then it is added to the player’s traits, if bit 2 is set it is added to the player’s perks, and if bit 3 is set it is removed from the list of selectable perks. The default is 0x2. remove_trait . void remove_trait(int traitID) . seq_perk_freq . void seq_perk_freq(int value) . Sets the number of levels between each perk. set_fake_perk . void set_fake_perk(string name, int level, int image, string desc) . Used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower. set_fake_trait . void set_fake_trait(string name, int active, int image, string desc) . Used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower. set_perk_agl . void set_perk_agl(int perkID, int value) . set_perk_chr . void set_perk_chr(int perkID, int value) . set_perk_desc . void set_perk_desc(int perkID, string value) . set_perk_end . void set_perk_end(int perkID, int value) . set_perk_freq . void set_perk_freq(int value) . Sets the number of levels between each perk. Setting to 0 will reset it back to the default. This overrides the effects of the skilled trait. Not saved into the save game, so needs to be called once per reload. Be careful not to let the player obtain a perk when no perks are available to pick, or the game may crash. set_perk_image . void set_perk_image(int perkID, int value) . set_perk_int . void set_perk_int(int perkID, int value) . set_perk_lck . void set_perk_lck(int perkID, int value) . set_perk_level . void set_perk_level(int perkID, int value) . set_perk_level_mod . void set_perk_level_mod(int levels) . Sets a modifier between +25 and -25 that is added/subtracted from the player’s level for the purposes of deciding which perks can be chosen. set_perk_name . void set_perk_name(int perkID, string value) . set_perk_owed . void set_perk_owed(int value) . set_perk_per . void set_perk_per(int perkID, int value) . set_perk_ranks . void set_perk_ranks(int perkID, int value) . set_perk_skill1 . void set_perk_skill1(int perkID, int value) . set_perk_skill1_mag . void set_perk_skill1_mag(int perkID, int value) . set_perk_skill2 . void set_perk_skill2(int perkID, int value) . set_perk_skill2_mag . void set_perk_skill2_mag(int perkID, int value) . set_perk_stat . void set_perk_stat(int perkID, int value) . set_perk_stat_mag . void set_perk_stat_mag(int perkID, int value) . set_perk_str . void set_perk_str(int perkID, int value) . set_perk_type . void set_perk_type(int perkID, int value) . set_perkbox_title . void set_perkbox_title(string title) . Used to change the title of the “select a perk” box, or by using “” it will be set back to the default. set_pyromaniac_mod . void set_pyromaniac_mod(int bonus) . set_selectable_perk . void set_selectable_perk(string name, int active, int image, string desc) . Used to add additional items to “select a perk” box by setting the ‘active’ parameter to 1, and to remove them again by setting it to 0. set_swiftlearner_mod . void set_swiftlearner_mod(int bonus) . show_real_perks . void show_real_perks() . Reverts the effect os hide_real_perks. ", "url": "/sfall/perks-and-traits/#functions", "relUrl": "/perks-and-traits/#functions" @@ -981,7 +981,7 @@ },"140": { "doc": "Sfall funcX macros", "title": "Functions", - "content": ". | add_extra_msg_file | critter_inven_obj2 | dialog_message | get_current_inven_size | get_metarule_table | get_object_ai_data | get_text_width | item_weight | metarule_exist | npc_engine_level_up | objects_in_radius | set_drugs_data | set_rest_heal_time | set_rest_mode | sfall_func0(“hide_window”) | sfall_func0(“show_window”) | sfall_func1(“hide_window”, string winName) | sfall_func1(“remove_timer_event”, int fixedParam) | sfall_func1(“show_window”, string winName) | sfall_func2(“string_compare”, string str1, string str2) | sfall_func3(“string_compare”, string str1, string str2, int codePage) | spatial_radius | void sfall_func0(“remove_timer_event”) | . add_extra_msg_file . sfall.h . int add_extra_msg_file(string fileName) . Loads the custom message file, and returns the file ID number assigned to it in range from 0x3000 to 0x3FFF for the message_str_game function to get messages from the file. | fileName: the name of the custom message file (including the .msg extension) in text\\<language>\\game\\ directory. | . Alternative form: int add_extra_msg_file(string fileName, int fileNumber) . | fileNumber: the file ID number for the message_str_game function. The available range is from 0x2000 to 0x2FFF (see ExtraGameMsgFileList setting in ddraw.ini) Use fileNumber only if you want to add a message file without editing ddraw.ini or existing scripts to support the old way. | . critter_inven_obj2 . sfall.h . ObjectPtr critter_inven_obj2(ObjectPtr obj, int type) . Works just like vanilla critter_inven_obj, but correctly reports item in player’s inactive hand slot. dialog_message . sfall.h . void dialog_message(string text) . Displays a message in the NPC response window in dialog or barter screen. get_current_inven_size . sfall.h . get_current_inven_size(ObjectPtr object) . Returns the current inventory size of the container or the critter. get_metarule_table . sfall.h . array get_metarule_table . Returns names of all currently available script functions. get_object_ai_data . sfall.h . int get_object_ai_data(ObjectPtr object, int aiParam) . Returns the setting value from the AI packet of an object (critter). Use AI_CAP_* constants from define_extra.h for the aiParam argument to get AI value. get_text_width . sfall.h . int get_text_width(string text) . Returns the text width in pixels for the currently set font. item_weight . sfall.h . int item_weight(ObjectPtr obj) . Gets the current weight of an object. metarule_exist . sfall.h . bool metarule_exist(string metaruleName) . Returns True if the specified name of metarule (sfall_funcX) function exists in the current version of sfall. npc_engine_level_up . sfall.h . void npc_engine_level_up(bool toggle) . Enables/disables the engine function that increases the level of party members in the player leveling process. If the engine function is disabled, the process of leveling up party members should be performed by script functions. objects_in_radius . sfall.h . objects_in_radius\", int tile, int radius, int elevation, int type) . | returns an array of objects of a type (see OBJ_TYPE_* constants in define_extra.h) within the specified radius from the given tile | passing -1 to the type argument or not specifying it will return all objects within the radius | the radius is limited to 50 hexes | . set_drugs_data . sfall.h . void set_drugs_data(int type, int pid, int value) . Overrides the parameters of drugs set in the configuration file (DrugsFile setting in ddraw.ini). Type: 0 - changes the value of NumEffects for the drug (see Drugs.ini for the description of NumEffects), 1 - changes the duration of the addiction effect for the drug (a value of 1 = one game minute). set_rest_heal_time . sfall.h . void set_rest_heal_time(int time) . Sets the time interval in minutes for healing during resting. The default is 180. Note: The interval will be reset each time the player reloads the game. set_rest_mode . sfall.h . void set_rest_mode(int flags) . Sets the bit flags for the rest mode (see RESTMODE_* constants in sfall.h). Passing 0 will reset the rest mode. It will also be reset each time the player reloads the game. sfall_func0(“hide_window”) . sfall.h . void sfall_func0(\"hide_window\") . Hides currently active (selected) script window. sfall_func0(“show_window”) . sfall.h . void sfall_func0(\"show_window\") . Displays the script window previously hidden with the sfall_func0(\"hide_window\") function. sfall_func1(“hide_window”, string winName) . sfall.h . void sfall_func0(\"hide_window\") . Hides the specified script window. | winName: the window name, assigned to the window by the CreateWin/create_win function | . sfall_func1(“remove_timer_event”, int fixedParam) . sfall.h . void sfall_func1(\"remove_timer_event\", int fixedParam) . Removes all timer events with the specified fixedParam value for the current global script. sfall_func1(“show_window”, string winName) . sfall.h . void sfall_func1(\"show_window\", string winName) . Displays the specified hidden script window. winName: the window name, assigned to the window by the CreateWin/create_win function . sfall_func2(“string_compare”, string str1, string str2) . sfall.h . bool sfall_func2(\"string_compare\", string str1, string str2) . Compares two strings case-insensitive, and returns True if the two strings are matched. sfall_func3(“string_compare”, string str1, string str2, int codePage) . sfall.h . bool sfall_func3(\"string_compare\", string str1, string str2, int codePage) . Compares two strings case-insensitive, and returns True if the two strings are matched . | codePage: code page number to properly compare national characters in the range 128-255 of the ASCII code table available encodings: 1250-1252, 866 | . spatial_radius . sfall.h . int spatial_radius(ObjectPtr obj) . Returns radius of spatial script, associated with given dummy-object (returned by create_spatial). void sfall_func0(“remove_timer_event”) . sfall.h . void sfall_func0(\"remove_timer_event\") . Clears all set timer events for the current global script. ", + "content": ". | add_extra_msg_file | critter_inven_obj2 | dialog_message | get_current_inven_size | get_metarule_table | get_object_ai_data | get_text_width | item_weight | metarule_exist | npc_engine_level_up | objects_in_radius | set_drugs_data | set_rest_heal_time | set_rest_mode | sfall_func0(“hide_window”) | sfall_func0(“show_window”) | sfall_func1(“hide_window”, string winName) | sfall_func1(“remove_timer_event”, int fixedParam) | sfall_func1(“show_window”, string winName) | sfall_func2(“string_compare”, string str1, string str2) | sfall_func3(“string_compare”, string str1, string str2, int codePage) | spatial_radius | void sfall_func0(“remove_timer_event”) | . add_extra_msg_file . sfall.h . int add_extra_msg_file(string fileName) . Loads the custom message file, and returns the file ID number assigned to it in range from 0x3000 to 0x3FFF for the message_str_game function to get messages from the file. | fileName: the name of the custom message file (including the .msg extension) in text\\<language>\\game\\ directory. | . Alternative form: int add_extra_msg_file(string fileName, int fileNumber) . | fileNumber: the file ID number for the message_str_game function. The available range is from 0x2000 to 0x2FFF (see ExtraGameMsgFileList setting in ddraw.ini) Use fileNumber only if you want to add a message file without editing ddraw.ini or existing scripts to support the old way. | . critter_inven_obj2 . sfall.h . ObjectPtr critter_inven_obj2(ObjectPtr obj, int type) . Works just like vanilla critter_inven_obj, but correctly reports item in player’s inactive hand slot. dialog_message . sfall.h . void dialog_message(string text) . Displays a message in the NPC response window in dialog or barter screen. get_current_inven_size . sfall.h . get_current_inven_size(ObjectPtr object) . Returns the current inventory size of the container or the critter. get_metarule_table . sfall.h . array get_metarule_table . Returns names of all currently available script functions. get_object_ai_data . sfall.h . int get_object_ai_data(ObjectPtr object, int aiParam) . Returns the setting value from the AI packet of an object (critter). Use AI_CAP_* constants from define_extra.h for the aiParam argument to get AI value. get_text_width . sfall.h . int get_text_width(string text) . Returns the text width in pixels for the currently set font. item_weight . sfall.h . int item_weight(ObjectPtr obj) . Gets the current weight of an object. metarule_exist . sfall.h . bool metarule_exist(string metaruleName) . Returns True if the specified name of metarule (sfall_funcX) function exists in the current version of sfall. npc_engine_level_up . sfall.h . void npc_engine_level_up(bool toggle) . Enables/disables the engine function that increases the level of party members in the player leveling process. If the engine function is disabled, the process of leveling up party members should be performed by script functions. objects_in_radius . sfall.h . array objects_in_radius(int tile, int radius, int elevation, int type) . | returns an array of objects of a type (see OBJ_TYPE_* constants in define_extra.h) within the specified radius from the given tile | passing -1 to the type argument or not specifying it will return all objects within the radius | the radius is limited to 50 hexes | . set_drugs_data . sfall.h . void set_drugs_data(int type, int pid, int value) . Overrides the parameters of drugs set in the configuration file (DrugsFile setting in ddraw.ini). Type: 0 - changes the value of NumEffects for the drug (see Drugs.ini for the description of NumEffects), 1 - changes the duration of the addiction effect for the drug (a value of 1 = one game minute). set_rest_heal_time . sfall.h . void set_rest_heal_time(int time) . Sets the time interval in minutes for healing during resting. The default is 180. Note: The interval will be reset each time the player reloads the game. set_rest_mode . sfall.h . void set_rest_mode(int flags) . Sets the bit flags for the rest mode (see RESTMODE_* constants in sfall.h). Passing 0 will reset the rest mode. It will also be reset each time the player reloads the game. sfall_func0(“hide_window”) . sfall.h . void sfall_func0(\"hide_window\") . Hides currently active (selected) script window. sfall_func0(“show_window”) . sfall.h . void sfall_func0(\"show_window\") . Displays the script window previously hidden with the sfall_func0(\"hide_window\") function. sfall_func1(“hide_window”, string winName) . sfall.h . void sfall_func0(\"hide_window\") . Hides the specified script window. | winName: the window name, assigned to the window by the CreateWin/create_win function | . sfall_func1(“remove_timer_event”, int fixedParam) . sfall.h . void sfall_func1(\"remove_timer_event\", int fixedParam) . Removes all timer events with the specified fixedParam value for the current global script. sfall_func1(“show_window”, string winName) . sfall.h . void sfall_func1(\"show_window\", string winName) . Displays the specified hidden script window. winName: the window name, assigned to the window by the CreateWin/create_win function . sfall_func2(“string_compare”, string str1, string str2) . sfall.h . bool sfall_func2(\"string_compare\", string str1, string str2) . Compares two strings case-insensitive, and returns True if the two strings are matched. sfall_func3(“string_compare”, string str1, string str2, int codePage) . sfall.h . bool sfall_func3(\"string_compare\", string str1, string str2, int codePage) . Compares two strings case-insensitive, and returns True if the two strings are matched . | codePage: code page number to properly compare national characters in the range 128-255 of the ASCII code table available encodings: 1250-1252, 866 | . spatial_radius . sfall.h . int spatial_radius(ObjectPtr obj) . Returns radius of spatial script, associated with given dummy-object (returned by create_spatial). void sfall_func0(“remove_timer_event”) . sfall.h . void sfall_func0(\"remove_timer_event\") . Clears all set timer events for the current global script. ", "url": "/sfall/sfall-funcx-macros/#functions", "relUrl": "/sfall-funcx-macros/#functions" diff --git a/feed.xml b/feed.xml index 55eb2deb..e35a1345 100644 --- a/feed.xml +++ b/feed.xml @@ -1 +1 @@ -Jekyll2024-04-19T01:00:31+00:00/sfall/feed.xmlsfallSfall documentation \ No newline at end of file +Jekyll2024-04-24T07:17:32+00:00/sfall/feed.xmlsfallSfall documentation \ No newline at end of file diff --git a/other/index.html b/other/index.html index cffa1693..25d19d24 100644 --- a/other/index.html +++ b/other/index.html @@ -1,7 +1,6 @@ - Other | sfall Skip to main content Link Menu Expand (external link) Document Search Copy Copied

Other

Functions


active_hand

int active_hand
+             Other | sfall                        Skip to main content   Link      Menu      Expand       (external link)    Document      Search       Copy       Copied        

Other

Functions


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


add_trait

sfall.h

void add_trait(int traitID)
-

adds the specified trait to the player


create_message_window

void create_message_window(string message)
+

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
@@ -43,7 +42,8 @@
 

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)
-

sneak_success

int sneak_success
+

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)
diff --git a/perks-and-traits/index.html b/perks-and-traits/index.html
index 6ccf85b2..dac595db 100644
--- a/perks-and-traits/index.html
+++ b/perks-and-traits/index.html
@@ -1,4 +1,5 @@
-             Perks and traits | sfall                        Skip to main content   Link      Menu      Expand       (external link)    Document      Search       Copy       Copied        

Perks and traits

Subcategories

Functions


apply_heaveho_fix

void apply_heaveho_fix
+             Perks and traits | sfall                        Skip to main content   Link      Menu      Expand       (external link)    Document      Search       Copy       Copied        

Perks and traits

Subcategories

Functions


add_trait

sfall.h

void add_trait(int traitID)
+

adds the specified trait to the player


apply_heaveho_fix

void apply_heaveho_fix
 

clear_selectable_perks

void clear_selectable_perks()
 

Restores the “select a perk” box to its default state.


get_perk_available

int get_perk_available(int perk)
 

get_perk_owed

int get_perk_owed
diff --git a/sfall-funcx-macros/index.html b/sfall-funcx-macros/index.html
index c20550c4..f33cd289 100644
--- a/sfall-funcx-macros/index.html
+++ b/sfall-funcx-macros/index.html
@@ -8,8 +8,8 @@
 

Returns the text width in pixels for the currently set font.


item_weight

sfall.h

int item_weight(ObjectPtr obj)
 

Gets the current weight of an object.


metarule_exist

sfall.h

bool metarule_exist(string metaruleName)
 

Returns True if the specified name of metarule (sfall_funcX) function exists in the current version of sfall.


npc_engine_level_up

sfall.h

void npc_engine_level_up(bool toggle)
-

Enables/disables the engine function that increases the level of party members in the player leveling process. If the engine function is disabled, the process of leveling up party members should be performed by script functions.


objects_in_radius

sfall.h

objects_in_radius", int tile, int radius, int elevation, int type)
-
  • returns an array of objects of a type (see OBJ_TYPE_* constants in define_extra.h) within the specified radius from the given tile
  • passing -1 to the type argument or not specifying it will return all objects within the radius
  • the radius is limited to 50 hexes

set_drugs_data

sfall.h

void set_drugs_data(int type, int pid, int value)
+

Enables/disables the engine function that increases the level of party members in the player leveling process. If the engine function is disabled, the process of leveling up party members should be performed by script functions.


objects_in_radius

sfall.h

array objects_in_radius(int tile, int radius, int elevation, int type)
+
  • returns an array of objects of a type (see OBJ_TYPE_* constants in define_extra.h) within the specified radius from the given tile
  • passing -1 to the type argument or not specifying it will return all objects within the radius
  • the radius is limited to 50 hexes

set_drugs_data

sfall.h

void set_drugs_data(int type, int pid, int value)
 

Overrides the parameters of drugs set in the configuration file (DrugsFile setting in ddraw.ini). Type: 0 - changes the value of NumEffects for the drug (see Drugs.ini for the description of NumEffects), 1 - changes the duration of the addiction effect for the drug (a value of 1 = one game minute).


set_rest_heal_time

sfall.h

void set_rest_heal_time(int time)
 

Sets the time interval in minutes for healing during resting. The default is 180. Note: The interval will be reset each time the player reloads the game.


set_rest_mode

sfall.h

void set_rest_mode(int flags)
 

Sets the bit flags for the rest mode (see RESTMODE_* constants in sfall.h). Passing 0 will reset the rest mode. It will also be reset each time the player reloads the game.


sfall_func0(“hide_window”)

sfall.h

void sfall_func0("hide_window")