diff --git a/assets/js/search-data.json b/assets/js/search-data.json
index e05c392a..fff0f11b 100644
--- a/assets/js/search-data.json
+++ b/assets/js/search-data.json
@@ -113,7 +113,7 @@
},"16": {
"doc": "Audio",
"title": "Functions",
- "content": ". | eax_available | play_sfall_sound | set_eax_environment | stop_sfall_sound | . eax_available . int eax_available . Obsolete since sfall 2.1a. Always returns 0. play_sfall_sound . int play_sfall_sound(string file, int mode) . Used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don’t wish to loop, play_sfall_sound returns 0. If you do loop, it returns an ID which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini. Starting from sfall 4.2.8/3.8.28, you can pass a value in the mode argument for a reduced sound volume. To set the volume, you need to convert the number to hexadecimal and use the argument format 0xZZZZ000Y, where ZZZZ is the volume reduction value in range from 0 to 32767 (the value 32767 is mute), and Y is the playback mode. set_eax_environment . void set_eax_environment(int environment) . Obsolete since sfall 2.1a. Has no effect. stop_sfall_sound . void stop_sfall_sound(int soundID) . Stops looping mp3/wav/wma files previously launched by play_sfall_sound. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini. ",
+ "content": ". | eax_available | play_sfall_sound | set_eax_environment | stop_sfall_sound | . eax_available . int eax_available . Obsolete since sfall 2.1a. Always returns 0. play_sfall_sound . int play_sfall_sound(string file, int mode) . Used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don’t wish to loop, play_sfall_sound returns 0. If you do loop, it returns an ID which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini. Starting from sfall 4.2.8/3.8.28, you can pass a value in the mode argument for a reduced sound volume. To set the volume, you need to convert the number to hexadecimal and use the argument format 0xZZZZ000Y, where ZZZZ is the volume reduction value in the range of 0 to 32767 (the value 32767 is mute), and Y is the playback mode. set_eax_environment . void set_eax_environment(int environment) . Obsolete since sfall 2.1a. Has no effect. stop_sfall_sound . void stop_sfall_sound(int soundID) . Stops looping mp3/wav/wma files previously launched by play_sfall_sound. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini. ",
"url": "/sfall/audio/#functions",
"relUrl": "/audio/#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 or PartyMemberNonRandomLevelUp setting. input_funcs_available . int input_funcs_available . (DEPRECATED) 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 . (DEPRECATED) 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 change the player’s default appearance). | The availability state will be reset each time the player reloads the game. | NOTE: starting from sfall 4.4.6/3.8.46, value 1 no longer marks the VSUIT_MOVIE movie as “played”. Use mark_movie_played(VSUIT_MOVIE) instead if you want the old behavior. | . 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 the range of 0 to 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 . (DEPRECATED) 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 . (DEPRECATED) 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 the range of 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 the range of 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 change the player’s default appearance). | The availability state will be reset each time the player reloads the game. | NOTE: starting from sfall 4.4.6/3.8.46, value 1 no longer marks the VSUIT_MOVIE movie as “played”. Use mark_movie_played(VSUIT_MOVIE) instead if you want the old behavior. | . 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"
@@ -988,7 +988,7 @@
},"141": {
"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 | set_worldmap_heal_time | 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 . | the time 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. set_worldmap_heal_time . sfall.h . void set_worldmap_heal_time(int time) . Sets the time interval in minutes for healing during world map travel. The default is 180 . | passing 0 will revert to 1 second of real time (vanilla engine behavior) | passing -1 will disable healing during travel | the time interval will 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 | set_worldmap_heal_time | 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 a custom message file and returns the file ID number assigned to it, in the range of 0x3000 to 0x3FFF, for use with the message_str_game function. | fileName: the name of the custom message file (including the .msg extension) in text\\<language>\\game\\ directory. | NOTE: if the msg file does not exist in the current language directory, the function will try to load it from the text\\English\\game\\ directory. | . Alternative form: int add_extra_msg_file(string fileName, int fileNumber) [DEPRECATED] . | Deprecation notice: Starting from sfall 4.4.10/3.8.50, the two-argument form is deprecated. The fileNumber argument is ignored, and the function behaves the same as the one-argument form. | . 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 . | the time 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. set_worldmap_heal_time . sfall.h . void set_worldmap_heal_time(int time) . Sets the time interval in minutes for healing during world map travel. The default is 180 . | passing 0 will revert to 1 second of real time (vanilla engine behavior) | passing -1 will disable healing during travel | the time interval will 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"
@@ -1121,7 +1121,7 @@
},"160": {
"doc": "Tiles and paths",
"title": "Functions",
- "content": ". | get_tile_fid | get_tile_ground_fid | get_tile_roof_fid | obj_blocking_line | obj_blocking_tile | path_find_to | tile_by_position | tile_get_objs | tile_light | tile_refresh_display | tile_under_cursor | . get_tile_fid . int get_tile_fid(int tileData) . | Returns FID information about the square under the given tile at elevation 0 | Pass elevation as 4-bit number in bits 25-28 to access other elevations | Pass result mode in bits 29-32: 0 - ground FID, 1 - roof FID, 2 - raw data. | . get_tile_ground_fid . sfall.h . int get_tile_ground_fid(int tileNum, int elevation) . Returns FID of a ground tile at given tile number and elevation. get_tile_roof_fid . sfall.h . int get_tile_roof_fid(int tileNum, int elevation) . Returns FID of a roof tile at given tile number and elevation. Note that FID of 1 is used when there is no actual roof. obj_blocking_line . ObjectPtr obj_blocking_line(ObjectPtr objFrom, int tileTo, int blockingType) . Returns first object which blocks direct linear path from objFrom to tileTo using selected blocking function (see BLOCKING_TYPE_* constants in sfall.h). If path is clear (no blocker was encountered by selected function) - returns 0. objFrom is always excluded from calculations, but is required to be a valid object. obj_blocking_tile . ObjectPtr obj_blocking_tile(int tileNum, int elevation, int blockingType) . Returns first object blocking given tile using given blocking function or 0 if tile is clear. path_find_to . array path_find_to(ObjectPtr objFrom, int tileTo, int blockingType) . Returns the shortest path to a given tile using given blocking function as an array of tile directions (0..5) to move on each step. Array length equals to a number of steps. Empty array means that specified target cannot be reached. tile_by_position . sfall.h . int tile_by_position(int x, int y) . | returns the tile number at the x, y position relative to the top-left corner of the screen | if the position is outside of the range of tiles, it will return -1 | . tile_get_objs . array tile_get_objs(int tileNum, int elevation) . Returns an array of all objects at given tile. It will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating. tile_light . int tile_light(int elevation, int tileNum) . Returns light intensity at the given tile in range from 0 to 65535. tile_refresh_display . void tile_refresh_display . Redraws the game scene (tiles, walls, objects, etc.). tile_under_cursor . int tile_under_cursor . ",
+ "content": ". | get_tile_fid | get_tile_ground_fid | get_tile_roof_fid | obj_blocking_line | obj_blocking_tile | path_find_to | tile_by_position | tile_get_objs | tile_light | tile_refresh_display | tile_under_cursor | . get_tile_fid . int get_tile_fid(int tileData) . | Returns FID information about the square under the given tile at elevation 0 | Pass elevation as 4-bit number in bits 25-28 to access other elevations | Pass result mode in bits 29-32: 0 - ground FID, 1 - roof FID, 2 - raw data. | . get_tile_ground_fid . sfall.h . int get_tile_ground_fid(int tileNum, int elevation) . Returns FID of a ground tile at given tile number and elevation. get_tile_roof_fid . sfall.h . int get_tile_roof_fid(int tileNum, int elevation) . Returns FID of a roof tile at given tile number and elevation. Note that FID of 1 is used when there is no actual roof. obj_blocking_line . ObjectPtr obj_blocking_line(ObjectPtr objFrom, int tileTo, int blockingType) . Returns first object which blocks direct linear path from objFrom to tileTo using selected blocking function (see BLOCKING_TYPE_* constants in sfall.h). If path is clear (no blocker was encountered by selected function) - returns 0. objFrom is always excluded from calculations, but is required to be a valid object. obj_blocking_tile . ObjectPtr obj_blocking_tile(int tileNum, int elevation, int blockingType) . Returns first object blocking given tile using given blocking function or 0 if tile is clear. path_find_to . array path_find_to(ObjectPtr objFrom, int tileTo, int blockingType) . Returns the shortest path to a given tile using given blocking function as an array of tile directions (0..5) to move on each step. Array length equals to a number of steps. Empty array means that specified target cannot be reached. tile_by_position . sfall.h . int tile_by_position(int x, int y) . | returns the tile number at the x, y position relative to the top-left corner of the screen | if the position is outside of the range of tiles, it will return -1 | . tile_get_objs . array tile_get_objs(int tileNum, int elevation) . Returns an array of all objects at given tile. It will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating. tile_light . int tile_light(int elevation, int tileNum) . Returns light intensity at the given tile in the range of 0 to 65536. tile_refresh_display . void tile_refresh_display . Redraws the game scene (tiles, walls, objects, etc.). tile_under_cursor . int tile_under_cursor . ",
"url": "/sfall/tiles-and-paths/#functions",
"relUrl": "/tiles-and-paths/#functions"
diff --git a/audio/index.html b/audio/index.html
index c6981a60..f82f0cf5 100644
--- a/audio/index.html
+++ b/audio/index.html
@@ -1,5 +1,5 @@
Used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don’t wish to loop, play_sfall_sound returns 0. If you do loop, it returns an ID which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini.
Starting from sfall 4.2.8/3.8.28, you can pass a value in the mode argument for a reduced sound volume. To set the volume, you need to convert the number to hexadecimal and use the argument format 0xZZZZ000Y, where ZZZZ is the volume reduction value in range from 0 to 32767 (the value 32767 is mute), and Y is the playback mode.
set_eax_environment
voidset_eax_environment(intenvironment)
+
Used to play mp3/wav/wma files. The path given is relative to the Fallout folder. Specify mode as 1 to loop the file continuously, 2 to replace the current background game music with playing the specified file in loop mode, or 0 to play the file once. If you don’t wish to loop, play_sfall_sound returns 0. If you do loop, it returns an ID which can be passed back to stop_sfall_sound when you want to stop the effect. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini.
Starting from sfall 4.2.8/3.8.28, you can pass a value in the mode argument for a reduced sound volume. To set the volume, you need to convert the number to hexadecimal and use the argument format 0xZZZZ000Y, where ZZZZ is the volume reduction value in the range of 0 to 32767 (the value 32767 is mute), and Y is the playback mode.
set_eax_environment
voidset_eax_environment(intenvironment)
Obsolete since sfall 2.1a. Has no effect.
stop_sfall_sound
voidstop_sfall_sound(intsoundID)
Stops looping mp3/wav/wma files previously launched by play_sfall_sound. All sounds effects will be stopped on game reload, looping or not. Does not require AllowDShowSound to be set to 1 in ddraw.ini.
diff --git a/feed.xml b/feed.xml
index 3369dfd2..d057dc8f 100644
--- a/feed.xml
+++ b/feed.xml
@@ -1 +1 @@
-Jekyll2026-03-20T03:21:00+00:00/sfall/feed.xmlsfallSfall documentation
\ No newline at end of file
+Jekyll2026-03-26T04:12:37+00:00/sfall/feed.xmlsfallSfall documentation
\ No newline at end of file
diff --git a/other/index.html b/other/index.html
index ce70d6a7..db8a3234 100644
--- a/other/index.html
+++ b/other/index.html
@@ -8,7 +8,7 @@
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
intget_inven_ap_cost
Returns the current AP cost to access the inventory in combat
get_kill_counter
intget_kill_counter(intcritterType)
get_light_level
intget_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
intget_npc_level(stringnpc)
+
Returns ambient light level in the range of 0 to 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
intget_npc_level(stringnpc)
get_proto_data
intget_proto_data(intpid,intoffset)
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
intget_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
intget_unspent_ap_perk_bonus
@@ -31,11 +31,11 @@
The same as set_base_pickpocket, but applies only to specific critter.
set_df_model
voidset_df_model(stringname)
set_dm_model
voidset_dm_model(stringname)
set_hit_chance_max
voidset_hit_chance_max(intpercentage)
-
Effects all critters rather than just the player and can set the maximum in range from 0 to 999.
set_hp_per_level_mod
voidset_hp_per_level_mod(intmod)
+
Effects all critters rather than just the player and can set the maximum in the range of 0 to 999.
set_hp_per_level_mod
voidset_hp_per_level_mod(intmod)
set_inven_ap_cost
voidset_inven_ap_cost(intcost)
set_movie_path
voidset_movie_path(stringfilename,intmovieid)
set_pickpocket_max
voidset_pickpocket_max(intpercentage)
-
Effects all critters rather than just the player and can set the maximum in range from 0 to 999.
set_pipboy_available
voidset_pipboy_available(intavailable)
+
Effects all critters rather than just the player and can set the maximum in the range of 0 to 999.
set_pipboy_available
voidset_pipboy_available(intavailable)
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 change the player’s default appearance).
The availability state will be reset each time the player reloads the game.
NOTE: starting from sfall 4.4.6/3.8.46, value 1 no longer marks the VSUIT_MOVIE movie as “played”. Use mark_movie_played(VSUIT_MOVIE) instead if you want the old behavior.
set_proto_data
voidset_proto_data(intpid,intoffset,intvalue)
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
voidset_unspent_ap_bonus(intmultiplier)
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
voidset_unspent_ap_perk_bonus(intmultiplier)
diff --git a/sfall-funcx-macros/index.html b/sfall-funcx-macros/index.html
index 36e9b36b..9fdf08f5 100644
--- a/sfall-funcx-macros/index.html
+++ b/sfall-funcx-macros/index.html
@@ -1,5 +1,5 @@
Sfall funcX macros | sfallSkip to main contentLinkMenuExpand(external link)DocumentSearchCopyCopied
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.
Loads a custom message file and returns the file ID number assigned to it, in the range of 0x3000 to 0x3FFF, for use with the message_str_game function.
fileName: the name of the custom message file (including the .msg extension) in text\<language>\game\ directory.
NOTE: if the msg file does not exist in the current language directory, the function will try to load it from the text\English\game\ directory.
Alternative form: int add_extra_msg_file(string fileName, int fileNumber)[DEPRECATED]
Deprecation notice: Starting from sfall 4.4.10/3.8.50, the two-argument form is deprecated. The fileNumber argument is ignored, and the function behaves the same as the one-argument form.
critter_inven_obj2
sfall.h
ObjectPtrcritter_inven_obj2(ObjectPtrobj,inttype)
Works just like vanilla critter_inven_obj, but correctly reports item in player’s inactive hand slot.
dialog_message
sfall.h
voiddialog_message(stringtext)
Displays a message in the NPC response window in dialog or barter screen.
get_current_inven_size
sfall.h
get_current_inven_size(ObjectPtrobject)
Returns the current inventory size of the container or the critter.
Returns the shortest path to a given tile using given blocking function as an array of tile directions (0..5) to move on each step. Array length equals to a number of steps. Empty array means that specified target cannot be reached.
tile_by_position
sfall.h
inttile_by_position(intx,inty)
returns the tile number at the x, y position relative to the top-left corner of the screen
if the position is outside of the range of tiles, it will return -1
tile_get_objs
arraytile_get_objs(inttileNum,intelevation)
Returns an array of all objects at given tile. It will include any hidden, dead or system objects (like cursor), so make sure to check properly when iterating.
tile_light
inttile_light(intelevation,inttileNum)
-
Returns light intensity at the given tile in range from 0 to 65535.
tile_refresh_display
voidtile_refresh_display
+
Returns light intensity at the given tile in the range of 0 to 65536.
tile_refresh_display
voidtile_refresh_display
Redraws the game scene (tiles, walls, objects, etc.).