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@@ -46,8 +46,6 @@ nb-configuration.xml
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
*.VC.db
|
||||
*.VC.opendb
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
[sfall]
|
||||
SaveInCombat=Cannot save at this time.
|
||||
SaveInCombat=Cannot save at this time
|
||||
KarmaGain=You gained %d karma.
|
||||
KarmaLoss=You lost %d karma.
|
||||
HighlightFail1=You aren't carrying a motion sensor.
|
||||
@@ -11,4 +11,4 @@ SaveSfallDataFail=ERROR saving extended savegame information! Check if other pro
|
||||
[AppearanceMod]
|
||||
RaceText=Race
|
||||
StyleText=Style
|
||||
MainButtonText=Appearance
|
||||
MainButtonText=Appearance
|
||||
@@ -1,79 +0,0 @@
|
||||
|
||||
; This section maps 7 armor types to corresponding armor item PIDs
|
||||
[ArmorTypes]
|
||||
Jacket = 74,265
|
||||
Leather = 1,379
|
||||
Metal = 2,240,380
|
||||
Power = 3,232
|
||||
AdvPower = 348,349
|
||||
Combat = 17,239,381
|
||||
Robe = 113,524
|
||||
|
||||
; Default armor FIDs (the same for all NPCs)
|
||||
[Default]
|
||||
Power=16777217
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||||
AdvPower=16777287
|
||||
Robe=16777218
|
||||
|
||||
|
||||
; Sulik
|
||||
[1]
|
||||
PID=16777313
|
||||
WeaponAnims=1,3,4,6
|
||||
Default=16777280
|
||||
Leather=16777325
|
||||
Power=16777324
|
||||
Metal=16777323
|
||||
Jacket=16777321
|
||||
Combat=16777322
|
||||
|
||||
; Vic
|
||||
[2]
|
||||
PID=16777278
|
||||
WeaponAnims=1,5,7
|
||||
Default=16777307
|
||||
Jacket=16777329
|
||||
Combat=16777330
|
||||
Metal=16777331
|
||||
Power=16777332
|
||||
Leather=16777333
|
||||
|
||||
; Cassidy
|
||||
[3]
|
||||
PID=16777305
|
||||
WeaponAnims=4,5,7
|
||||
Default=16777354
|
||||
Leather=16777260
|
||||
Power=16777328
|
||||
Metal=16777327
|
||||
Jacket=16777351
|
||||
Combat=16777326
|
||||
|
||||
; Myron
|
||||
[4]
|
||||
PID=16777376
|
||||
WeaponAnims=1,5
|
||||
Default=16777304
|
||||
Leather=
|
||||
Power=16777349
|
||||
Combat=16777350
|
||||
|
||||
; Cat Jules
|
||||
[5]
|
||||
PID=16777734
|
||||
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
|
||||
Default=16777353
|
||||
Leather=16777347
|
||||
Metal=16777348
|
||||
Jacket=16777346
|
||||
Combat=16777226
|
||||
|
||||
; Kitsune
|
||||
[6]
|
||||
PID=16777724
|
||||
WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
|
||||
Default=16777222
|
||||
Leather=16777221
|
||||
Metal=16777223
|
||||
Jacket=16777222
|
||||
Combat=16777219
|
||||
@@ -1,55 +0,0 @@
|
||||
[Highlighting]
|
||||
|
||||
; DX scancode of a key to press to highlight items on the ground
|
||||
; 42 - SHIFT key
|
||||
Key=42
|
||||
|
||||
; Set to 1 to also highlight containers
|
||||
Containers=0
|
||||
|
||||
; Set to 1 to also highlight lootable corpses
|
||||
Corpses=0
|
||||
|
||||
; Set to 1 to only highlight objects in the player's line-of-sight
|
||||
CheckLOS=0
|
||||
|
||||
; Set the color of outlines, available colors:
|
||||
; 1 - glowing red
|
||||
; 2 - red
|
||||
; 4 - grey
|
||||
; 8 - glowing green
|
||||
; 16 - bright yellow
|
||||
; 32 - dark yellow
|
||||
; 64 - purple
|
||||
OutlineColor=16
|
||||
|
||||
; Motion Scanner mode:
|
||||
; 0 - ignored
|
||||
; 1 - requires Motion Scanner present in player inventory to activate highlighting
|
||||
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
|
||||
MotionScanner=0
|
||||
|
||||
|
||||
[CombatControl]
|
||||
;Allows you to directly control other critters in combat
|
||||
;Set to 0 to disable
|
||||
;Set to 1 to control all critters in combat
|
||||
;Set to 2 to control all party members
|
||||
;If you want to control only specific critters, uncomment the PIDList line and set a comma delimited list of PIDs
|
||||
Mode=0
|
||||
;PIDList=62,89,97,107,160,161
|
||||
|
||||
;Choose a notification box to display the name of the controlled critter above the interface bar
|
||||
;Must be between 5 and (4 + the value of BoxBarCount in ddraw.ini)
|
||||
;Set to 0 to disable
|
||||
DisplayName=0
|
||||
|
||||
;Set the color of display name, available colors:
|
||||
;0 - green
|
||||
;1 - red
|
||||
;2 - white
|
||||
;3 - yellow
|
||||
;4 - dark yellow
|
||||
;5 - blue
|
||||
;6 - purple
|
||||
DisplayNameColor=0
|
||||
+39
-81
@@ -1,5 +1,5 @@
|
||||
;sfall configuration settings
|
||||
;v4.1
|
||||
;v3.8.7
|
||||
|
||||
[Main]
|
||||
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
|
||||
@@ -107,7 +107,7 @@ SpeedModKey=-1
|
||||
|
||||
;A key to press to toggle the speed tweak on or off
|
||||
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
|
||||
SpeedToggleKey=0
|
||||
SpeedToggleKey=0x00
|
||||
|
||||
;The keys corresponding to the 10 speed slots
|
||||
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
|
||||
@@ -127,16 +127,26 @@ SpeedKey9=0x00
|
||||
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
|
||||
WindowScrollKey=0
|
||||
|
||||
;A key to press to toggle the highlighting of all items on the ground on the current map
|
||||
ToggleItemHighlightsKey=42
|
||||
|
||||
;Set to 1 to also highlight containers
|
||||
HighlightContainers=0
|
||||
|
||||
;Set the color of outlines, available colors:
|
||||
;0x01 - glowing red
|
||||
;0x02 - red
|
||||
;0x04 - grey
|
||||
;0x08 - glowing green
|
||||
;0x10 - bright yellow
|
||||
;0x20 - dark yellow
|
||||
;0x40 - purple
|
||||
OutlineColor=0x10
|
||||
|
||||
;A key to press to reload your currently equipped weapon
|
||||
;Set to 0 if you don't want a reload key, or a DX scancode otherwise
|
||||
ReloadWeaponKey=0
|
||||
|
||||
;A key to hold down to let you move/drop a whole stack of items at once without the 'Move Items' window
|
||||
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
|
||||
ItemFastMoveKey=0x1d
|
||||
|
||||
;A key to press to open a debug game editor (requires FalloutClient.exe from the modders pack)
|
||||
;Set to 0 to disable, or a DX scancode otherwise
|
||||
;A key to press to open a debug game editor
|
||||
DebugEditorKey=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
@@ -170,7 +180,7 @@ WorldMapEncounterRate=5
|
||||
|
||||
;The number of slots available in the locations list panel of the world map
|
||||
;Set to 0 to leave unchanged. 17 is default.
|
||||
;Setting this greater than 17 requires a replacement background FRM, or you'll get glitched graphics
|
||||
;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
|
||||
WorldMapSlots=0
|
||||
|
||||
;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
|
||||
@@ -190,15 +200,11 @@ WorldMapSlots=0
|
||||
;PatchFile=patch%03d.dat
|
||||
;MultiPatches=0
|
||||
|
||||
;Set to 1 to use the modified data load order for the engine to find game data
|
||||
;Set to 1 to enable the modified data load order for the engine to find game data
|
||||
;Original: patchXXX.dat > critter_patches > critter_dat > f2_res_patches > f2_res_dat > master_patches > master_dat
|
||||
;Modified: master_patches > critter_patches > patchXXX.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
|
||||
DataLoadOrderPatch=0
|
||||
|
||||
;Set to 1 to enable loading alternative dialog msg files from text/language/dialog_female/ for female PC
|
||||
;Set to 2 to also load subtitle files from text/language/cuts_female/ for female PC
|
||||
FemaleDialogMsgs=0
|
||||
|
||||
;To change the default and starting player models, uncomment the next four lines.
|
||||
;The default models can also be changed ingame via script
|
||||
;MaleStartModel=hmwarr
|
||||
@@ -298,7 +304,7 @@ SaveInCombatFix=1
|
||||
;Player's level is capped once the highest specified level is reached
|
||||
;XPTable=50,100,200
|
||||
|
||||
;Set to 1 to enable additional weapon animation codes from o-t
|
||||
;Set to 1 to enable additional weapon animations codes from o-t
|
||||
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
|
||||
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
|
||||
AdditionalWeaponAnims=1
|
||||
@@ -349,19 +355,12 @@ SkipOpeningMovies=0
|
||||
;Set to 0 to disable
|
||||
NPCsTryToSpendExtraAP=0
|
||||
|
||||
;Set to 1 to fix NPCs not checking weapon perks properly when searching for the best weapon
|
||||
;Note that enabling this option can significantly affect the weapon choice of some NPCs in combat
|
||||
AIBestWeaponFix=0
|
||||
|
||||
;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
|
||||
;Set to 1 to check all tiles on started (slow)
|
||||
;Set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
|
||||
AllowLargeTiles=0
|
||||
|
||||
;Set to 1 to boost the maximum number of tile FRMs from 4096 to 16383
|
||||
MoreTiles=0
|
||||
|
||||
;Change the Skilldex cursor FRM numbers
|
||||
;Change the Skilldex cursor frm numbers
|
||||
;Default is 293 for all skills
|
||||
Lockpick=293
|
||||
Steal=293
|
||||
@@ -374,22 +373,17 @@ Repair=293
|
||||
;Remove window position rounding
|
||||
RemoveWindowRounding=0
|
||||
|
||||
;Set to 1 to add scroll buttons to the pipboy quest list, and remove the quests per area limit
|
||||
;Set to 2 to use a different set of scroll buttons
|
||||
;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
|
||||
UseScrollingQuestsList=1
|
||||
|
||||
;To change the location of quest list scroll buttons, uncomment the next two lines
|
||||
;Defaults are 140 for the X-axis and 334 for the Y-axis
|
||||
;QuestsScrollButtonsX=140
|
||||
;QuestsScrollButtonsY=334
|
||||
|
||||
;Uncomment these lines to control the premade characters offered when starting a new game
|
||||
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
|
||||
;PremadePaths=combat,diplomat,stealth
|
||||
;PremadeFIDs=201,203,202
|
||||
|
||||
;Use this line to modify the list of cities and their associated global variables used for city reputations
|
||||
;Syntax is 'city id:global id', with each city/global pair separated by a comma.
|
||||
;Syntax is 'city id : global id', with each city/global pair separated by a comma.
|
||||
;CityRepsCount=19
|
||||
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308
|
||||
|
||||
;Set this to a valid path to save a copy of the console contents
|
||||
@@ -398,20 +392,13 @@ UseScrollingQuestsList=1
|
||||
;Set to 1 to add additional pages of save slots
|
||||
ExtraSaveSlots=0
|
||||
|
||||
;To use more than one save slot for quick saving (F6 key) without picking a slot beforehand, set the next two lines
|
||||
;AutoQuickSave sets how many save slots on a page you want to use for quick saving (valid range: 1..10)
|
||||
;AutoQuickSavePage is the page number to use (valid range: 1..1000) if ExtraSaveSlots is enabled
|
||||
;The quick saves will be rotated from the first slot on the page to the n-th slot
|
||||
;Set to 0 to disable. AutoQuickSave will use page 1 if AutoQuickSavePage is disabled
|
||||
AutoQuickSave=0
|
||||
AutoQuickSavePage=0
|
||||
|
||||
;Set to 1 to speed up the HP/AC counter animations
|
||||
;Set to 2 to update the HP/AC counters instantly
|
||||
SpeedInterfaceCounterAnims=0
|
||||
|
||||
;These lines allow you to control the karma FRMs displayed on the character screen
|
||||
;These lines allow you to control the karma frm's displayed on the character screen
|
||||
;Number of KarmaPoints should be 1 less than number of KarmaFRMs
|
||||
;KarmaFRMsCount=3
|
||||
;KarmaFRMs=47,48,49
|
||||
;KarmaPoints=-100,100
|
||||
|
||||
@@ -422,11 +409,8 @@ ScienceOnCritters=0
|
||||
;Default is 166
|
||||
SpeedInventoryPCRotation=166
|
||||
|
||||
;Modify the number of the extra interface boxes available to modders. (Default is 5, and the maximum is 95)
|
||||
BoxBarCount=5
|
||||
|
||||
;Uncomment to set the text colour of the extra interface boxes
|
||||
;The line must contain the same number of digits as the value of BoxBarCount, each either a 0 for green or 1 for red
|
||||
;Uncomment to set the text colour of the extra 5 interface boxes
|
||||
;The line must contain a 5 digits, each either a 0 for green or 1 for red
|
||||
;BoxBarColours=00000
|
||||
|
||||
;Set to 1 to fix the bug that caused bonus HtH damage to not be applied correctly.
|
||||
@@ -435,9 +419,6 @@ BonusHtHDamageFix=1
|
||||
;Set to 1 to display additional points of damage from Bonus HtH/Ranged Damage perks in the inventory
|
||||
DisplayBonusDamage=0
|
||||
|
||||
;Set to 1 to display the range of the second attack mode in the inventory when you switch weapon modes in active item slots
|
||||
DisplaySecondWeaponRange=1
|
||||
|
||||
;Modify the maximum number of animations allowed to run on a map. (Default is 32, and the maximum is 127)
|
||||
AnimationsAtOnceLimit=120
|
||||
|
||||
@@ -478,6 +459,7 @@ CritterInvSizeLimit=200
|
||||
;Some bit flags to alter behaviour of the motion sensor
|
||||
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
|
||||
;2 - Motion sensor doesn't require charges
|
||||
;4 - Motion sensor is required to use the item highlight feature
|
||||
MotionScannerFlags=1
|
||||
|
||||
;Set to non-0 to adjust the maximum encounter table size
|
||||
@@ -503,9 +485,6 @@ QuickPocketsApCostReduction=2
|
||||
;Set to 1 to allow objects seeing through other objects with their ShootThru flag set
|
||||
ObjCanSeeObj_ShootThru_Fix=0
|
||||
|
||||
;Set to 1 to fix the broken obj_can_hear_obj script function
|
||||
ObjCanHearObjFix=0
|
||||
|
||||
;Set to 1 to enable the balanced bullet distribution formula for burst attacks
|
||||
ComputeSprayMod=0
|
||||
|
||||
@@ -553,6 +532,14 @@ DialogPanelAnimDelay=33
|
||||
;Controls the speed of pipboy alarm clock animations (lower - faster; valid range: 0..127)
|
||||
PipboyTimeAnimDelay=50
|
||||
|
||||
;Allows you to directly control other critters in combat
|
||||
;Set to 0 to disable
|
||||
;Set to 1 to control all critters in combat
|
||||
;Set to 2 to control all party members
|
||||
;If you want to control only specific critters, uncomment the ControlCombatPIDList line and set a comma delimited list of PIDs
|
||||
ControlCombat=0
|
||||
;ControlCombatPIDList=62,89,97,107,160,161
|
||||
|
||||
;Set to 1 to stack empty identical weapons, no matter what type of ammo was loaded before
|
||||
StackEmptyWeapons=0
|
||||
|
||||
@@ -563,9 +550,6 @@ StackEmptyWeapons=0
|
||||
;If the amount of ammo boxes in the inventory is less than or equal to the reserve, only one box will be used
|
||||
ReloadReserve=-1
|
||||
|
||||
;Set to 1 to change the counter in the 'Move Items' window to start at the maximum number of items
|
||||
ItemCounterDefaultMax=0
|
||||
|
||||
;Allows 9 options (lines of text) to be displayed correctly in a dialog window
|
||||
DialogOptions9Lines=1
|
||||
|
||||
@@ -579,44 +563,21 @@ DontTurnOffSneakIfYouRun=0
|
||||
CanSellUsedGeiger=1
|
||||
|
||||
;Set to 1 to fix the issue with being able to charge the car by using cells on other scenary/critters
|
||||
;Set to 0 if another mod you're using has custom vehicles
|
||||
CarChargingFix=1
|
||||
|
||||
;Set to 1 to skip weapon equip/unequip animations when performing various actions
|
||||
InstantWeaponEquip=0
|
||||
|
||||
;To add additional game msg files, uncomment the next line and set a comma delimited list of filenames without .msg extension
|
||||
;By default, the files will have consecutive numbers assigned beginning with 0
|
||||
;You can use the syntax 'filename:number' to manually assign numbers to specific msg files, with each pair separated by a comma
|
||||
;If a file after the specified pair does not have a number assigned, it will have the next consecutive number from the last pair
|
||||
;You need to use the message_str_game script function to get messages from the files
|
||||
;ExtraGameMsgFileList=
|
||||
|
||||
;Set to 1 to display numbered dialogue options
|
||||
NumbersInDialogue=0
|
||||
|
||||
;Set to 1 to use Fallout's normal text font instead of DOS-like font on the world map
|
||||
WorldMapFontPatch=0
|
||||
|
||||
;Set to 1 to keep the selected attack mode when moving the weapon between active item slots
|
||||
KeepWeaponSelectMode=1
|
||||
|
||||
;Set to 1 to display full item description for weapon/ammo in barter screen
|
||||
FullItemDescInBarter=0
|
||||
|
||||
;Set to 1 to display experience points with the bonus from Swift Learner perk when gained from non-scripted situations
|
||||
DisplaySwiftLearnerExp=1
|
||||
|
||||
;Set to 1 to display sfall built-in credits at the bottom of credits.txt contents instead of at the top
|
||||
CreditsAtBottom=0
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Scripts]
|
||||
;Comma-separated list of masked paths to load global scripts from
|
||||
;Only use single slash \ as directory separator
|
||||
;Paths outside of scripts folder are supported
|
||||
GlobalScriptPaths=scripts\gl*.int,scripts\sfall\gl*.int
|
||||
|
||||
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
|
||||
[Debugging]
|
||||
;Extra sfall configuration settings that can be used by modders
|
||||
@@ -660,9 +621,6 @@ DontDeleteProtos=0
|
||||
;Set to 1 to give scripts direct access to Fallout's address space, and to make arbitrary calls into Fallout's code
|
||||
AllowUnsafeScripting=0
|
||||
|
||||
;Set to 1 to force sfall to inject all hooks code into the game, even if corresponding hook scripts don't exist
|
||||
InjectAllGameHooks=0
|
||||
|
||||
;These options control what output is saved in the debug log (sfall-log.txt)
|
||||
|
||||
;Prints messages duing sfall initialization
|
||||
|
||||
@@ -1,44 +0,0 @@
|
||||
/*
|
||||
Example implementation of the algorithm of how the game engine sets the explosive timer.
|
||||
*/
|
||||
|
||||
#include "..\..\scripting_docs\headers\sfall.h"
|
||||
#include "..\..\scripting_docs\headers\define_lite.h"
|
||||
|
||||
// from CONDTION.H
|
||||
#define ROLL_CRITICAL_FAILURE (0)
|
||||
#define ROLL_FAILURE (1)
|
||||
#define ROLL_SUCCESS (2)
|
||||
#define ROLL_CRITICAL_SUCCESS (3)
|
||||
|
||||
procedure start;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_EXPLOSIVETIMER);
|
||||
end else begin
|
||||
variable
|
||||
time := get_sfall_arg,
|
||||
result := ROLL_CRITICAL_FAILURE;
|
||||
|
||||
if has_trait(TRAIT_PERK, dude_obj, PERK_demolition_expert_perk) then
|
||||
result := ROLL_SUCCESS;
|
||||
else begin
|
||||
result := roll_vs_skill(dude_obj, SKILL_TRAPS, 0);
|
||||
end
|
||||
|
||||
if (result) then begin
|
||||
if (result == ROLL_FAILURE) then
|
||||
time /= 2;
|
||||
else begin // success or critical success
|
||||
result := ROLL_SUCCESS;
|
||||
end
|
||||
end else begin // critical failure
|
||||
time := 0;
|
||||
result := ROLL_FAILURE;
|
||||
end
|
||||
|
||||
set_sfall_return(time);
|
||||
set_sfall_return(result); // failure/success
|
||||
end
|
||||
end
|
||||
@@ -1,60 +0,0 @@
|
||||
/*
|
||||
Example implementation of the algorithm of how the game engine checks if one critter sees another critter.
|
||||
|
||||
NOTE: the AllowUnsafeScripting option must be enabled.
|
||||
*/
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "..\headers\sfall\sfall.h"
|
||||
#include "..\headers\sfall\define_extra.h"
|
||||
|
||||
#define can_see_(source, target) call_offset_r2(0x412BEC, source, target)
|
||||
#define obj_dist_(target, source) call_offset_r2(0x48BBD4, target, source)
|
||||
|
||||
procedure start;
|
||||
|
||||
procedure start begin
|
||||
if game_loaded then begin
|
||||
register_hook(HOOK_WITHINPERCEPTION);
|
||||
end else begin
|
||||
variable
|
||||
source := get_sfall_arg,
|
||||
target := get_sfall_arg,
|
||||
original := get_sfall_arg,
|
||||
hookType := get_sfall_arg, /* new arg */
|
||||
result := 0,
|
||||
distance;
|
||||
|
||||
if target then begin
|
||||
distance := get_critter_stat(source, STAT_pe);
|
||||
|
||||
if can_see_(source, target) then begin
|
||||
distance *= 5;
|
||||
if (get_flags(target) bwand FLAG_TRANSGLASS) then distance /= 2;
|
||||
end else if combat_is_initialized then begin
|
||||
distance *= 2;
|
||||
end
|
||||
|
||||
if (target == dude_obj) then begin
|
||||
if sneak_success then begin
|
||||
distance /= 4;
|
||||
if has_skill(target, SKILL_SNEAK) > 120 then distance -= 1;
|
||||
end else if dude_is_sneaking then begin
|
||||
distance := distance * 2 / 3;
|
||||
end
|
||||
end
|
||||
|
||||
if obj_dist_(target, source) <= distance then result := 1;
|
||||
|
||||
// example
|
||||
if (result) then begin
|
||||
display_msg("hs_withinperception: " + obj_name(source) + " sees " + obj_name(target) + " [original: " + original + " script: " + result + "]");
|
||||
end else begin
|
||||
display_msg("hs_withinperception: " + obj_name(source) + " does not see " + obj_name(target) + " [original: " + original + " script: " + result + "]");
|
||||
end
|
||||
end
|
||||
|
||||
//set_sfall_return(result);
|
||||
end
|
||||
end
|
||||
Binary file not shown.
@@ -1,126 +0,0 @@
|
||||
/**
|
||||
|
||||
Item Highlight mod.
|
||||
|
||||
Previously was part of sfall itself, now a separate mod.
|
||||
Features:
|
||||
- highlighting items, containers (optional) and lootable corpses (optional) on the ground
|
||||
- configurable hotkey is used to trigger highlight
|
||||
- only objects in direct line-of-sight of player are highlighted (optional)
|
||||
- motion scanner is required to enable highlight (optional)
|
||||
- motion scanner charges are decreased on each use (optional)
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.0
|
||||
|
||||
**/
|
||||
|
||||
#include "main.h"
|
||||
//#include "..\..\..\!SRC\headers\define.h"
|
||||
|
||||
#define CRITTER_IS_DEAD (1)
|
||||
#define PID_MOTION_SENSOR (59)
|
||||
#define NO_HIGHLIGHT(obj) (get_flags(obj) bwand FLAG_NOHIGHLIGHT)
|
||||
#define NO_STEAL(obj) (get_proto_data(obj_pid(obj), PROTO_CR_FLAGS) bwand CFLG_NOSTEAL)
|
||||
|
||||
variable configSection := "Highlighting";
|
||||
variable highlightKey;
|
||||
variable isHighlight;
|
||||
variable alsoContainer;
|
||||
variable alsoCorpse;
|
||||
variable checkLOS;
|
||||
variable outlineColor;
|
||||
variable motionScanner;
|
||||
variable highlightFailMsg1;
|
||||
variable highlightFailMsg2;
|
||||
|
||||
procedure ToggleHighlightObject(variable obj, variable enable) begin
|
||||
if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
|
||||
if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin
|
||||
if (enable) then set_outline(obj, outlineColor);
|
||||
else set_outline(obj, 0);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure ToggleHighlight(variable enable) begin
|
||||
variable obj;
|
||||
foreach obj in list_as_array(LIST_GROUNDITEMS) begin
|
||||
if obj != outlined_object then begin
|
||||
call ToggleHighlightObject(obj, enable);
|
||||
end
|
||||
end
|
||||
if (alsoCorpse) then begin
|
||||
foreach obj in list_as_array(LIST_CRITTERS) begin
|
||||
if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin
|
||||
call ToggleHighlightObject(obj, enable);
|
||||
end
|
||||
end
|
||||
end
|
||||
tile_refresh_display;
|
||||
end
|
||||
|
||||
procedure KeyPressHandler begin
|
||||
variable pressed := get_sfall_arg,
|
||||
scanCode := get_sfall_arg,
|
||||
scanner, charges;
|
||||
|
||||
if scanCode == highlightKey then begin
|
||||
if pressed then begin
|
||||
isHighlight := true;
|
||||
if motionScanner then begin
|
||||
scanner := obj_carrying_pid_obj(dude_obj, PID_MOTION_SENSOR);
|
||||
if scanner then begin
|
||||
if motionScanner >= 2 then begin
|
||||
charges := get_weapon_ammo_count(scanner);
|
||||
if charges > 0 then begin
|
||||
set_weapon_ammo_count(scanner, charges - 1);
|
||||
intface_redraw;
|
||||
call ToggleHighlight(true);
|
||||
end else begin
|
||||
display_msg(highlightFailMsg2);
|
||||
end
|
||||
end else begin
|
||||
call ToggleHighlight(true);
|
||||
end
|
||||
end else begin
|
||||
display_msg(highlightFailMsg1);
|
||||
end
|
||||
end else begin
|
||||
call ToggleHighlight(true);
|
||||
end
|
||||
end else begin
|
||||
isHighlight := false;
|
||||
call ToggleHighlight(false);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
procedure CombatTurnHandler begin
|
||||
if isHighlight then begin
|
||||
isHighlight := false;
|
||||
call ToggleHighlight(false);
|
||||
end
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if game_loaded and (sfall_ver_major >= 4) then begin
|
||||
call InitConfigs;
|
||||
|
||||
highlightKey := GetConfig(configSection, "Key", 0);
|
||||
alsoContainer := GetConfig(configSection, "Containers", 0);
|
||||
alsoCorpse := GetConfig(configSection, "Corpses", 0);
|
||||
checkLOS := GetConfig(configSection, "CheckLOS", 0);
|
||||
outlineColor := GetConfig(configSection, "OutlineColor", 16);
|
||||
if (outlineColor < 1) then outlineColor := 64;
|
||||
motionScanner := GetConfig(configSection, "MotionScanner", 0);
|
||||
|
||||
highlightFailMsg1 := Translate("HighlightFail1", "You aren't carrying a motion sensor.");
|
||||
highlightFailMsg2 := Translate("HighlightFail2", "Your motion sensor is out of charge.");
|
||||
|
||||
register_hook_proc(HOOK_KEYPRESS, KeyPressHandler);
|
||||
register_hook_proc(HOOK_COMBATTURN, CombatTurnHandler);
|
||||
end
|
||||
end
|
||||
Binary file not shown.
@@ -1,154 +0,0 @@
|
||||
/*
|
||||
|
||||
NPC Armor Appearance mod
|
||||
|
||||
Used to replace the scripted part of B-Team mod.
|
||||
Appropriate graphics are required for this mod to work.
|
||||
Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.1
|
||||
|
||||
*/
|
||||
|
||||
#include "main.h"
|
||||
|
||||
#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
|
||||
#define IS_WEAPON(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_weapon)
|
||||
|
||||
variable
|
||||
modIni := "npcarmor.ini",
|
||||
defaultFids,
|
||||
armorPidMap, // maps armor PID to it's "type" - leather armor, metal, power armor, etc.
|
||||
npcMap;
|
||||
|
||||
procedure check_armor_change(variable critter, variable item, variable isWorn) begin
|
||||
variable npc, armorType, fid;
|
||||
if (npcMap[obj_pid(critter)]) then begin
|
||||
npc := npcMap[obj_pid(critter)];
|
||||
if (not isWorn) then begin
|
||||
// display_msg("No armor fid: " + npc["Default"]);
|
||||
return npc["Default"];
|
||||
end else if (item) then begin
|
||||
armorType := armorPidMap[obj_pid(item)];
|
||||
fid := npc[armorType] or defaultFids[armorType];
|
||||
if (fid == 0 or fid == -1) then fid := npc["Default"];
|
||||
// display_msg("Change fid: " + fid + ", npc: " + npc[armorType] + ", default:" + defaultFids[armorType]);
|
||||
return fid;
|
||||
end
|
||||
end
|
||||
return -1;
|
||||
end
|
||||
|
||||
procedure check_weapon_change(variable critter, variable item, variable isWield) begin
|
||||
variable npc, newWeaponAnim, weaponAnimList, i;
|
||||
if (npcMap[obj_pid(critter)]) then begin
|
||||
npc := npcMap[obj_pid(critter)];
|
||||
if isWield then begin
|
||||
newWeaponAnim := get_proto_data(obj_pid(item), PROTO_WP_ANIM);
|
||||
weaponAnimList := string_split(npc["WeaponAnims"], ",");
|
||||
if newWeaponAnim then begin
|
||||
foreach (i in weaponAnimList) begin
|
||||
if (newWeaponAnim == atoi(i)) then return -1;
|
||||
end
|
||||
end else begin // anim code 0 - none/unarmed
|
||||
return -1;
|
||||
end
|
||||
end
|
||||
end
|
||||
return 0;
|
||||
end
|
||||
|
||||
// for NPCs when they change armor/weapon themselves
|
||||
procedure invenwield_handler begin
|
||||
variable critter, item, fid, slot, isWorn, canWield;
|
||||
critter := get_sfall_arg;
|
||||
item := get_sfall_arg;
|
||||
slot := get_sfall_arg;
|
||||
isWorn := get_sfall_arg;
|
||||
|
||||
if (critter and item and slot == INVEN_TYPE_WORN) then begin
|
||||
fid := check_armor_change(critter, item, isWorn);
|
||||
if (fid != -1) then begin
|
||||
art_change_fid_num(critter, fid);
|
||||
end
|
||||
end
|
||||
|
||||
if (critter and item and (slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND)) then begin
|
||||
canWield := check_weapon_change(critter, item, isWorn);
|
||||
set_sfall_return(canWield);
|
||||
end
|
||||
end
|
||||
|
||||
// when changing armor from inventory while controlling other NPCs
|
||||
procedure adjustfid_handler begin
|
||||
variable fid, armor;
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
armor := critter_inven_obj(dude_obj, INVEN_TYPE_WORN);
|
||||
fid := check_armor_change(dude_obj, armor, armor != 0);
|
||||
if (fid != -1) then begin
|
||||
set_sfall_return(fid);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
// when changing weapon from inventory while controlling other NPCs
|
||||
procedure inventorymove_handler begin
|
||||
variable slot, item, canWield;
|
||||
slot := get_sfall_arg;
|
||||
item := get_sfall_arg;
|
||||
if (dude_obj != real_dude_obj) then begin
|
||||
if (IS_WEAPON(item) and (slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND)) then begin
|
||||
canWield := check_weapon_change(dude_obj, item, item != 0);
|
||||
set_sfall_return(canWield);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
procedure start begin
|
||||
variable sect, sects, armorTypes, armorType, npc, pid, pids, i;
|
||||
if game_loaded and (sfall_ver_major >= 4) then begin
|
||||
register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
|
||||
register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
|
||||
register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
|
||||
|
||||
defaultFids := get_ini_section(modIni, "Default");
|
||||
fix_array(defaultFids);
|
||||
foreach (armorType: i in defaultFids) begin
|
||||
defaultFids[armorType] := atoi(i);
|
||||
end
|
||||
|
||||
armorPidMap := create_array_map;
|
||||
armorTypes := get_ini_section(modIni, "ArmorTypes");
|
||||
foreach (armorType: pids in armorTypes) begin
|
||||
pids := string_split(pids, ",");
|
||||
foreach (pid in pids) begin
|
||||
armorPidMap[atoi(pid)] := armorType;
|
||||
end
|
||||
end
|
||||
|
||||
npcMap := create_array_map;
|
||||
|
||||
i := 1;
|
||||
sect := get_ini_section(modIni, ""+i);
|
||||
while (sect.PID) do begin
|
||||
npc := create_array_map;
|
||||
npc["WeaponAnims"] := sect["WeaponAnims"];
|
||||
npc["Default"] := atoi(sect["Default"]);
|
||||
foreach (armorType: pids in armorTypes) begin
|
||||
if (sect[armorType]) then begin
|
||||
npc[armorType] := atoi(sect[armorType]);
|
||||
end
|
||||
end
|
||||
npcMap[atoi(sect.PID)] := npc;
|
||||
|
||||
i += 1;
|
||||
sect := get_ini_section(modIni, ""+i);
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
Binary file not shown.
@@ -1,81 +0,0 @@
|
||||
/*
|
||||
|
||||
NPC Combat Control
|
||||
|
||||
Allows to take control of your party member or other NPCs during combat
|
||||
|
||||
NOTE: this script requires compiler from sfall modderspack with -s option
|
||||
(short circuit evaluation)
|
||||
|
||||
version 1.0
|
||||
|
||||
*/
|
||||
|
||||
#include "..\headers\define.h"
|
||||
#include "..\headers\command.h"
|
||||
#include "main.h"
|
||||
|
||||
variable
|
||||
configSection := "CombatControl",
|
||||
controlMode,
|
||||
pidList,
|
||||
displayName,
|
||||
displayNameColor,
|
||||
inControl := false,
|
||||
hasGeckoSkinning := false;
|
||||
|
||||
|
||||
procedure combatturn_handler begin
|
||||
variable
|
||||
status := get_sfall_arg,
|
||||
critter := get_sfall_arg,
|
||||
arg3 := get_sfall_arg,
|
||||
pid;
|
||||
|
||||
// display_msg("Combat Turn: " + status + ", by " + obj_name(critter) + ", arg3: " + arg3);
|
||||
pid := obj_pid(critter);
|
||||
if (status == 1
|
||||
and (len_array(pidList) == 0 or scan_array(pidList, pid bwand 0xFFFFFF) != -1)
|
||||
and (controlMode == 1 or party_member_obj(pid))) then begin
|
||||
if not(critter == real_dude_obj) then begin
|
||||
set_dude_obj(critter);
|
||||
if hasGeckoSkinning then critter_add_trait(critter, TRAIT_PERK, PERK_gecko_skinning_perk, 1);
|
||||
inControl := true;
|
||||
end
|
||||
if inControl then begin
|
||||
// center the screen on the controlled critter and remove roof tiles
|
||||
move_to(dude_obj, dude_tile, dude_elevation);
|
||||
if displayName then begin
|
||||
set_iface_tag_text(displayName, obj_name(critter), displayNameColor);
|
||||
show_iface_tag(displayName);
|
||||
end
|
||||
end
|
||||
end else if inControl then begin
|
||||
set_dude_obj(real_dude_obj);
|
||||
if displayName then hide_iface_tag(displayName);
|
||||
end
|
||||
end
|
||||
|
||||
procedure gamemodechange_handler begin
|
||||
if not(get_game_mode BWAND COMBAT) then inControl := false;
|
||||
end
|
||||
|
||||
procedure start begin
|
||||
if game_loaded and (sfall_ver_major >= 4) then begin
|
||||
set_perk_ranks(PERK_gecko_skinning_perk, 1);
|
||||
set_perk_level(PERK_gecko_skinning_perk, 999); // prevent it from appearing in the perk selection window
|
||||
controlMode := GetConfig("CombatControl", "Mode", 0);
|
||||
displayName := GetConfig("CombatControl", "DisplayName", 0);
|
||||
displayNameColor := GetConfig("CombatControl", "DisplayNameColor", 0);
|
||||
if (controlMode > 2) then controlMode := 0;
|
||||
if (displayName < 5 or displayName > 9) then displayName := 0;
|
||||
if (controlMode > 0) then begin
|
||||
pidList := GetConfigListInt("CombatControl", "PIDList");
|
||||
fix_array(pidList);
|
||||
if has_trait(TRAIT_PERK, dude_obj, PERK_gecko_skinning_perk) then hasGeckoSkinning := true;
|
||||
|
||||
register_hook_proc(HOOK_COMBATTURN, combatturn_handler);
|
||||
register_hook_proc(HOOK_GAMEMODECHANGE, gamemodechange_handler);
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,57 +0,0 @@
|
||||
|
||||
#include "..\scripting\headers\sfall.h"
|
||||
#include "..\scripting\headers\define_lite.h"
|
||||
#include "..\scripting\headers\define_extra.h"
|
||||
|
||||
#include "..\scripting\headers\lib.arrays.h"
|
||||
#include "..\scripting\headers\lib.strings.h"
|
||||
// #include "..\scripting\headers\lib.inven.h"
|
||||
|
||||
variable ini := "sfall-mods.ini";
|
||||
variable translationIni;
|
||||
|
||||
// Gets the integer value from ddraw.ini
|
||||
procedure GetConfig(variable section, variable key, variable def) begin
|
||||
variable val := get_ini_setting(ini + "|" + section + "|" + key);
|
||||
if val == -1 then val := def;
|
||||
return val;
|
||||
end
|
||||
|
||||
// Gets the string value from ddraw.ini
|
||||
procedure GetConfigStr(variable section, variable key, variable def) begin
|
||||
variable val := get_ini_string(ini + "|" + section + "|" + key);
|
||||
if val == -1 or val == "" then val := def;
|
||||
return val;
|
||||
end
|
||||
|
||||
// Gets the value from ddraw.ini as a temp array of strings
|
||||
procedure GetConfigList(variable section, variable key) begin
|
||||
variable val := get_ini_string(ini + "|" + section + "|" + key);
|
||||
if val == -1 or val == "" then return [];
|
||||
|
||||
return string_split(val, ",");
|
||||
end
|
||||
|
||||
// Gets the value from ddraw.ini as a temp array of ints
|
||||
procedure GetConfigListInt(variable section, variable key) begin
|
||||
variable arr, i, item;
|
||||
|
||||
arr := GetConfigList(section, key);
|
||||
for (i := 0; i < len_array(arr); i++) begin
|
||||
arr[i] := atoi(arr[i]);
|
||||
end
|
||||
return arr;
|
||||
end
|
||||
|
||||
// Translates given string using Translations.ini
|
||||
procedure Translate(variable id, variable def) begin
|
||||
variable str := get_ini_string(translationIni + "|Sfall|" + id);
|
||||
if not str or (strlen(str) == 0) then begin
|
||||
str := def;
|
||||
end
|
||||
return str;
|
||||
end
|
||||
|
||||
procedure InitConfigs begin
|
||||
translationIni := GetConfigStr("Main", "TranslationsINI", "./Translations.ini");
|
||||
end
|
||||
@@ -1,2 +0,0 @@
|
||||
To install each mod, copy *.int file into your <Fallout Dir>\data\scripts\ folder.
|
||||
For gl_npcarmor.int, you also need to copy npcarmor.ini to your Fallout directory.
|
||||
@@ -3,23 +3,13 @@ This folder contains documentation about sfall scripting extensions.
|
||||
headers\ - folder contains sfall headers that you should #include in your scripts
|
||||
sfall.h - main sfall header, always include it
|
||||
define_extra.h - some additional preprocessor constants for vanilla engine stuff (proto offsets, etc.)
|
||||
define_lite.h - a lite version of official define.h
|
||||
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
|
||||
lib.arrays.h - procedures that will help you use arrays in their full:
|
||||
- use them as stacks, sets
|
||||
- easily compare, copy, slice, cut, add arrays
|
||||
- display array contents (for debugging)
|
||||
- save/load two-dimensional arrays to savegame in one command (e.g. arrays of objects)
|
||||
lib.inven.h - fallout items manipulation functions
|
||||
lib.math.h - a few simple functions for calculations
|
||||
lib.strings.h - search in strings, join, repeat, etc.
|
||||
lib.misc.h - misc stuff
|
||||
|
||||
dik.h - DX scancodes constants for use with key_pressed function and HOOK_KEYPRESS
|
||||
|
||||
sfall function notes.txt - incomplete reference for new opcodes
|
||||
sfall opcode list.txt - list of all sfall opcodes (w/o descriptions)
|
||||
hookscripts.txt - detailed manual for using hook scripts to modify engine behavior
|
||||
arrays.txt - manual for sfall arrays
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
|
||||
|
||||
If you are/will be using sfall Script Editor, don't forget to check out new compiler documentation in ScriptEditor\docs\sslc_readme.txt,
|
||||
there are numerious new syntax features and extensions to SSL (Star-Trek Scripting language).
|
||||
|
||||
|
||||
|
||||
@@ -39,32 +39,6 @@
|
||||
#define ATKMODE_SEC_BURST 112 // 0x00000070
|
||||
#define ATKMODE_SEC_FLAME 128 // 0x00000080
|
||||
|
||||
/* Object flags for get/set_flags */
|
||||
#define FLAG_MOUSE_3D (0x1)
|
||||
#define FLAG_WALKTHRU (0x4)
|
||||
#define FLAG_FLAT (0x8)
|
||||
#define FLAG_NOBLOCK (0x10)
|
||||
#define FLAG_LIGHTING (0x20)
|
||||
#define FLAG_TEMP (0x400)
|
||||
#define FLAG_MULTIHEX (0x800)
|
||||
#define FLAG_NOHIGHLIGHT (0x1000)
|
||||
#define FLAG_USED (0x2000)
|
||||
#define FLAG_TRANSRED (0x4000)
|
||||
#define FLAG_TRANSNONE (0x8000)
|
||||
#define FLAG_TRANSWALL (0x10000)
|
||||
#define FLAG_TRANSGLASS (0x20000)
|
||||
#define FLAG_TRANSSTEAM (0x40000)
|
||||
#define FLAG_TRANSENERGY (0x80000)
|
||||
#define FLAG_LEFT_HAND (0x1000000)
|
||||
#define FLAG_RIGHT_HAND (0x2000000)
|
||||
#define FLAG_WORN (0x4000000)
|
||||
#define FLAG_HIDDENITEM (0x8000000)
|
||||
#define FLAG_WALLTRANSEND (0x10000000)
|
||||
#define FLAG_LIGHTTHRU (0x20000000)
|
||||
#define FLAG_SEEN (0x40000000)
|
||||
#define FLAG_SHOOTTHRU (0x80000000)
|
||||
|
||||
|
||||
/* Critter Flags */
|
||||
#define CFLG_BARTER 2 // 0x00000002 - Barter (can trade with)
|
||||
#define CFLG_NOSTEAL 32 // 0x00000020 - Steal (cannot steal from)
|
||||
|
||||
@@ -26,14 +26,15 @@ end
|
||||
return intp;
|
||||
end*/
|
||||
|
||||
/*procedure ceil(variable val) begin
|
||||
procedure ceil(variable val) begin
|
||||
variable intp;
|
||||
intp := floor(val);
|
||||
if (abs(val-intp) > 0.0) then begin
|
||||
intp++;
|
||||
end
|
||||
return intp;
|
||||
end*/
|
||||
end
|
||||
|
||||
|
||||
procedure cap_number(variable num, variable min, variable max) begin
|
||||
if (num > max) then num := max;
|
||||
|
||||
@@ -1,24 +1,19 @@
|
||||
//Recognised modes for set_shader_mode and get_game_mode
|
||||
#define WORLDMAP (0x1)
|
||||
#define LOCALMAP (0x2) //No point hooking this: would always be 1 at any point at which scripts are running
|
||||
#define DIALOG (0x4)
|
||||
#define ESCMENU (0x8)
|
||||
#define SAVEGAME (0x10)
|
||||
#define LOADGAME (0x20)
|
||||
#define COMBAT (0x40)
|
||||
#define OPTIONS (0x80)
|
||||
#define HELP (0x100)
|
||||
#define CHARSCREEN (0x200)
|
||||
#define PIPBOY (0x400)
|
||||
#define PCOMBAT (0x800)
|
||||
#define INVENTORY (0x1000)
|
||||
#define AUTOMAP (0x2000)
|
||||
#define SKILLDEX (0x4000)
|
||||
#define INTFACEUSE (0x8000)
|
||||
#define INTFACELOOT (0x10000)
|
||||
#define BARTER (0x20000)
|
||||
#define HEROWIN (0x40000)
|
||||
#define DIALOGVIEW (0x80000)
|
||||
#define WORLDMAP (0x1)
|
||||
#define LOCALMAP (0x2) //No point hooking this: would always be 1 at any point at which scripts are running
|
||||
#define DIALOG (0x4)
|
||||
#define ESCMENU (0x8)
|
||||
#define SAVEGAME (0x10)
|
||||
#define LOADGAME (0x20)
|
||||
#define COMBAT (0x40)
|
||||
#define OPTIONS (0x80)
|
||||
#define HELP (0x100)
|
||||
#define CHARSCREEN (0x200)
|
||||
#define PIPBOY (0x400)
|
||||
#define PCOMBAT (0x800)
|
||||
#define INVENTORY (0x1000)
|
||||
#define AUTOMAP (0x2000)
|
||||
#define SKILLDEX (0x4000)
|
||||
|
||||
//Valid arguments to register_hook
|
||||
#define HOOK_TOHIT (0)
|
||||
@@ -47,14 +42,6 @@
|
||||
#define HOOK_WITHINPERCEPTION (23)
|
||||
#define HOOK_INVENTORYMOVE (24)
|
||||
#define HOOK_INVENWIELD (25)
|
||||
#define HOOK_ADJUSTFID (26)
|
||||
#define HOOK_COMBATTURN (27)
|
||||
#define HOOK_CARTRAVEL (28)
|
||||
#define HOOK_SETGLOBALVAR (29)
|
||||
#define HOOK_RESTTIMER (30)
|
||||
#define HOOK_GAMEMODECHANGE (31)
|
||||
#define HOOK_USEANIMOBJ (32)
|
||||
#define HOOK_EXPLOSIVETIMER (33)
|
||||
|
||||
//Valid arguments to list_begin
|
||||
#define LIST_CRITTERS (0)
|
||||
@@ -142,7 +129,6 @@
|
||||
#define set_attack_explosion_radius(x) metarule2_explosions(3, x, 0)
|
||||
#define set_attack_is_explosion(x) metarule2_explosions(4, x, 0)
|
||||
#define set_attack_is_explosion_fire set_attack_is_explosion(DMG_fire)
|
||||
#define set_explosion_radius(grenade, rocket) metarule2_explosions(5, grenade, rocket)
|
||||
|
||||
|
||||
#define GAME_MSG_COMBAT (0)
|
||||
@@ -172,24 +158,6 @@
|
||||
#define GAME_MSG_PRO_TILE (0x1004)
|
||||
#define GAME_MSG_PRO_MISC (0x1005)
|
||||
|
||||
#define OUTLINE_NONE (0)
|
||||
#define OUTLINE_RED_GLOW (0x01)
|
||||
#define OUTLINE_RED (0x02)
|
||||
#define OUTLINE_GREY (0x04)
|
||||
#define OUTLINE_GREEN_GLOW (0x08)
|
||||
#define OUTLINE_YELLOW (0x10)
|
||||
#define OUTLINE_DARK_YELLOW (0x20)
|
||||
#define OUTLINE_PURPLE (0x40)
|
||||
|
||||
#define CURSOR_MOVEMENT (0)
|
||||
#define CURSOR_COMMAND (1)
|
||||
#define CURSOR_TARGETING (2)
|
||||
|
||||
//Valid flags for set_rest_mode
|
||||
#define RESTMODE_DISABLED (1) // disable resting on all maps
|
||||
#define RESTMODE_STRICT (2) // disable resting on maps with "can_rest_here=No" in Maps.txt, even if there are no other critters
|
||||
#define RESTMODE_NO_HEALING (4) // disable healing during resting
|
||||
|
||||
#define mstr_combat(x) (message_str_game(GAME_MSG_COMBAT, x))
|
||||
#define mstr_ai(x) (message_str_game(GAME_MSG_AI, x))
|
||||
#define mstr_scrname(x) (message_str_game(GAME_MSG_SCRNAME, x))
|
||||
@@ -221,40 +189,10 @@
|
||||
#define party_member_list_all party_member_list(1)
|
||||
|
||||
|
||||
#define attack_is_aimed sfall_func0("attack_is_aimed")
|
||||
#define car_gas_amount sfall_func0("car_gas_amount")
|
||||
#define critter_inven_obj2(obj, type) sfall_func2("critter_inven_obj2", obj, type)
|
||||
#define dialog_message(text) sfall_func1("dialog_message", text)
|
||||
#define display_stats sfall_func0("display_stats")
|
||||
#define exec_map_update_scripts sfall_func0("exec_map_update_scripts")
|
||||
#define floor2(value) sfall_func1("floor2", value)
|
||||
#define get_cursor_mode sfall_func0("get_cursor_mode")
|
||||
#define get_flags(obj) sfall_func1("get_flags", obj)
|
||||
#define get_ini_section(file, sect) sfall_func2("get_ini_section", file, sect)
|
||||
#define get_ini_sections(file) sfall_func1("get_ini_sections", file)
|
||||
#define get_map_enter_position sfall_func0("get_map_enter_position")
|
||||
#define get_outline(obj) sfall_func1("get_outline", obj)
|
||||
#define get_string_pointer(text) sfall_func1("get_string_pointer", text)
|
||||
#define intface_hide sfall_func0("intface_hide")
|
||||
#define intface_is_hidden sfall_func0("intface_is_hidden")
|
||||
#define intface_redraw sfall_func0("intface_redraw")
|
||||
#define intface_show sfall_func0("intface_show")
|
||||
#define inventory_redraw(invSide) sfall_func1("inventory_redraw", invSide)
|
||||
#define item_weight(obj) sfall_func1("item_weight", obj)
|
||||
#define lock_is_jammed(obj) sfall_func1("lock_is_jammed", obj)
|
||||
#define outlined_object sfall_func0("outlined_object")
|
||||
#define real_dude_obj sfall_func0("real_dude_obj")
|
||||
#define set_car_intface_art(artIndex) sfall_func1("set_car_intface_art", artIndex)
|
||||
#define set_cursor_mode(mode) sfall_func1("set_cursor_mode", mode)
|
||||
#define set_dude_obj(critter) sfall_func1("set_dude_obj", critter)
|
||||
#define set_flags(obj, flags) sfall_func2("set_flags", obj, flags)
|
||||
#define set_iface_tag_text(tag, text, color) sfall_func3("set_iface_tag_text", tag, text, color)
|
||||
#define set_ini_setting(setting, value) sfall_func2("set_ini_setting", setting, value)
|
||||
#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
|
||||
#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
|
||||
#define set_rest_heal_time(time) sfall_func1("set_rest_heal_time", time)
|
||||
#define set_rest_mode(mode) sfall_func1("set_rest_mode", mode)
|
||||
#define set_unjam_locks_time(time) sfall_func1("set_unjam_locks_time", time)
|
||||
#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
|
||||
#define tile_refresh_display sfall_func0("tile_refresh_display")
|
||||
#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
|
||||
|
||||
@@ -30,7 +30,7 @@ end
|
||||
There are script functions available, specific to hook scripts:
|
||||
|
||||
> int init_hook()
|
||||
The hook script equivalent of game_loaded; it returns 2 when the script is first loaded, 1 when the player reloads and 0 otherwise.
|
||||
The hook script equivilent of game_loaded; it returns 2 when the script is first loaded, 1 when the player reloads and 0 otherwise.
|
||||
|
||||
> mixed get_sfall_arg()
|
||||
Gets the next argument from sfall. Each time it's called it returns the next argument, or otherwise it returns 0 if there are no more arguments left.
|
||||
@@ -42,10 +42,10 @@ Returns all hook arguments as a new temp array.
|
||||
Used to return the new values from the script. Each time it's called it sets the next value, or if you've already set all return values it does nothing.
|
||||
|
||||
> void set_sfall_arg(int argnum, int value)
|
||||
Changes argument value. The argument number (argnum) is 0-indexed. This is useful if you have several hook scripts attached to one hook point (see below).
|
||||
Changes argument value. The argument number (argnum) is 0-indexed. This is usefull if you have several hook scripts attached to one hook point (see below).
|
||||
|
||||
> void register_hook(int hooktype)
|
||||
Used from a normal global script if you want to run it at the same point a full hook script would normally run. In case of this function, "start" proc will be executed in a current global script. You can use all above functions like normal.
|
||||
Used from a normal global script if you want to run it at the same point a full hook script would normally run. In case of this function, "start" proc will be execuded in a current global script. You can use all above functions like normal.
|
||||
|
||||
> void register_hook_proc(int hooktype, proc procedure)
|
||||
The same as register_hook, except that you specifically define which procedure in the current script should be called as a hook (instead of "start"). Pass procedure the same as how you use dialog option functions. This IS the recommended way to use hook scripts, as it gives both modularity (each mod logic in a separate global script, no conflicts if you don't use "hs_*.int" scripts) and flexibility (you can place all related hook scripts for specific mod in a single script!).
|
||||
@@ -77,7 +77,7 @@ The defines to use for the hooktype are in sfall.h.
|
||||
|
||||
HOOK_TOHIT (hs_tohit.int)
|
||||
|
||||
Runs when Fallout is calculating the chances of an attack striking a target
|
||||
Runs when fallout is calculating the chances of an attack striking a target
|
||||
Runs after the hit chance is fully calculated normally, including applying the 95% cap
|
||||
|
||||
int arg1 - The unmodified hit chance
|
||||
@@ -94,7 +94,7 @@ int ret1 - the new hit chance
|
||||
|
||||
HOOK_AFTERHITROLL (hs_afterhitroll.int)
|
||||
|
||||
Runs after Fallout has decided if an attack will hit or miss
|
||||
Runs after fallout has decided if an attack will hit or miss
|
||||
|
||||
int arg1 - If the attack will hit. (0 - critical miss, 1 - miss, 2 - hit, 3 - critical hit)
|
||||
critter arg2 - The attacker
|
||||
@@ -110,22 +110,22 @@ critter ret3 - Override the target of the attack
|
||||
|
||||
HOOK_CALCAPCOST (hs_calcapcost.int)
|
||||
|
||||
Runs whenever Fallout is calculating the AP cost of using the weapon (or unarmed attack). Doesn't run for using other item types or moving.
|
||||
Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the AP cost of whatever is in the players hands at the time the wrong AP cost will be shown. It will be fixed the next time the interface is redrawn.
|
||||
Runs whenever fallout is calculating the ap cost of using the weapon (or unarmed attack). Doesn't run for using other item types or moving.
|
||||
Note that the first time a game is loaded, this script doesn't run before the initial interface is drawn, so if the script effects the ap cost of whatever is in the players hands at the time the wrong ap cost will be shown. It will be fixed the next time the interface is redrawn.
|
||||
You can get the weapon object by checking item slot based on attack type (ATKTYPE_LWEP1, ATKTYPE_LWEP2, etc) and then calling critter_inven_obj().
|
||||
|
||||
critter arg1 - The critter performing the action
|
||||
int arg2 - Attack Type (see ATKTYPE_* constants)
|
||||
int arg3 - Is aimed attack (1 or 0)
|
||||
int arg4 - The normal AP cost
|
||||
int arg4 - The normal ap cost
|
||||
|
||||
int ret1 - The new AP cost
|
||||
int ret1 - The new ap cost
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_DEATHANIM1 (hs_deathanim1.int)
|
||||
|
||||
Runs before Fallout tries to calculate the death animation. Lets you switch out which weapon Fallout sees
|
||||
Runs before fallout tries to calculate the death animation. Lets you switch out which weapon fallout sees
|
||||
|
||||
int arg1 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
|
||||
critter arg2 - The attacker
|
||||
@@ -138,14 +138,14 @@ int ret1 - The pid of an object to override the attacking weapon with
|
||||
|
||||
HOOK_DEATHANIM2 (hs_deathanim2.int)
|
||||
|
||||
Runs after Fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than hs_deathanim1, but performs no validation.
|
||||
Runs after fallout has calculated the death animation. Lets you set your own custom frame id, so more powerful than hs_deathanim1, but performs no validation.
|
||||
When using critter_dmg function, this script will also run. In that case weapon pid will be -1 and target will point to an object with obj_art_fid == 0x20001F5.
|
||||
|
||||
item arg1 - The pid of the weapon performing the attack. (May be -1 if the attack is unarmed)
|
||||
critter arg2 - The attacker
|
||||
critter arg3 - The target
|
||||
int arg4 - The amount of damage
|
||||
int arg5 - The death anim id calculated by Fallout
|
||||
int arg5 - The death anim id calculated by fallout
|
||||
|
||||
int ret1 - The death anim id to override with
|
||||
|
||||
@@ -166,7 +166,7 @@ int arg5 - The special effect flags for the target
|
||||
int arg6 - The special effect flags for the attacker
|
||||
int arg7 - The weapon used in the attack
|
||||
int arg8 - The bodypart that was struck
|
||||
int arg9 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2, but with Silent Death perk and the corresponding attack conditions, it's 4; for critical hits, the value is taken from the critical table)
|
||||
int arg9 - Damage Multipiler (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2, but with Silent Death perk and the corresponding attack conditions, it's 4; for critical hits, the value is taken from the critical table)
|
||||
int arg10 - Number of bullets actually hit the target (1 for melee attacks)
|
||||
int arg11 - The amount of knockback to the target
|
||||
int arg12 - Attack Type (see ATKTYPE_* constants)
|
||||
@@ -181,7 +181,7 @@ int ret5 - The amount of knockback to the target
|
||||
|
||||
HOOK_ONDEATH (hs_ondeath.int)
|
||||
|
||||
Runs immediately after a critter dies for any reason. No return values; this is just a convenience for when you need to do something after death for a large number of different critters and don't want to have to script each and every one of them.
|
||||
Runs immediately after a critter dies for any reason. No return values; this is just a convinence for when you need to do something after death for a large number of different critters and don't want to have to script each and every one of them.
|
||||
|
||||
Critter arg1 - The critter that just died
|
||||
|
||||
@@ -189,7 +189,7 @@ Critter arg1 - The critter that just died
|
||||
|
||||
HOOK_FINDTARGET (hs_findtarget.int)
|
||||
|
||||
Runs when the ai is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the ai caps of the attacker. This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. Use sfall_return to give the 4 targets, in order of preference. All 4 must be given if you want to override normal sorting; if you want to specify less than 4 targets fill in the extra spaces with 0's. If you do not give 4 targets, the NPCs normal sorting mechanism will be used.
|
||||
Runs when the ai is trying to pick a target in combat. Fallout first chooses a list of 4 likely suspects, then normally sorts them in order of weakness/distance/etc depending on the ai caps of the attacker. This hook replaces that sorting function, allowing you to sort the targets in some arbitrary way. Use sfall_return to give the 4 targets, in order of preference. All 4 must be given if you want to override normal sorting; if you want to specify less than 4 targets fill in the extra spaces with 0's. If you do not give 4 targets, the npcs normal sorting mechanism will be used.
|
||||
|
||||
The return values can include critters that weren't in the list of possible targets, but the additional targets may still be discarded later on in the combat turn if they are out of the attackers perception or the chance of a successful hit is too low. The list of possible targets often includes duplicated entries.
|
||||
|
||||
@@ -213,7 +213,7 @@ Runs when:
|
||||
2) a critter uses an object from inventory screen AND this object does not have "Use" action flag set and it's not active flare or explosive.
|
||||
3) player or AI uses any drug
|
||||
|
||||
This is fired before the object is used, and the relevant use_obj_on script procedures are run. You can disable default item behavior.
|
||||
This is fired before the object is used, and the relevent use_obj_on script procedures are run. You can disable default item behavior.
|
||||
NOTE: you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1.
|
||||
|
||||
Critter arg1 - The target
|
||||
@@ -230,7 +230,7 @@ Runs when:
|
||||
1) a critter uses an object from inventory which have "Use" action flag set or it's an active flare or dynamite.
|
||||
2) player uses an object from main interface
|
||||
|
||||
This is fired before the object is used, and the relevant use_obj script procedures are run. You can disable default item behavior.
|
||||
This is fired before the object is used, and the relevent use_obj script procedures are run. You can disable default item behavior.
|
||||
NOTE: you can't remove and/or destroy this object during the hookscript (game will crash otherwise). To remove it, return 1.
|
||||
|
||||
Critter arg1 - The user
|
||||
@@ -265,20 +265,19 @@ critter arg7 - table of offered goods (being sold to NPC)
|
||||
int arg8 - the total cost of the goods offered by the player
|
||||
int arg9 - set 1 if the "offers" button was pressed (not for a party member), otherwise 0
|
||||
|
||||
int ret1 - the modified value of all of the goods (pass -1 if you just want to modify offered goods)
|
||||
int ret2 - the modified value of all offered goods
|
||||
int ret1 - the modified value of all of the goods
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_MOVECOST (hs_movecost.int)
|
||||
|
||||
Runs when calculating the AP cost of movement
|
||||
Runs when calculating the ap cost of movement
|
||||
|
||||
Critter arg1 - the critter doing the moving
|
||||
int arg2 - the number of hexes being moved
|
||||
int arg3 - the original AP cost
|
||||
int arg3 - the original ap cost
|
||||
|
||||
int ret1 - the new AP cost
|
||||
int ret1 - the new ap cost
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
@@ -306,14 +305,14 @@ object* ret1 - 0 if the hex doesn't block, or any sort of object pointer if it d
|
||||
|
||||
HOOK_ITEMDAMAGE (hs_itemdamage.int)
|
||||
|
||||
Runs when retrieving the damage rating of the players used weapon. (Which may be their fists.)
|
||||
Runs when retriving the damage rating of the players used weapon. (Which may be their fists.)
|
||||
|
||||
int arg1 - The default min damage
|
||||
int arg2 - The default max damage
|
||||
Item arg3 - The weapon used. (0 if unarmed)
|
||||
Critter arg4 - The critter doing the attacking
|
||||
int arg5 - The type of attack
|
||||
int arg6 - non-zero if this is an attack using a melee weapon
|
||||
int arg6 - non zero if this is an attack using a melee weapon
|
||||
|
||||
int ret1 - Either the damage to be used, if ret2 isn't given, or the new minimum damage if it is
|
||||
int ret2 - The new maximum damage
|
||||
@@ -324,12 +323,12 @@ HOOK_AMMOCOST (hs_ammocost.int)
|
||||
|
||||
Runs when calculating ammo cost for a weapon. Doesn't affect damage, only how much ammo is spent.
|
||||
By default, weapon will shoot when at least 1 round is left, regardless of ammo cost calculations.
|
||||
To add proper check for ammo before shooting and proper calculation of number of burst rounds (hook type 1 and 2 in arg4), set Misc.CheckWeaponAmmoCost=1 in ddraw.ini
|
||||
To add proper check for ammo before shooting and proper calculation of number of burst rounds, set Misc.CheckWeaponAmmoCost=1 in ddraw.ini
|
||||
|
||||
Item arg1 - weapon
|
||||
int arg2 - Number of bullets in burst (1 for single shots)
|
||||
int arg3 - Ammo cost calculated by original function (this is basically 2 for Super Cattle Prod and Mega Power Fist)
|
||||
int arg4 - Type of hook (0 - when subtracting ammo after single shot attack, 1 - when checking for "out of ammo" before attack, 2 - when calculating number of burst rounds, 3 - when subtracting ammo after burst attack)
|
||||
int arg4 - Type of hook (0 - when substracting ammo after attack, 1 - when checking for "out of ammo" before attack)
|
||||
|
||||
int ret1 - new ammo cost value (set to 0 for unlimited ammo)
|
||||
|
||||
@@ -394,14 +393,13 @@ HOOK_WITHINPERCEPTION (hs_withinperception.int)
|
||||
|
||||
Runs when checking if one critter sees another critter. This is used in different situations like combat AI. You can override the result.
|
||||
|
||||
NOTE: obj_can_see_obj calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors. If check fails, the end result is false. If check succeeds (e.g. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails. You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls.
|
||||
NOTE: obj_can_see_obj calls this first when deciding if critter can possibly see another critter with regard to perception, lighting, sneak factors. If check fails, the end result is false. If check succeeds (eg. critter is within perception range), another check is made if there is any blocking tile between two critters (which includes stuff like windows, large bushes, barrels, etc.) and if there is - check still fails. You can override "within perception" check by returning 0 or 1, OR, as a convenience, you can also override blocking check after the perception check by returning 2 instead. In this case you should add "line of sight" check inside your hook script, otherwise critters will detect you through walls.
|
||||
|
||||
This is fired after the default calculation is made.
|
||||
|
||||
Critter arg1 - Watcher object
|
||||
Obj arg2 - Target object
|
||||
Obj arg2 - Target objet
|
||||
int arg3 - Result of vanilla function: 1 - within perception range, 0 - otherwise
|
||||
int arg4 - Type of hook: 1 - when being called from obj_can_see_obj script function, 2 when being called from obj_can_hear_obj script function (need to set ObjCanHearObjFix=1 in ddraw.ini), 0 for all other cases
|
||||
|
||||
int ret1 - overrides the returned result of the function: 0 - not in range (can't see), 1 - in range (will see if not blocked), 2 - forced detection (will see regardless, only used in obj_can_see_obj scripting function which is called by every critter in the game)
|
||||
|
||||
@@ -411,16 +409,16 @@ HOOK_INVENTORYMOVE (hs_inventorymove.int)
|
||||
|
||||
Runs before moving items between inventory slots in dude interface. You can override the action.
|
||||
What you can NOT do with this hook:
|
||||
- force moving items to inappropriate slots (like gun in armor slot)
|
||||
- force moving items to inapropriate slots (like gun in armor slot)
|
||||
- block picking up items
|
||||
What you can do:
|
||||
- restrict player from using specific weapons or armors
|
||||
- add AP costs for all inventory movement including reloading
|
||||
- apply or remove some special scripted effects depending on PC's armor
|
||||
|
||||
int arg1 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo, 5 - container, like bag/backpack, 6 - dropping on the ground)
|
||||
int arg1 - Target slot (0 - main backpack, 1 - left hand, 2 - right hand, 3 - armor slot, 4 - weapon, when reloading it by dropping ammo)
|
||||
Item arg2 - Item being moved
|
||||
Item arg3 - Item being replaced, weapon being reloaded, or container being filled (can be 0)
|
||||
Item arg3 - Item being replaced or weapon being reloaded (can be 0)
|
||||
|
||||
int ret1 - Override setting (-1 - use engine handler, any other value - prevent relocation of item/reloading weapon)
|
||||
|
||||
@@ -434,113 +432,8 @@ NOTE: when replacing a previously wielded armor or weapon, the unwielding hook w
|
||||
If you need to rely on this, try checking if armor/weapon already equipped when wielding hook is executed.
|
||||
|
||||
Critter arg1 - critter
|
||||
Obj arg2 - item being wielded or unwielded (weapon/armor)
|
||||
Obj arg2 - item being wielded or unwielded (weapon/armor), may be 0 when unwielding
|
||||
int arg3 - slot (INVEN_TYPE_*)
|
||||
int arg4 - 1 when wielding, 0 when unwielding
|
||||
|
||||
int ret1 - overrides hard-coded handler (-1 - use engine handler, any other value - override) - NOT RECOMMENDED
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_ADJUSTFID (hs_adjustfid.int)
|
||||
|
||||
Runs after calculating character figure FID on the inventory screen, whenever the game decides that character appearance might change.
|
||||
Also happens on other screens, like barter.
|
||||
|
||||
NOTE: FID has following format: 0x0ABBCDDD, where A is object type, BB - animation code (always 0 in this case), C - weapon code, DDD - FRM index in LST file.
|
||||
|
||||
int arg1 - the vanilla fid calculated by the engine according to critter base FID and armor/weapon being used
|
||||
|
||||
int ret1 - overrides the calculated FID with provided value
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_COMBATTURN (hs_combatturn.int)
|
||||
|
||||
Runs before and after each turn in combat (for both PC and NPC).
|
||||
|
||||
int arg1 - event type: 1 - start of turn, 0 - normal end of turn, -1 - combat ended abruptly (by script or by pressing Enter during PC turn)
|
||||
int arg2 - critter doing the turn
|
||||
int arg3 - unknown boolean argument
|
||||
|
||||
int ret1 - pass 1 at the start of turn to skip the turn, pass -1 at the end of turn to force end of combat
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_CARTRAVEL (hs_cartravel.int)
|
||||
|
||||
Runs continuously during worldmap travel on car.
|
||||
|
||||
int arg1 - vanilla car speed (between 3 and 8 "steps")
|
||||
int arg2 - vanilla fuel consumption (100 and below)
|
||||
|
||||
int ret1 - car speed override (pass -1 if you just want to override fuel consumption)
|
||||
int ret2 - fuel consumption override
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_SETGLOBALVAR (hs_setglobalvar.int)
|
||||
|
||||
Runs when setting the value of a global variable.
|
||||
|
||||
int arg1 - the index number of the global variable being set
|
||||
int arg2 - the set value of the global variable
|
||||
|
||||
int ret1 - overrides the value of the global variable
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_RESTTIMER (hs_resttimer.int)
|
||||
|
||||
Runs continuously while the player is resting (using pipboy alarm clock).
|
||||
|
||||
int arg1 - the game time in ticks
|
||||
int arg2 - event type: 1 - when the resting ends normally, -1 - when pressing ESC to cancel the timer, 0 - otherwise
|
||||
int arg3 - the hour part of the length of resting time
|
||||
int arg4 - the minute part of the length of resting time
|
||||
|
||||
int ret1 - pass 1 to interrupt the resting, pass 0 to continue the rest if it was interrupted by pressing ESC key
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_GAMEMODECHANGE (hs_gamemodechange.int)
|
||||
|
||||
Runs once every time when the game mode was changed, like opening/closing the inventory, character screen, pipboy, etc.
|
||||
|
||||
int arg1 - event type: 1 - when the player exits the game, 0 - otherwise
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_USEANIMOBJ (hs_useanimobj.int)
|
||||
|
||||
Runs before playing the "use" (usually "magic hands") animation when a critter uses a scenery/container object on the map, or before walking/running animation if the player is at a distance from the object.
|
||||
|
||||
Critter arg1 - the critter that uses an object (usually dude_obj)
|
||||
Obj arg2 - the object being used
|
||||
int arg3 - the animation code being used (see ANIM_* in Animcomd.h)
|
||||
|
||||
int ret1 - overrides the animation code (pass -1 if you want to skip the animation)
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_EXPLOSIVETIMER (hs_explosivetimer.int)
|
||||
|
||||
Runs after setting the explosive timer. You can override the result.
|
||||
|
||||
int arg1 - the time in ticks set in the timer
|
||||
Obj arg2 - the explosive object
|
||||
int arg3 - the result of engine calculation of whether the timer was set successfully: 1 - failure, 2 - success (similar to ROLL_* in Condtion.h)
|
||||
|
||||
int ret1 - overrides the time of the timer (maximum 18000 ticks)
|
||||
int ret2 - overrides the result of engine calculation: 0/1 - failure, 2/3 - success (similar to ROLL_*), any other value - use engine handler
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
HOOK_DESCRIPTIONOBJ (hs_descriptionobj.int)
|
||||
|
||||
Runs when using the examine action icon to display item description. You can override the description of the item.
|
||||
An example usage would be to add an additional description to the item based on player's stats/skills.
|
||||
|
||||
Obj arg1 - the item
|
||||
|
||||
int ret1 - a pointer to the new text received by using "get_string_pointer" function
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user