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sfall/artifacts/scripting/sfall function notes.md
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GLOBAL SCRIPTS

As well as the new functions, sfall also adds global scripts. These run independent of any loaded maps, but do not have an attached object (i.e. using self_obj without using set_self first will crash the script).

To use a global script, the script must have a name which begins with gl and contains a procedure called start, map_enter_p_proc, map_exit_p_proc, or map_update_p_proc. The start procedure will be executed once when the player loads a saved game or starts a new game. The map_*_p_proc procedures will be executed once when a map is being entered/left/updated. If you wish the script to be executed repeatedly, call set_global_script_repeat on the first run of the start procedure using the number of frames between each run as the argument (0 disables the script, 1 runs it every frame, 2 runs it every other frame, etc.).

Global scripts have multiple modes, which can be set using the set_global_script_type function. In the default mode (i.e. mode 0) their execution is linked to the local map game loop, so the script will not run in dialogs or on the world map. In mode 1 their execution is linked to the player input, and so they will run whenever the mouse cursor is visible on screen, including the world map, character dialogs, etc. In mode 2, execution is linked to the world map loop, so the script will only be executed on the world map and not on the local map or in any dialog windows. Mode 3 is a combination of modes 0 and 2, so scripts will be executed on both local maps and the world map, but not in dialog windows.
Using mode 1 requires the input wrapper to be enabled. Use available_global_script_types to check what is available. - Obsolete.


NOTES ON NEW FUNCTIONS

Both set_global_script_repeat and set_global_script_type only have an effect on the script they were called from. Every global script needs its own game_loaded block to correctly set up the script type and repeat rate. set_global_script_repeat will have no effect if called on a non-global script.

The read_xxx functions take a memory address as the parameter and can read arbitrary pieces of Fallout's address space. The write_xxx functions are equivalent except that they write to arbitrary memory addresses.

The call_offset_xx functions can be used to call arbitrary functions inside Fallout. Different versions are used to call functions with different numbers of arguments. None of write_xxx and call_offset_xx functions will work unless AllowUnsafeScripting is enabled in ddraw.ini.

The get_pc_base_stat, set_pc_base_stat, get_pc_extra_stat and set_pc_extra_stat functions are equivalent to calling get_critter_base_stat, set_critter_base_stat, get_critter_extra_stat and set_critter_extra_stat with dude_obj as the critter pointer. None of these stat functions take perks into account, and neither do they do range clamping to make sure the stats are valid. Use the normal get_critter_stat function to get a correctly perk adjusted and range clamped value for a stat.

The set_stat_min and set_stat_max functions can be used to set the valid ranges on stats. Values returned by get_current_stat will be clamped to this range. The set_pc_stat_* functions only affect the player, the set_npc_stat_* functions only affect other critters, and the set_stat_* functions affect both.

The input functions are only available if the user has the input hook turned on in ddraw.ini. Use input_funcs_available to check.

The graphics functions are only available if the user is using graphics mode 4 or 5. Use graphics_funcs_available to check; it returns 1 if you can use them or 0 if you can't. Calling graphics functions when graphics_funcs_available returns 0 will do nothing.

The load_shader takes a path relative to the <GameRoot>\<master_patches>\shaders\ directory as an argument and returns a shader ID. That ID should be passed as the first argument to all other shader functions, and is valid until free_shader is called on the ID, the player loads a saved game or the player quits to the main menu.

The get_shader_version gives you the highest shader version supported by the player's graphics cards. Possible return values are 11, 12, 13, 14, 20, 21 and 30.

The set_shader_mode tells sfall when to use a shader. The parameter is a set of 32 flags which specify the screens on which the shader will be disabled, unless bit 32 is set, in which case the shader will only be active on those screens. Remember that screens are displayed on top of each other; if the player opens the character menu which in combat, the game still considers the player to be in combat. See sfall.h for a list of defines.

The force_graphics_refresh forces the screen to redraw at times when it normally wouldn't. If you're using animated shader, turning this option on is recommended.

The mapper manual lists the functions world_map_x_pos and world_map_y_pos, which supposedly return the player's x and y positions on the world map. The get_world_map_x_pos and get_world_map_y_pos are included here anyway, because I was unable to get those original functions to work, or even to find any evidence that they existed in game.

The get_critter_current_ap and set_critter_current_ap functions should only be used during the target critters turn while in combat. Calling them outside of combat typically returns the critters max AP, but don't rely on that behaviour. (Specifically, if the critter has never before entered combat, it will probably return the critters base AP ignoring any extra bonuses from perks etc.)

The type value in the weapon knockback functions can be 0 or 1. If 0, the value becomes an absolute distance that targets will be knocked back. If 1, the value is multiplied by the distance they would normally have been knocked back. Weapon knockback modifiers are applied in the order weapon -> attacker -> target, so a x2 weapon wielded by an abs 6 attacker hitting a /2 target will knock the target back 3 squares. The knockback functions will not override the stonewall perk or knockdowns resulting from criticals. knockback values set on weapons or critters are not saved, and must be reset each time the player reloads.

The get_sfall_global and set_sfall_global functions require an 8 characters long case sensitive string for the variable name. The variables behave the same as normal Fallout globals, except that they don't have to be declared beforehand in vault13.gam. Trying to get a variable which hasn't been set will always return 0. These functions are intended for use when a patch to a mod requires the addition of a new global variable, a case which would otherwise require the player to start a new game.

The set_pickpocket_max and set_hit_chance_max affect all critters rather than just the player and can set the maximum in range from 0 to 999.

The set_skill_max can't be used to increase the skill cap above 300. The set_perk_level_mod sets a modifier between +25 and -25 that is added/subtracted from the player's level for the purposes of deciding which perks can be chosen.

The set_fake_trait and set_fake_perk can be used to add additional traits and perks to the character screen. They will be saved correctly when the player saves and reloads games, but by themselves they will have no further effect on the character. For perks, the allowed range for levels is between 0 and 100; setting the level to 0 removes that perk. For traits, the level must be 0 or 1. The image is a numeric id that corresponds to an entry in skilldex.lst. The name is limited to 63 characters and the description to 255 characters by sfall, but internal Fallout limits may be lower.

The has_fake_trait and has_fake_perk return the number of levels the player has of the perks/traits with the given name or ID of extra perk.

The perk_add_mode, set_selectable_perk, set_perkbox_title, hide_real_perks, show_real_perks and clear_selectable_perks control the behaviour of the select a perk box. The set_selectable_perk can be used to add additional items by setting the active parameter to 1, and to remove them again by setting it to 0. The set_perkbox_title can be used to change the title of the box, or by using "" it will be set back to the default. The hide_real_perks and show_real_perks can be used to prevent the dialog from displaying any of the original 119 perks. The perk_add_mode modifies what happens when a fake perk is selected from the perks dialog. It is treated as a set of flags - if bit 1 is set then it is added to the player's traits, if bit 2 is set it is added to the player's perks, and if bit 3 is set it is removed from the list of selectable perks. The default is 0x2. The clear_selectable_perks restores the dialog to its default state.

The show_iface_tag, hide_iface_tag and is_iface_tag_active relate to the boxes that appear above the interface such as SNEAK and LEVEL. You can use 3 for LEVEL and 4 for ADDICT, or the range from 5 to (4 + the value of BoxBarCount in ddraw.ini) for custom boxes. Remember to add your messages to intrface.msg and set up the font colours in ddraw.ini if you're going to use custom boxes. Starting from sfall 4.1/3.8.12, is_iface_tag_active can also be used to check 0 for SNEAK, 1 for POISONED, and 2 for RADIATED.

The get_bodypart_hit_modifier and set_bodypart_hit_modifier alter the hit percentage modifiers for aiming at specific bodyparts. Valid bodypart id's are from 0 to 8. Changes are not saved, and will reset to the defaults (or to the values specified in ddraw.ini if they exist) at each reload.

The get_critical_table, set_critical_table and reset_critical_table are used for modifying the critical table (for details, see http://falloutmods.wikia.com/wiki/Critical_hit_tables). Changes are not saved, and will reset to the defaults (or to the contents of CriticalOverrides.ini, if it exists) at each game reload. These function also require OverrideCriticalTable to be enabled in ddraw.ini.

The get_unspent_ap_bonus and set_unspent_ap_bonus alter 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.) The get_unspent_ap_perk_bonus and set_unspent_ap_perk_bonus are similar, but affect the extra AC granted by the HtH Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.)

The nb_* functions are reserved for the brotherhood tactical training mod, and should be avoided.

The fs_* functions are used to manipulate a virtual file system. Files saved here should have paths relative to the data folder, and use backslashes as the directory separator. They will take precedence over files stored in the normal data folder. They will also be saved into save games if you set a flag for them using fs_resize(fileId, -1), so be avoid creating large files. Using fs_copy followed by fs_read_xxx, you can read the contents of existing files.

The get_proto_data and set_proto_data are used to manipulate 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.

The list_xxx functions can be used to loop over all items on a map. list_begin takes an argument telling sfall what you want to list (defined in sfall.h). It returns a list pointer, which you iterate through with list_next. Finally, when you've finished with the list use list_end on it. Not calling list_end will result in a memory leak. Alternatively, use list_as_array to get the whole list at once as a temp array variable, which can be looped over using len_array and which you don't need to remember to free afterwards.

The play_sfall_sound and stop_sfall_sound are 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. These functions do 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 muted), and Y is the playback mode.

Arrays are created and manipulated with the xxx_array functions. An array must first be created with create_array or temp_array, specifying how many data elements the array can hold. You can store any of ints, floats and strings in an array, and can mix all 3 in a single array. The ID returned by create_array or temp_array can then be used with the other array functions. Arrays are shared between all scripts. (i.e. you can call create_array from one script, and then use the returned ID from another script.) They are also saved across savegames. Arrays created with temp_array will be automatically freed at the end of the frame. These functions are safe, in that supplying a bad id or trying to access out of range elements will not crash the script. create_array is the only function that returns a permanent array, all other functions which return arrays (string_split, list_as_array, etc,) all return temp arrays. You can use fix_array to make a temp array permanent.
NOTE: refer to arrays.md for detailed description of the array behavior and function usage.

The force_aimed_shots and disable_aimed_shots allow overriding the normal rules regarding which weapons are allowed to make aimed attacks. (e.g. weapons that cause explosive damage normally cannot normally make aimed shots.) force_aimed_shots will allow a weapon to make aimed shots even if it normally couldn't, and disable_aimed_shots stops a weapon from making aimed shots even if it normally could. Both of these functions affect player and NPCs alike. force_aimed_shots does not override the effects of the fast shot trait. The list of edited weapons is not saved over game loads, so you need to call the functions once at each reload. Use a pid of 0 to represent unarmed.

The get_critter_skill_points and set_critter_skill_points will get or set the number of additional points a critter has in a skill, on top of whatever they have from their stats and other bonuses. Note that skill points are part of the proto, so calling set_skill_points on a critter will affect all critters that share the same proto.


TYPES REFERENCE

Data types mentioned in this document:

  • void - means opcode does not return any value
  • any - any type
  • int - integer number
  • float - floating point number
  • string - string (text) value
  • object - pointer to game object (actually an integer)
  • array - array ID to be used with array-related functions (actually an integer)
  • bool - boolean values: True or False (actually an integer 1 or 0)

FUNCTION REFERENCE

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.

void set_pipboy_available(int available)
  • Sets the availability of the pipboy in the game. Use 0 to disable the pipboy, and 1 or 2 to enable it (value 2 does not mark the VSUIT_MOVIE movie as "played").

void inc_npc_level(int pid/string name)
  • Takes a party member PID or an NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument. The NPC must be in your party.
  • This function ignores player level requirements and the minimum 3 player level delay between NPC level gains. It also ignores the random element, regardless of sfall's NPCAutoLevel setting.

int get_npc_level(int pid/string name)
  • Also takes the party member PID or NPC name (deprecated, for compatibility with sfall 4.1.5/3.8.15 or earlier) as an argument, and returns the NPC's current level. Again, the NPC needs to be in your party.

void set_car_current_town(int town)
  • Changes the current town index for the player's car.

int get_ini_setting(string setting)
  • Reads an integer value from an ini file in the Fallout directory.
  • It only takes a single argument; seperate the file name, section and key with a | character, e.g. myvar := get_ini_setting("myini.ini|mysec|var1").
  • If the file or key cannot be found or the setting argument is in an invalid format, it returns -1.
  • The file name is limited to 63 chars, including the extension.
  • The section name is limited to 32 characters.
  • It can also be used to get sfall settings by using ddraw.ini as the file name.

string get_ini_string(string setting)
  • Reads a string value from an ini file in the Fallout directory.
  • If the file or key cannot be found, it returns an empty string.
  • If the setting argument is in an invalid format, it returns -1 (integer).

int get_game_mode()
  • Is 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.

int get_uptime()
  • Is 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.

bool in_world_map()
  • Returns 1 if the player is looking at the world map, or 0 at any other time.
  • Obviously this is only useful in global scripts, since normal scripts will never get the chance to run on the world map.

void force_encounter(int map)
  • Can be called either from a global script while traveling on the world map, or from a normal script while on a local map.
  • In either case the encounter occurs shortly after the next time the player moves on the world map.
  • The player will not get an outdoorsman skill check.

void force_encounter_with_flags(int map, int flags)
  • Does the same thing as force_encounter, but allows the specification of some extra options (see sfall.h for available flags).
  • Forcing a random encounter on a map that is not normally used for random encounters may cause the player to lose the car, if they have it.
  • In this case use force_encounter_with_flags with the ENCOUNTER_FLAG_NO_CAR flag set.

int get_light_level()
  • 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.

void set_map_time_multi(float multi)
  • Adjusts how fast time passes while you're on the world map. It takes a single float as an argument, where 1 is the normal speed.
  • This function works in addition to the WorldMapTimeMod setting in ddraw.ini and the Pathfinder perk, rather than overriding it, so calling set_map_time_multi(0.5) when the player has 2 levels of pathfinder would result in time passing at 25% the normal speed on the world map.

void remove_script(object obj)
  • Accepts a pointer to an object and will remove the script from that object.

void set_script(object obj, int scriptID)
  • Accepts a pointer to an object and scriptID, and applies the given script to an object (scriptID accepts the same values as create_object_sid)
  • If used on an object that is already scripted, it will remove the existing script first; you cannot have multiple scripts attached to a single object. Calling set_script on self_obj will have all sorts of wacky side effects, and should be avoided.
  • If you add 0x80000000 to the SID when calling set_script, map_enter_p_proc will be SKIPPED. The start proc will always be run.

int get_script(object obj)
  • Accepts a pointer to an object and returns its scriptID (line number in scripts.lst), or 0 if the object is unscripted.
  • Returns -1 on argument error.

void set_self(object setObj)
  • Overrides the script's self_obj for the next function call.
  • It is primarily used to allow the calling of functions which take an implicit self_obj parameter (e.g. drop_obj) from global scripts, but it can also be used from normal scripts.
  • self_obj will be reverted to its original value after the next function call.
  • Calling set_self(0) will also revert self_obj to its original value. It is recommended to call this after each use of set_self in normal scripts in order to avoid unforeseen side effects.
  • source_obj, target_obj, and similar functions will not work if preceded by set_self.
  • NOTE: for use_obj and use_obj_on_obj vanilla functions to work correctly, it is required to call set_self twice. You can also access the local variables in the script of an object after calling set_self twice.

void mod_skill_points_per_level(int x)
  • Accepts a value of between -100 and 100, and modifies the number of skill points the player receives when they level up.
  • This is a modification of what would otherwise happen, rather than a replacement.
  • The value is not saved into the save game, so should be reset in the game_loaded section of a script.

void set_perk_freq(int x)
  • Sets the number of levels between each perk.
  • Setting 0 will reset it back to the default.
  • This overrides the effects of the skilled trait.
  • It is not saved into the save game, so needs to be called once per reload.
  • Be careful not to let the player obtain a perk when no perks are available to pick, or the game may crash.

object get_last_target(object critter)
  • Will return the last critter to be deliberately attacked.

object get_last_attacker(object critter)
  • Will return the last critter to deliberately launch an attack against the argument critter.
  • If a critter has not launched/received an attack, it will return 0. This is only stored for the duration of combat, and outside of combat both functions will always return 0.

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.

void set_critter_pickpocket_mod(object critter, int max, int mod)
  • The same as above, but applies only to specific critter.

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. Following macros are available in sfall.h:

int get_tile_ground_fid(int tileNum, int elevation)
  • Returns FID of a ground tile at given tile number and elevation.

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.

void reg_anim_combat_check
  • Allows enabling all reg_anim_* functions in combat (including vanilla functions) if set to 0. It is automatically reset at the end of each frame, so you need to call it before reg_anim_begin() ... reg_anim_end() code block.

Some additional reg_anim_* functions were introduced. They all work in the same convention as vanilla functions and use the same underlying code.

void reg_anim_destroy(object obj)
  • Given object is destroyed at the end of current animation set.

void reg_anim_animate_and_hide(object obj, int animID, int delay)
  • Exactly like reg_anim_animate but the object will automatically disappear after the last animation frame (but not destroyed).

void reg_anim_light(object obj, int light, int delay)
  • Change light of any object. light argument is a light radius (0-8), but you can use highest 2 bytes to pass light intensity as well (example: 0xFFFF0008 - intensity 65535 and radius 8). If highest 2 bytes are 0, intensity will not be changed. Intensity range is from 0 to 65535 (0xFFFF).

void reg_anim_change_fid(object obj, int fid, int delay)
  • Should work like art_change_fid_num but in reg_anim sequence.

void reg_anim_take_out(object obj, holdFrameID, int delay)
  • Plays "take out weapon" animation for given holdFrameID. It is not required to have such weapon in critter's inventory.

void reg_anim_turn_towards(object obj, int/object tile/target, int delay)
  • Makes object change its direction to face given tile number or target object.

void reg_anim_callback(procedure proc)
  • Adds the given procedure to an animation sequence-list and executes it in the registered sequence.

int/array metarule2_explosions(int arg1, int arg2, int arg3)
  • Was made as a quick-and-dirty hack to enable dynamic changes to some explosion parameters for ranged attacks. All changed parameters are automatically reset to vanilla state after each attack action. Following macros are available in sfall.h:

void set_attack_explosion_pattern(int x, int y)
  • Currently y is not used and x means: 1 - reduced explosion pattern (3 effects are spawned instead of 7), 0 - full pattern.

void set_attack_explosion_art(int x, int y)
  • y is not used and x is a misc frame ID (last 3 bytes, without object type) to use for the next explosion.

void set_attack_explosion_radius(int x)
  • Changes radius at which explosion will hit secondary targets for the next attack (from the experiments it is limited to something around 8 by the engine)

void set_attack_is_explosion_fire
  • If you call this right before using a weapon with fire damage type (e.g. in HOOK_AFTERHITROLL), it will produce explosion effects (and radius damage) just like "explosion" type, but all targets will still receive fire damage.

void set_explosion_radius(int grenade, int rocket)
  • Sets a permanent radius of the explosion for grenades and/or rockets. Passing 0 means not changing the corresponding radius.
  • Changed radius will be reset each time the player reloads the game.

array get_explosion_damage(int itemPid)
  • Returns an array of the minimum and maximum damage of the explosive item.

void set_dynamite_damage(int minDmg, int maxDmg)
  • Sets the minimum and maximum damage for Dynamite.
  • Changed damage will be reset each time the player reloads the game.

void set_plastic_damage(int minDmg, int maxDmg)
  • Sets the minimum and maximum damage for Plastic Explosives.
  • Changed damage will be reset each time the player reloads the game.

void set_explosion_max_targets(int x)
  • Sets the maximum number of additional targets for an explosion, valid range: 1..6 (default is 6)

Some utility/math functions are available:

array string_split(string text, string split)
  • Takes a string and a separator, searches the string for all instances of the separator, and returns a temp array filled with the pieces of the string split at each instance. If you give an empty string as the separator, the string is split into individual characters.
  • You can use this to search for a substring in a string like this: strlen(get_array(string_split(haystack, needle), 0))

string substr(string text, int start, int length)
  • Cuts a substring from a string starting at start up to length characters. The first character position is 0 (zero).
  • If start is negative - it indicates a position starting from the end of the string (for example, substr("test", -2, 2) will return last 2 charactes: "st").
  • If length is negative - it means so many characters will be omitted from the end of string (example: substr("test", 0, -2) will return string without last 2 characters: "te").
  • If length is zero - it will return a string from the starting position to the end of the string (new behavior since sfall 4.2.2/3.8.22).

int strlen(string text)
  • Returns string length.

string sprintf(string format, any value)
  • Formats given value using standard syntax of C printf function (google "printf" for format details). However, it is limited to formatting only 1 value.
  • Can be used to get character by ASCII code (%c).

int typeof(any value)
  • Returns type of the given value: VALTYPE_INT, VALTYPE_FLOAT or VALTYPE_STR.

int charcode(string text)
  • Returns ASCII code for the first character in given string.

div operator (unsigned integer division)
  • Use as a division operator, like 3 + (20 div 5)
  • If both dividend and divisor are integers, they will be treated as unsigned integers.
  • If one of them is a float, div will perform the signed division just like vanilla division operator.

^ operator (exponentiation)
  • Use as any other arithmetic operator, like 5 ^ (1 / 3)
  • If exponent is an integer, you can use a negative base, otherwise you will get NaN with a negative base.
  • If both arguments are integers, the result will be an integer.

float log(float x)
  • Natural logarithm of x.

float exponent(float x)
  • e ^ x

int ceil(float x)
  • Round x to the nearest integer that is not less than x.

int round(float x)
  • Round x to the nearest integer.

float sqrt(float x)
  • Square root of x.

int/float abs(int/float x)
  • Absolute (positive) value of x.

float sin(float x)
  • Sine of x.

float cos(float x)
  • Cosine of x.

float tan(float x)
  • Tangent of x.

float arctan(float x, float y)
  • Arctangent of x.
  • Just pass 1 as y (don't ask...)

void register_hook_proc(int hookID, procedure proc)
  • Works just like register_hook, but allows to specify which procedure to use for given hook script (instead of start).
  • Use zero (0) as second argument to unregister hook script from current global script.
  • Only use in global scripts.
  • Second argument should be passed just like you pass procedures to functions like gsay_option, giq_option, etc. (name without quotes).
  • See hookscripts.md for more details.

void register_hook_proc_spec(int hookID, procedure proc)
  • Works just like register_hook_proc, but allows to register a script at the end of the hook script execution chain (i.e. the script will be executed after all previously registered scripts for the same hook, including the hs_*.int script).
  • To unregister hook script from current global script, use the register_hook_proc function.

string message_str_game(int fileId, int messageId)
  • Works exactly the same as message_str, except you get messages from files in the text\<language>\game\ directory.
  • 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.)

int sneak_success()
  • Returns 1 if the player is currently sneaking, and 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).

int tile_light(int elevation, int tileNum)
  • Returns light intensity at the given tile in range from 0 to 65536.

object obj_blocking_line(object 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.

object 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.

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.

array party_member_list(int includeHidden)
  • Returns an array of all current party members (0 - only critter-type, alive and visible will be returned, 1 - all object, including Trunk, etc.)

array path_find_to(object 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.

object create_spatial(int scriptID, int tile, int elevation, int radius)
  • Creates new spatial script with given SID, at given tile, and radius.

int art_exists(int artFID)
  • Checks if given artFID exists in the game.
  • Useful when you want to check if critter can use specific weapon: art_exists((artFid bwand 0xFFFF0FFF) bwor (weaponAnim * 0x1000))

int obj_is_carrying_obj(object invenObj, object itemObj)
  • Returns number of itemObj inside invenObj's inventory, note that both arguments are object pointers.
  • Useful when dealing with different stacks of same item (obj_is_carrying_obj_pid just returns total for all stacks of the same PID).

any sfall_funcX(string funcName, ...)
  • These opcodes allows to use additional script functions, that do not require new opcode.
  • First argument is always function name (string).
  • There are 9 versions of this opcode for different number of additional arguments (for convenience).
  • Opcodes have return value, but it is not necessary to use it.

sfall_funcX metarule functions

get_metarule_table

array sfall_func0("get_metarule_table")

  • Returns names of all currently available script functions (via sfall_funcX)

metarule_exist

bool sfall_func1("metarule_exist", string metaruleName)

  • Returns True if the specified name of sfall_funcX metarule function exists in the current version of sfall

spatial_radius

int sfall_func1("spatial_radius", object obj)

  • Returns radius of spatial script, associated with given dummy-object (returned by create_spatial)

critter_inven_obj2

object sfall_func2("critter_inven_obj2", object invenObj, int type)

  • Works just like vanilla critter_inven_obj, but correctly reports item in player's inactive hand slot

intface_redraw

void sfall_func0("intface_redraw")
void sfall_func1("intface_redraw", int winType)

  • Redraws main game interface, useful to reflect changes after directly changing current player weapons or stats
  • winType: the type number of the interface window (see WINTYPE_* constants in sfall.h). Pass -1 to redraw all interface windows

intface_hide

void sfall_func0("intface_hide")

  • Hides main interface

intface_show

void sfall_func0("intface_show")

  • Shows main interface

intface_is_hidden

int sfall_func0("intface_is_hidden")

  • Returns 1 if interface is currently hidden, 0 otherwise

exec_map_update_scripts

void sfall_func0("exec_map_update_scripts")

  • Executes map_update_p_proc for all objects on map and global/hook scripts as well

set_ini_setting

void sfall_func2("set_ini_setting", string setting, int/string value)

  • Writes an integer or a string value to an ini file in the Fallout directory. If the ini file does not exist, it will be created
  • The setting argument works in the same way as in get_ini_setting; seperate the file name, section and key with a | character, e.g. set_ini_setting("myini.ini|mysec|var1", 42)
  • The file name is limited to 63 chars, including the extension
  • The section name is limited to 32 characters

floor2

int sfall_func1("floor2", int/float value)

  • Works just like vanilla floor function, but returns correct integers for negative floats
  • NOTE: vanilla floor function works exactly the same as ceil for negative floats (i.e. basically trunc in C/C++)

item_weight

int sfall_func1("item_weight", object obj)

  • Gets the current weight of an object

get_outline

int sfall_func1("get_outline", object obj)

  • Gets the current outline color for an object

set_outline

void sfall_func2("set_outline", object obj, int color)

  • Sets the outline color of an object (see OUTLINE_* constants in sfall.h)
  • Can also set a custom color from the game palette by shifting the color index value left by 8 bits: 0xCC00 where CC is the palette index (available since sfall 4.2.7/3.8.27)
  • Passing 0 will disable the outline
  • call tile_refresh_display after changing outline of objects to properly redraw the scene

get_flags

int sfall_func1("get_flags", object obj)

  • Gets the current value of object flags (see define_extra.h for available flags)

set_flags

void sfall_func2("set_flags", object obj, int flags)

  • Sets the current flags of an object
  • All flags are rewritten with given integer, so first get current flags with get_flags and use bwor/bwand to set/remove specific flag

tile_refresh_display

void sfall_func0("tile_refresh_display")

  • Redraws the game scene (tiles, walls, objects, etc.)

outlined_object

object sfall_func0("outlined_object")

  • Returns an object that is currently highlighted by hovering the mouse above it

set_dude_obj

object sfall_func1("set_dude_obj", int critter)

  • Take control of a given critter
  • Passing 0 will reset control back to "real" dude

real_dude_obj

void sfall_func0("real_dude_obj")

  • Returns the initial dude_obj after set_dude_obj was used

get_ini_sections

array sfall_func1("get_ini_sections", string file)

  • Returns an array of names of all sections in a given INI file
  • If the INI file is not found, it returns an empty array

get_ini_section

array sfall_func2("get_ini_section", string file, string section)

  • Returns an associative array of keys and values for a given INI file and section
  • If the INI file is not found, it returns an empty array
  • NOTE: all keys and their values will be of String type

car_gas_amount

int sfall_func0("car_gas_amount")

  • Returns the current amount of fuel in player's car (between 0 and 80000)
  • To change fuel amount, use vanilla function: metarule(METARULE_GIVE_CAR_GAS, amount) - amount can be positive or negative

set_car_intface_art

void sfall_func1("set_car_intface_art", int artIndex)

  • Changes the interface art (index in intrface.lst) for the car image on the world map interface
  • Should be called before going to the world map
  • Vanilla art index is 433

get_cursor_mode

int sfall_func0("get_cursor_mode")

  • Returns the current cursor mode: 0 - movement cursor, 1 - command cursor, 2 - targeting cursor
  • Mode 4 to 10 are Skilldex skills (yellow targeting cursor)

set_cursor_mode

void sfall_func1("set_cursor_mode", int mode)

  • Sets the current cursor mode

display_stats

void sfall_func0("display_stats")

  • Updates player stats in the inventory display window or on the character screen
  • NOTE: works only when the interface window is opened

lock_is_jammed

int sfall_func1("lock_is_jammed", object obj)

  • Returns 1 if the lock (container or scenery) is currently jammed, 0 otherwise

unjam_lock

void sfall_func1("unjam_lock", object obj)

  • Unjams a lock immediately without having to wait until the next day, or leave the map and then return after 24 hours
  • NOTE: does not work in use_skill_on_p_proc procedure

set_unjam_locks_time

void sfall_func1("set_unjam_locks_time", int time)

  • Sets after how many hours (up to 127 hours) jammed locks will be unjammed if the player leaves the map
  • Also disables the auto unjam that occurs at midnight when the player is on the map
  • Passing 0 will disable the auto unjam mechanism completely
  • The auto unjam mechanism will be reset each time the player reloads the game

get_map_enter_position

array sfall_func0("get_map_enter_position")

  • Returns an array of the player's position data (index 0 - tile, 1 - elevation, 2 - rotation) when entering the map through exit grids
  • If entering from the world map, the tile value will be -1
  • Should be called in map_enter_p_proc procedure to get the correct position data

set_map_enter_position

void sfall_func3("set_map_enter_position", int tile, int elevation, int rotation)

  • Overrides the player's entry position when entering the map through exit grids
  • Setting the tile to 0 will put the player on the start hex (default tile and elevation) of the map
  • NOTE: works only in map_enter_p_proc procedure

set_rest_heal_time

void sfall_func1("set_rest_heal_time", int minutes)

  • 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

void sfall_func1("set_rest_mode", int mode)

  • 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

attack_is_aimed

int sfall_func0("attack_is_aimed")

  • Returns 1 if the aimed attack mode is selected, 0 otherwise

set_iface_tag_text

void sfall_func3("set_iface_tag_text", int tag, string text, int color)

  • Sets the text messages and colors for custom notification boxes to the interface without the need to add messages to intrface.msg and set up the font colors in ddraw.ini
  • tag value is the same as used in show_iface_tag, hide_iface_tag, and is_iface_tag_active. The valid range is from 5 to (4 + the value of BoxBarCount in ddraw.ini) or the number of the last custom box added using the add_ifaca_tag function
  • The text is limited to 19 characters
  • Available colors: 0 - green, 1 - red, 2 - white, 3 - yellow, 4 - dark yellow, 5 - blue, 6 - purple, 7 - dull pink

add_iface_tag

int sfall_func0("add_iface_tag")

  • Adds one custom box to the current boxes, and returns the number of the added tag (-1 if the tags limit is exceeded)
  • The maximum number of boxes is limited to 126 tags

inventory_redraw

void sfall_func0("inventory_redraw")
void sfall_func1("inventory_redraw", int invSide)

  • Redraws inventory list in the inventory/use inventory item on/loot/barter screens
  • invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument)

item_make_explosive

void sfall_func3("item_make_explosive", int pid, int activePid, int damage)
void sfall_func4("item_make_explosive", int pid, int activePid, int min, int max)

  • Makes the specified item (pid) an explosive item like Dynamite or Plastic Explosives
  • activePid is for an item with an active timer, can be the same as the pid argument
  • The item proto must be the Misc Item type and have the Use action flag
  • min and max are the minimum and maximum explosion damage
  • Using the function on an item that is already set as an explosive will override its previous settings
  • NOTE: this function does not work for pid's of Dynamite and Plastic Explosives

get_string_pointer

int sfall_func1("get_string_pointer", string text)

  • (DEPRECATED) Returns a pointer to a string variable or to a text
  • NOTE: this function is intended for use only in HOOK_DESCRIPTIONOBJ. Starting from sfall 4.4/3.8.40, you can return normal strings directly in the hook without calling the function

dialog_message

void sfall_func1("dialog_message", string text)

  • Displays a message in the NPC response window in dialog or barter screen

get_current_inven_size

int sfall_func1("get_current_inven_size", object obj)

  • Returns the current inventory size of the container or the critter

create_win

void sfall_func5("create_win", string winName, int x, int y, int width, int height)
void sfall_func6("create_win", string winName, int x, int y, int width, int height, int flags)

  • Works just like vanilla CreateWin function, but creates a window with MoveOnTop flag if the flags argument is not specified, and allows to set additional flags for the created window
  • MoveOnTop flag allows the created window to be placed on top of the game interface

set_can_rest_on_map

void sfall_func3("set_can_rest_on_map", int mapNum, int elev, bool value)

  • Allows/disallows to rest on the map for the specified level, overrides the can_rest_here values in maps.txt
  • mapNum is the map index from maps.txt
  • Passing -1 to the elev argument will set the rest value for all map elevations
  • The set rest value will be stored in sfalldb.sav file (in savegame)

get_can_rest_on_map

int sfall_func2("get_can_rest_on_map", int mapNum, int elev)

  • Returns the set rest value of the map after using the set_can_rest_on_map function
  • Returns -1 if the rest value of the map was not previously set (i.e. no data for the map in sfalldb.sav)
  • The can_rest_here values from maps.txt are ignored

dialog_obj

object sfall_func0("dialog_obj")

  • Returns a pointer to the object (critter) the player is having a conversation or bartering with

obj_under_cursor

object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude)

  • Returns the object under the cursor on the main game screen
  • onlyCritter:
    True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)
    False - checks all objects (can't check critters under objects)
  • Passing False to the includeDude argument will ignore dude_obj
  • NOTE: to get an object located on a tile when the cursor is in movement mode (hexagon cursor), use the tile_under_cursor function

loot_obj

object sfall_func0("loot_obj")

  • Returns a pointer to the target object (container or critter) of the loot screen

get_object_data

int sfall_func2("get_object_data", object obj, int offset)

  • Returns the data at the specified offset of an object (see OBJ_DATA_* constants in define_extra.h for offsets)

set_object_data

void sfall_func3("set_object_data", object obj, int offset, int data)

  • Sets the data at the specified offset of an object

get_object_ai_data

int sfall_func2("get_object_ai_data", object obj, 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

art_cache_clear

void sfall_func0("art_cache_clear")

  • Clears the cache of FRM image files loaded into memory

npc_engine_level_up

void sfall_func1("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

set_drugs_data

void sfall_func3("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_unique_id

int sfall_func1("set_unique_id", object obj)
int sfall_func2("set_unique_id", object obj, int flag)

  • Assigns a unique ID number to the object and returns it. If a unique ID number has already been assigned to an object, then ID number is returned without reassignment
  • Items with unique IDs will not stack with other items of the same type in the inventory
  • To just get the current ID number of an object, use sfall_func2("get_object_data", object, OBJ_DATA_ID)
  • Unique ID numbers are saved in your savegame, and have a range from 0x10000000 to 0x7FFFFFFF
  • There is also a unique ID number range for the player and party members from 18000 to 83535
  • To assign a new ID number generated by the engine to the object (i.e. unassign a unique ID), call the function with two arguments and pass -1 for the flag argument

draw_image | draw_image_scaled

void sfall_func5("draw_image", string/int artFile/artId, int frame, int x, int y, bool noTransparent)
void sfall_func6("draw_image_scaled", string/int pathFile/artId, int frame, int x, int y, int width, int height)

  • Displays the specified PCX or FRM image in the active window created by vanilla CreateWin or sfall's create_win script function
  • artFile/artId: path to the PCX/FRM file (e.g. art\\inven\\5mmap.frm), or its FRM ID number (e.g. 0x7000026, see specification of the FID format)

Optional arguments:

  • frame: frame number, the first frame starts from zero
  • x/y: offset relative to the top-left corner of the window
  • width/height: the new width/height to scale the image to. Pass -1 to either width or height to keep the aspect ratio when scaling
  • noTransparent: pass True to display an image without transparent background
  • NOTE: to omit optional arguments starting from the right, call the functions with different sfall_funcX (e.g. sfall_func4("draw_image", pathFile, frame, x, y))
  • If draw_image_scaled is called without x/y/width/height arguments, the image will be scaled to fit the window without transparent background

set_fake_perk_npc | set_fake_trait_npc | set_selectable_perk_npc | has_fake_perk_npc | has_fake_trait_npc

void sfall_func5("set_fake_perk_npc", object npc, string namePerk, int level, int image, string desc)
void sfall_func5("set_fake_trait_npc", object npc, string nameTrait, int active, int image, string desc)
void sfall_func5("set_selectable_perk_npc", object npc, string namePerk, int active, int image, string desc)
int sfall_func2("has_fake_perk_npc", object npc, string namePerk)
int sfall_func2("has_fake_trait_npc", object npc, string nameTrait)

  • These functions are similar to has_fake_perk, has_fake_trait, set_fake_perk, set_fake_trait, set_selectable_perk, and set_selectable_trait functions, but apply to the specified party member NPC (including dude_obj)

add_extra_msg_file

int sfall_func1("add_extra_msg_file", string fileName)
int sfall_func2("add_extra_msg_file", string fileName, int fileNumber)

  • 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 the 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

Optional argument:

  • 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

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)

add_trait

void sfall_func1("add_trait", int traitID)

  • Adds the specified trait to the player

get_inven_ap_cost

int sfall_func0("get_inven_ap_cost")

  • Returns the current AP cost to access the inventory in combat

add_g_timer_event

void sfall_func2("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

remove_timer_event

void sfall_func0("remove_timer_event")
void sfall_func1("remove_timer_event", int fixedParam)

  • Clears all set timer events for the current global script
  • fixedParam: removes all timer events with the specified value for the current global script

get_sfall_arg_at

mixed sfall_func1("get_sfall_arg_at", int argNum)

  • Gets the value of hook argument with the specified argument number (first argument of hook starts from 0)

hide_window

void sfall_func0("hide_window")
void sfall_func1("hide_window", string winName)

  • Hides the specified or currently active (selected) script window
  • winName: the window name, assigned to the window by the CreateWin or create_win function

show_window

void sfall_func0("show_window")
void sfall_func1("show_window", string winName)

  • Displays the specified hidden script window or the one previously hidden with the sfall_func0("hide_window") function
  • winName: the window name, assigned to the window by the CreateWin or create_win function

set_window_flag

void sfall_func3("set_window_flag", string/int winName/winID, int flag, bool value)

  • Changes the specified flag for the created script or game interface window
  • winName: the window name, assigned to the window by the CreateWin or create_win function
  • winID: the ID number of the interface or script window obtained with the get_window_under_mouse function, or 0 for the current game interface
  • flag: the flag to change (see WIN_FLAG_* constants in define_extra.h)
  • value: True - set the flag, False - unset the flag

get_text_width

int sfall_func1("get_text_width", string text)

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

string_compare

bool sfall_func2("string_compare", string str1, string str2)
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

string_format

string sfall_func2("string_format", string format, any val1)
string sfall_funcX("string_format", string format, any val1, any val2, ...)

  • Formats given values using standard syntax of C printf function (google "printf" for format details). However, it is limited to formatting up to 7 values
  • The format string is limited to 1024 characters

objects_in_radius

array sfall_func3("objects_in_radius", int tile, int radius, int elevation)
array sfall_func4("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

tile_by_position

int sfall_func2("tile_by_position", int x, int y)

  • Returns the tile number at the x, y position relative to the top-left corner of the game screen
  • If the position is outside of the range of tiles, it will return -1

string_to_case

string sfall_func2("string_to_case", string text, int toCase)

  • Converts all letters in the given string to the specified case
  • toCase: 0 - lowercase, 1 - uppercase
  • NOTE: this function works only for English letters of A-Z and a-z

set_terrain_name

void sfall_func3("set_terrain_name", int x, int y, string name)

  • Overrides the terrain type name for the sub-tile on the world map by the specified coordinates

get_terrain_name

string sfall_func0("get_terrain_name")
string sfall_func2("get_terrain_name", int x, int y)

  • Returns the terrain type name for the sub-tile on the world map by the specified coordinates, or by the player's current position if called without arguments

get_window_attribute

int sfall_func1("get_window_attribute", int winType)
int sfall_func2("get_window_attribute", int winType, int attrType)

  • Returns the attribute of the specified interface window by the attrType argument
  • winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
  • attrType:
    0 - checks and returns a value of 1 if the specified interface window is created by the game (same as without the argument)
    1 - X position, 2 - Y position (relative to the top-left corner of the game screen)
    3 - interface width size, 4 - interface height size
    -1 - returns an associative array of keys (left, top, right, bottom) and values that define the position of the window rectangle (use standard syntax to access array values, e.g. win.top, win.bottom)
  • Returns -1 if the specified attribute cannot be obtained

set_town_title

void sfall_func2("set_town_title", int areaID, string title)

  • Sets a floating text for a town on the world map when hovering the cursor over the player's marker
  • areaID: the ID number of the town from city.txt

message_box

int sfall_func4("message_box", string message, int flags, int color1, int color2)

  • Creates a dialog box with text and returns the result of pressing the button: 0 - No (Escape), 1 - Yes/Done (Enter)
  • Returns -1 if for some reason the dialog box cannot be created
  • message: the text in the dialog box. Use the \n control character to move text to a new line (example: "Hello\nWorld!")

Optional arguments:

  • flags: mode flags (see MSGBOX_* constants in define_extra.h). Pass -1 to skip setting the flags (default flags are NORMAL and YESNO)
  • color1/color2: the color index in the game palette. color1 sets the text color for the first line, and color2 for all subsequent lines of text (default color is 145)

get_stat_min | get_stat_max

int sfall_func1("get_stat_min", int stat)
int sfall_func1("get_stat_max", int stat)
int sfall_func2("get_stat_min", int stat, bool who)
int sfall_func2("get_stat_max", int stat, bool who)

  • Returns the maximum or minimum set value of the specified stat (see set_stat_min and set_stat_max functions)
  • who: 0 (False) or omitting the argument - returns the value of the player, 1 (True) - returns the value set for other critters

interface_art_draw

int sfall_func4("interface_art_draw", int winType, string/int artFile/artId, int x, int y)
int sfall_func5("interface_art_draw", int winType, string/int artFile/artId, int x, int y, int frame)
int sfall_func6("interface_art_draw", int winType, string/int artFile/artId, int x, int y, int frame, array param)

  • Draws the specified PCX or FRM image in the game interface window, returns -1 on any error
  • winType: the type number of the interface window (see WINTYPE_* constants in sfall.h). This also takes the value of the flag 0x1000000 to prevent immediate redrawing of the interface window
  • artFile/artId: path to the PCX/FRM file (e.g. art\\inven\\5mmap.frm), or its FRM ID number (e.g. 0x7000026, see specification of the FID format)
  • x/y: offset relative to the top-left corner of the window

Optional arguments:

  • frame: frame number, the first frame starts from zero
  • param: an array which specifies additional parameters, where:
    index 0 - sprite direction for multi-directional FRM
    index 1/index 2 - the new width/height to scale the image to. Pass -1 to use the original width/height

interface_print

int sfall_func5("interface_print", string text, int winType, int x, int y, int color)
int sfall_func6("interface_print", string text, int winType, int x, int y, int color, int width)

  • Displays the text in the specified interface window with the current font. Use vanilla SetFont function to set the font
  • Returns the count of lines printed, or -1 on any error
  • text: the text to be printed. Use the \n control character to move text to a new line (example: "Hello\nWorld!")
  • winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
  • x/y: offset relative to the top-left corner of the window
  • color: the color index in the game palette. Pass 0 if the text color was previously set by vanilla SetTextColor function. It can also take additional flags (via bwor) for displaying text:
    0x0010000 - adds a shadow to the text, the textshadow compiler constant
    0x1000000 - prevents immediate redrawing of the interface window, the textdirect compiler constant (works the other way around)
    0x2000000 - fills the background of the text with black color, the textnofill compiler constant (works the other way around)

Optional argument:

  • width: the maximum width of the text. The text will be wrapped to fit within the specified width

combat_data

mixed sfall_func0("combat_data")

  • Returns a pointer to the C_ATTACK_* data for the current combat attack turn (see defined constants in define_extra.h)
  • Can be used in conjunction with the get_object_data and set_object_data functions
    Example: sfall_func3("set_object_data", sfall_func0("combat_data"), C_ATTACK_UNUSED, 255);

win_fill_color

int sfall_func0("win_fill_color")
int sfall_func5("win_fill_color", int x, int y, int width, int height, int color)

  • Fills the rectangle area of the currently selected script window with the specified color, or clears the window with transparent color (use index 0 or call the function without arguments)
  • color: the color index in the game palette (from 0 to 255)

interface_overlay

int sfall_func2("interface_overlay", int winType, int mode)
int sfall_func6("interface_overlay", int winType, 2, int x, int y, int width, int height)

  • Creates an additional drawing surface above the graphic layer of the specified interface window. All subsequent calls of interface_art_draw and interface_print functions will draw on it
  • winType: the type number of the interface window (see WINTYPE_* constants in sfall.h)
  • mode:
    1 - creates a new overlay surface
    2 - clears the overlay area or the specified rectangle defined by the x, y, width, height arguments
    0 - destroys the created overlay surface (frees up the memory allocated to the surface)

set_quest_failure_value

void sfall_func2("set_quest_failure_value", int gvarNumber, int thresholdValue)

  • Sets the threshold value (failure_threshold) for the quest at which the quest will be considered failed (its description in the pipboy will be crossed out and colored red)
  • gvarNumber: the number of the global variable controlling the quest
  • thresholdValue: the value of the global variable at which the quest is counted as a failure

set_scr_name

void sfall_func1("set_scr_name", string name)

  • Overrides the name of the script object that was set from scrname.msg
  • The changed name will be reset each time the player leaves the map or reloads the game
  • Passing an empty string ("") to the name argument or omitting it will allow the game to get the name for the object from pro_*.msg files
  • NOTE: this function is intended for use in normal game scripts and overrides the name only once for the same object until reset

obj_is_openable

bool sfall_func1("obj_is_openable", object obj)

  • Returns True if the object is openable (i.e. has an opening/closing animation), False otherwise

set_spray_settings

void sfall_func4("set_spray_settings", int centerMult, int centerDiv, int targetMult, int targetDiv)

  • Allows changing the multipliers and divisors for the bullet distribution of burst attacks dynamically. All settings are automatically reset to default values (ComputeSpray_* settings in ddraw.ini) after each attack action
  • Should be called before the calculation of the bullet distribution (e.g. in HOOK_TOHIT or HOOK_AMMOCOST)
  • centerDiv/targetDiv: the minimum value of divisor is 1
  • centerMult/targetMult: multiplier values are capped at divisor values
  • NOTE: refer to the description of ComputeSpray_* settings in ddraw.ini for details of the bullet distribution of burst attacks

get_combat_free_move

int sfall_func0("get_combat_free_move")

  • Returns available "bonus move" points of the current critter's turn. For NPCs, this is always 0 unless changed by set_combat_free_move

set_combat_free_move

void sfall_func1("set_combat_free_move", int value)

  • Allows changing "bonus move" points (yellow lights on the interface bar) that can only be used for movement, not attacking
  • Can be called from HOOK_COMBATTURN at the start of the turn (will not work on dude_obj)
  • Can be called from HOOK_STDPROCEDURE with combat_proc event (will work on both NPCs and dude_obj)

get_ini_config

array sfall_func2("get_ini_config", string file, bool searchDB)

  • Loads a given INI file and returns a permanent array (map) where keys are section names and values are permanent sub-arrays (maps) where keys and values are strings
  • searchDB:
    False - searches the file in the regular file system, like with all other ini-related functions
    True - searches the file in database (DAT) files. If not found, then it will try the regular file system
  • Subsequent calls for the same file will return the same array, unless it was disposed using free_array

string_find

int sfall_func2("string_find", string haystack, string needle) int sfall_func3("string_find", string haystack, string needle, int pos)

  • Returns the position of the first occurrence of a needle string in a haystack string, or -1 if not found. The first character position is 0 (zero)

Optional argument:

  • pos: the position at which to start the search. If negative, it indicates a position starting from the end of the string

See other documentation files (arrays.md, hookscripts.md) for related functions reference.