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</nav> <footer class="site-footer"> This site uses <a href="https://github.com/just-the-docs/just-the-docs">Just the Docs</a>, a documentation theme for Jekyll. </footer> </div> <div class="main" id="top"> <div id="main-header" class="main-header"> <div class="search" role="search"> <div class="search-input-wrap"> <input type="text" id="search-input" class="search-input" tabindex="0" placeholder="Search sfall" aria-label="Search sfall" autocomplete="off"> <label for="search-input" class="search-label"><svg viewBox="0 0 24 24" class="search-icon"><use xlink:href="#svg-search"></use></svg></label> </div> <div id="search-results" class="search-results"></div> </div> <nav aria-label="Auxiliary" class="aux-nav"> <ul class="aux-nav-list"> <li class="aux-nav-list-item"> <a href="https://nma-fallout.com/threads/fo2-engine-tweaks-sfall.178390/" class="site-button" > Forum </a> </li> <li class="aux-nav-list-item"> <a href="https://github.com/phobos2077/sfall/" class="site-button" > GitHub </a> </li> </ul> </nav> </div> <div class="main-content-wrap"> <div id="main-content" class="main-content"> <main> <h1 class="no_toc" id="other"> <a href="#other" class="anchor-heading" aria-labelledby="other"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Other </h1> <h2 class="no_toc" id="functions"> <a href="#functions" class="anchor-heading" aria-labelledby="functions"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> Functions </h2> <ul id="markdown-toc"> <li><a href="#active_hand" id="markdown-toc-active_hand"><strong>active_hand</strong></a></li> <li><a href="#add_g_timer_event" id="markdown-toc-add_g_timer_event"><strong>add_g_timer_event</strong></a></li> <li><a href="#add_trait" id="markdown-toc-add_trait"><strong>add_trait</strong></a></li> <li><a href="#create_message_window" id="markdown-toc-create_message_window"><strong>create_message_window</strong></a></li> <li><a href="#create_spatial" id="markdown-toc-create_spatial"><strong>create_spatial</strong></a></li> <li><a href="#game_loaded" id="markdown-toc-game_loaded"><strong>game_loaded</strong></a></li> <li><a href="#gdialog_get_barter_mod" id="markdown-toc-gdialog_get_barter_mod"><strong>gdialog_get_barter_mod</strong></a></li> <li><a href="#get_game_mode" id="markdown-toc-get_game_mode"><strong>get_game_mode</strong></a></li> <li><a href="#get_inven_ap_cost" id="markdown-toc-get_inven_ap_cost"><strong>get_inven_ap_cost</strong></a></li> <li><a href="#get_kill_counter" id="markdown-toc-get_kill_counter"><strong>get_kill_counter</strong></a></li> <li><a href="#get_light_level" id="markdown-toc-get_light_level"><strong>get_light_level</strong></a></li> <li><a href="#get_npc_level" id="markdown-toc-get_npc_level"><strong>get_npc_level</strong></a></li> <li><a href="#get_proto_data" id="markdown-toc-get_proto_data"><strong>get_proto_data</strong></a></li> <li><a href="#get_unspent_ap_bonus" id="markdown-toc-get_unspent_ap_bonus"><strong>get_unspent_ap_bonus</strong></a></li> <li><a href="#get_unspent_ap_perk_bonus" id="markdown-toc-get_unspent_ap_perk_bonus"><strong>get_unspent_ap_perk_bonus</strong></a></li> <li><a href="#get_uptime" id="markdown-toc-get_uptime"><strong>get_uptime</strong></a></li> <li><a href="#get_viewport_x" id="markdown-toc-get_viewport_x"><strong>get_viewport_x</strong></a></li> <li><a href="#get_viewport_y" id="markdown-toc-get_viewport_y"><strong>get_viewport_y</strong></a></li> <li><a href="#get_year" id="markdown-toc-get_year"><strong>get_year</strong></a></li> <li><a href="#hero_select_win" id="markdown-toc-hero_select_win"><strong>hero_select_win</strong></a></li> <li><a href="#inc_npc_level" id="markdown-toc-inc_npc_level"><strong>inc_npc_level</strong></a></li> <li><a href="#input_funcs_available" id="markdown-toc-input_funcs_available"><strong>input_funcs_available</strong></a></li> <li><a href="#mark_movie_played" id="markdown-toc-mark_movie_played"><strong>mark_movie_played</strong></a></li> <li><a href="#message_str_game" id="markdown-toc-message_str_game"><strong>message_str_game</strong></a></li> <li><a href="#mod_kill_counter" id="markdown-toc-mod_kill_counter"><strong>mod_kill_counter</strong></a></li> <li><a href="#nb_create_char" id="markdown-toc-nb_create_char"><strong>nb_create_char</strong></a></li> <li><a href="#resume_game" id="markdown-toc-resume_game"><strong>resume_game</strong></a></li> <li><a href="#set_base_hit_chance_mod" id="markdown-toc-set_base_hit_chance_mod"><strong>set_base_hit_chance_mod</strong></a></li> <li><a href="#set_base_pickpocket_mod" id="markdown-toc-set_base_pickpocket_mod"><strong>set_base_pickpocket_mod</strong></a></li> <li><a href="#set_critter_hit_chance_mod" id="markdown-toc-set_critter_hit_chance_mod"><strong>set_critter_hit_chance_mod</strong></a></li> <li><a href="#set_critter_pickpocket_mod" id="markdown-toc-set_critter_pickpocket_mod"><strong>set_critter_pickpocket_mod</strong></a></li> <li><a href="#set_df_model" id="markdown-toc-set_df_model"><strong>set_df_model</strong></a></li> <li><a href="#set_dm_model" id="markdown-toc-set_dm_model"><strong>set_dm_model</strong></a></li> <li><a href="#set_hit_chance_max" id="markdown-toc-set_hit_chance_max"><strong>set_hit_chance_max</strong></a></li> <li><a href="#set_hp_per_level_mod" id="markdown-toc-set_hp_per_level_mod"><strong>set_hp_per_level_mod</strong></a></li> <li><a href="#set_inven_ap_cost" id="markdown-toc-set_inven_ap_cost"><strong>set_inven_ap_cost</strong></a></li> <li><a href="#set_movie_path" id="markdown-toc-set_movie_path"><strong>set_movie_path</strong></a></li> <li><a href="#set_pickpocket_max" id="markdown-toc-set_pickpocket_max"><strong>set_pickpocket_max</strong></a></li> <li><a href="#set_pipboy_available" id="markdown-toc-set_pipboy_available"><strong>set_pipboy_available</strong></a></li> <li><a href="#set_proto_data" id="markdown-toc-set_proto_data"><strong>set_proto_data</strong></a></li> <li><a href="#set_unspent_ap_bonus" id="markdown-toc-set_unspent_ap_bonus"><strong>set_unspent_ap_bonus</strong></a></li> <li><a href="#set_unspent_ap_perk_bonus" id="markdown-toc-set_unspent_ap_perk_bonus"><strong>set_unspent_ap_perk_bonus</strong></a></li> <li><a href="#set_viewport_x" id="markdown-toc-set_viewport_x"><strong>set_viewport_x</strong></a></li> <li><a href="#set_viewport_y" id="markdown-toc-set_viewport_y"><strong>set_viewport_y</strong></a></li> <li><a href="#set_xp_mod" id="markdown-toc-set_xp_mod"><strong>set_xp_mod</strong></a></li> <li><a href="#sneak_success" id="markdown-toc-sneak_success"><strong>sneak_success</strong></a></li> <li><a href="#stop_game" id="markdown-toc-stop_game"><strong>stop_game</strong></a></li> <li><a href="#toggle_active_hand" id="markdown-toc-toggle_active_hand"><strong>toggle_active_hand</strong></a></li> <li><a href="#unwield_slot" id="markdown-toc-unwield_slot"><strong>unwield_slot</strong></a></li> </ul><hr /> <h3 id="active_hand"> <a href="#active_hand" class="anchor-heading" aria-labelledby="active_hand"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>active_hand</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">active_hand</span>
|
||
</code></pre></div></div><hr /> <h3 class="d-inline-block" id="add_g_timer_event"> <a href="#add_g_timer_event" class="anchor-heading" aria-labelledby="add_g_timer_event"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>add_g_timer_event</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">add_g_timer_event</span><span class="p">(</span><span class="kt">int</span> <span class="n">time</span><span class="p">,</span> <span class="kt">int</span> <span class="n">fixedParam</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>Adds a timer event that calls the <code class="language-plaintext highlighter-rouge">timed_event_p_proc</code> procedure in the current global script <code class="language-plaintext highlighter-rouge">time</code>: the number of ticks after which the event timer is triggered <code class="language-plaintext highlighter-rouge">fixedParam</code>: the value that is passed to the <code class="language-plaintext highlighter-rouge">timed_event_p_proc</code> procedure for the <code class="language-plaintext highlighter-rouge">fixed_param</code> function</p><hr /> <h3 class="d-inline-block" id="add_trait"> <a href="#add_trait" class="anchor-heading" aria-labelledby="add_trait"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>add_trait</strong> </h3> <p class="label label-green">sfall.h</p> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">add_trait</span><span class="p">(</span><span class="kt">int</span> <span class="n">traitID</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>adds the specified trait to the player</p><hr /> <h3 id="create_message_window"> <a href="#create_message_window" class="anchor-heading" aria-labelledby="create_message_window"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>create_message_window</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">create_message_window</span><span class="p">(</span><span class="n">string</span> <span class="n">message</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="create_spatial"> <a href="#create_spatial" class="anchor-heading" aria-labelledby="create_spatial"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>create_spatial</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">ObjectPtr</span> <span class="n">create_spatial</span><span class="p">(</span><span class="kt">int</span> <span class="n">scriptID</span><span class="p">,</span> <span class="kt">int</span> <span class="n">tile</span><span class="p">,</span> <span class="kt">int</span> <span class="n">elevation</span><span class="p">,</span> <span class="kt">int</span> <span class="n">radius</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>Creates new spatial script with given SID, at given tile, and radius.</p><hr /> <h3 id="game_loaded"> <a href="#game_loaded" class="anchor-heading" aria-labelledby="game_loaded"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>game_loaded</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">game_loaded</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>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 <code class="language-plaintext highlighter-rouge">set_global_script_repeat</code>, but it can be called from normal scripts too.</p><hr /> <h3 id="gdialog_get_barter_mod"> <a href="#gdialog_get_barter_mod" class="anchor-heading" aria-labelledby="gdialog_get_barter_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>gdialog_get_barter_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">gdialog_get_barter_mod</span>
|
||
</code></pre></div></div><hr /> <h3 id="get_game_mode"> <a href="#get_game_mode" class="anchor-heading" aria-labelledby="get_game_mode"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_game_mode</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_game_mode</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>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 <code class="language-plaintext highlighter-rouge">set_shader_mode function</code>.</p><hr /> <h3 id="get_inven_ap_cost"> <a href="#get_inven_ap_cost" class="anchor-heading" aria-labelledby="get_inven_ap_cost"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_inven_ap_cost</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_inven_ap_cost</span>
|
||
</code></pre></div></div> <p>Returns the current AP cost to access the inventory in combat</p><hr /> <h3 id="get_kill_counter"> <a href="#get_kill_counter" class="anchor-heading" aria-labelledby="get_kill_counter"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_kill_counter</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_kill_counter</span><span class="p">(</span><span class="kt">int</span> <span class="n">critterType</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="get_light_level"> <a href="#get_light_level" class="anchor-heading" aria-labelledby="get_light_level"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_light_level</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_light_level</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>Returns ambient light level in range 0..65536. The value returned by get_light_level may not exactly match that set by <code class="language-plaintext highlighter-rouge">set_light_level</code>, as <code class="language-plaintext highlighter-rouge">set_light_level</code> applies modifiers from the Night Vision perk.</p><hr /> <h3 id="get_npc_level"> <a href="#get_npc_level" class="anchor-heading" aria-labelledby="get_npc_level"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_npc_level</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_npc_level</span><span class="p">(</span><span class="n">string</span> <span class="n">npc</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="get_proto_data"> <a href="#get_proto_data" class="anchor-heading" aria-labelledby="get_proto_data"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_proto_data</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_proto_data</span><span class="p">(</span><span class="kt">int</span> <span class="n">pid</span><span class="p">,</span> <span class="kt">int</span> <span class="n">offset</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>Used to read the in-memory copies of the .pro files Fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading.</p><hr /> <h3 id="get_unspent_ap_bonus"> <a href="#get_unspent_ap_bonus" class="anchor-heading" aria-labelledby="get_unspent_ap_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_unspent_ap_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_unspent_ap_bonus</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>Gets the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.)</p><hr /> <h3 id="get_unspent_ap_perk_bonus"> <a href="#get_unspent_ap_perk_bonus" class="anchor-heading" aria-labelledby="get_unspent_ap_perk_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_unspent_ap_perk_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_unspent_ap_perk_bonus</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>Similar to <code class="language-plaintext highlighter-rouge">get_unspent_ap_bonus</code>, but accounts for the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.</p><hr /> <h3 id="get_uptime"> <a href="#get_uptime" class="anchor-heading" aria-labelledby="get_uptime"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_uptime</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_uptime</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>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.</p><hr /> <h3 id="get_viewport_x"> <a href="#get_viewport_x" class="anchor-heading" aria-labelledby="get_viewport_x"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_viewport_x</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_viewport_x</span><span class="p">()</span>
|
||
</code></pre></div></div><hr /> <h3 id="get_viewport_y"> <a href="#get_viewport_y" class="anchor-heading" aria-labelledby="get_viewport_y"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_viewport_y</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_viewport_y</span><span class="p">()</span>
|
||
</code></pre></div></div><hr /> <h3 id="get_year"> <a href="#get_year" class="anchor-heading" aria-labelledby="get_year"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>get_year</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">get_year</span>
|
||
</code></pre></div></div><hr /> <h3 id="hero_select_win"> <a href="#hero_select_win" class="anchor-heading" aria-labelledby="hero_select_win"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>hero_select_win</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">hero_select_win</span><span class="p">(</span><span class="kt">int</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="inc_npc_level"> <a href="#inc_npc_level" class="anchor-heading" aria-labelledby="inc_npc_level"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>inc_npc_level</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">inc_npc_level</span><span class="p">(</span><span class="kt">int</span> <span class="n">party_member_pid</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>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 <code class="language-plaintext highlighter-rouge">NPCAutoLevel</code> setting.</p><hr /> <h3 id="input_funcs_available"> <a href="#input_funcs_available" class="anchor-heading" aria-labelledby="input_funcs_available"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>input_funcs_available</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">input_funcs_available</span><span class="p">()</span>
|
||
</code></pre></div></div> <p>The input functions are only available if the user has the input hook turned on in <code class="language-plaintext highlighter-rouge">ddraw.ini</code>. Use <code class="language-plaintext highlighter-rouge">input_funcs_available</code> to check.</p><hr /> <h3 id="mark_movie_played"> <a href="#mark_movie_played" class="anchor-heading" aria-labelledby="mark_movie_played"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>mark_movie_played</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">mark_movie_played</span><span class="p">(</span><span class="kt">int</span> <span class="n">id</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="message_str_game"> <a href="#message_str_game" class="anchor-heading" aria-labelledby="message_str_game"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>message_str_game</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="n">string</span> <span class="n">message_str_game</span><span class="p">(</span><span class="kt">int</span> <span class="n">fileId</span><span class="p">,</span> <span class="kt">int</span> <span class="n">messageId</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>Works exactly the same as message_str, except you get messages from files in <code class="language-plaintext highlighter-rouge">text/english/game</code> folder. Use <code class="language-plaintext highlighter-rouge">GAME_MSG_*</code> defines or <code class="language-plaintext highlighter-rouge">mstr_*</code> macros from <code class="language-plaintext highlighter-rouge">sfall.h</code> to use specific msg file</p> <ul> <li>Additional game msg files added by <code class="language-plaintext highlighter-rouge">ExtraGameMsgFileList</code> setting will have consecutive fileIds assigned beginning from 0x2000 to 0x2FFF. (e.g. if you set <code class="language-plaintext highlighter-rouge">ExtraGameMsgFileList=foo,bar</code> in <code class="language-plaintext highlighter-rouge">ddraw.ini</code>, <code class="language-plaintext highlighter-rouge">foo.msg</code> will be associated with 0x2000 and <code class="language-plaintext highlighter-rouge">bar.msg</code> with 0x2001.).</li> <li>If a file has a specific number assigned in <code class="language-plaintext highlighter-rouge">ExtraGameMsgFileList</code>, its fileId will be (0x2000 + assigned number). (e.g. with <code class="language-plaintext highlighter-rouge">ExtraGameMsgFileList=foo,bar:2,foobar</code> in <code class="language-plaintext highlighter-rouge">ddraw.ini</code>, <code class="language-plaintext highlighter-rouge">bar.msg</code> will be associated with 0x2002 and <code class="language-plaintext highlighter-rouge">foobar.msg</code> with 0x2003.)</li> </ul><hr /> <h3 id="mod_kill_counter"> <a href="#mod_kill_counter" class="anchor-heading" aria-labelledby="mod_kill_counter"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>mod_kill_counter</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">mod_kill_counter</span><span class="p">(</span><span class="kt">int</span> <span class="n">critterType</span><span class="p">,</span> <span class="kt">int</span> <span class="n">amount</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="nb_create_char"> <a href="#nb_create_char" class="anchor-heading" aria-labelledby="nb_create_char"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>nb_create_char</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">nb_create_char</span><span class="p">()</span>
|
||
</code></pre></div></div> <p><code class="language-plaintext highlighter-rouge">nb_*</code> functions are reserved for the brotherhood tactical training mod, and should be avoided. Not implemented, always returns 0.</p><hr /> <h3 id="resume_game"> <a href="#resume_game" class="anchor-heading" aria-labelledby="resume_game"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>resume_game</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">resume_game</span><span class="p">()</span>
|
||
</code></pre></div></div><hr /> <h3 id="set_base_hit_chance_mod"> <a href="#set_base_hit_chance_mod" class="anchor-heading" aria-labelledby="set_base_hit_chance_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_base_hit_chance_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_base_hit_chance_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
|
||
</code></pre></div></div><hr /> <h3 id="set_base_pickpocket_mod"> <a href="#set_base_pickpocket_mod" class="anchor-heading" aria-labelledby="set_base_pickpocket_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_base_pickpocket_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_base_pickpocket_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
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</code></pre></div></div> <p>Changes maximum chance of success and chance mod for each steal attempt. <code class="language-plaintext highlighter-rouge">max</code> will replace 95% success chance cap (so you can set 100% maximum chance, for instance). <code class="language-plaintext highlighter-rouge">mod</code> will add this much percent to each success chance. for example if your chance is 50% and <code class="language-plaintext highlighter-rouge">mod</code> is 20, you will get 70% actual success rate</p><hr /> <h3 id="set_critter_hit_chance_mod"> <a href="#set_critter_hit_chance_mod" class="anchor-heading" aria-labelledby="set_critter_hit_chance_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_hit_chance_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_hit_chance_mod</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
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</code></pre></div></div><hr /> <h3 id="set_critter_pickpocket_mod"> <a href="#set_critter_pickpocket_mod" class="anchor-heading" aria-labelledby="set_critter_pickpocket_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_critter_pickpocket_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_critter_pickpocket_mod</span><span class="p">(</span><span class="n">CritterPtr</span><span class="p">,</span> <span class="kt">int</span> <span class="n">max</span><span class="p">,</span> <span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
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</code></pre></div></div> <p>The same as <code class="language-plaintext highlighter-rouge">set_base_pickpocket</code>, but applies only to specific critter.</p><hr /> <h3 id="set_df_model"> <a href="#set_df_model" class="anchor-heading" aria-labelledby="set_df_model"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_df_model</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_df_model</span><span class="p">(</span><span class="n">string</span> <span class="n">name</span><span class="p">)</span>
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</code></pre></div></div><hr /> <h3 id="set_dm_model"> <a href="#set_dm_model" class="anchor-heading" aria-labelledby="set_dm_model"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_dm_model</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_dm_model</span><span class="p">(</span><span class="n">string</span> <span class="n">name</span><span class="p">)</span>
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</code></pre></div></div><hr /> <h3 id="set_hit_chance_max"> <a href="#set_hit_chance_max" class="anchor-heading" aria-labelledby="set_hit_chance_max"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_hit_chance_max</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_hit_chance_max</span><span class="p">(</span><span class="kt">int</span> <span class="n">percentage</span><span class="p">)</span>
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</code></pre></div></div> <p>Effects all critters rather than just the player and can set the maximum in range from 0 to 999.</p><hr /> <h3 id="set_hp_per_level_mod"> <a href="#set_hp_per_level_mod" class="anchor-heading" aria-labelledby="set_hp_per_level_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_hp_per_level_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_hp_per_level_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">mod</span><span class="p">)</span>
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</code></pre></div></div><hr /> <h3 id="set_inven_ap_cost"> <a href="#set_inven_ap_cost" class="anchor-heading" aria-labelledby="set_inven_ap_cost"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_inven_ap_cost</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_inven_ap_cost</span><span class="p">(</span><span class="kt">int</span> <span class="n">cost</span><span class="p">)</span>
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</code></pre></div></div><hr /> <h3 id="set_movie_path"> <a href="#set_movie_path" class="anchor-heading" aria-labelledby="set_movie_path"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_movie_path</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_movie_path</span><span class="p">(</span><span class="n">string</span> <span class="n">filename</span><span class="p">,</span> <span class="kt">int</span> <span class="n">movieid</span><span class="p">)</span>
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</code></pre></div></div><hr /> <h3 id="set_pickpocket_max"> <a href="#set_pickpocket_max" class="anchor-heading" aria-labelledby="set_pickpocket_max"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_pickpocket_max</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_pickpocket_max</span><span class="p">(</span><span class="kt">int</span> <span class="n">percentage</span><span class="p">)</span>
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</code></pre></div></div> <p>Effects all critters rather than just the player and can set the maximum in range from 0 to 999.</p><hr /> <h3 id="set_pipboy_available"> <a href="#set_pipboy_available" class="anchor-heading" aria-labelledby="set_pipboy_available"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_pipboy_available</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_pipboy_available</span><span class="p">(</span><span class="kt">int</span> <span class="n">available</span><span class="p">)</span>
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</code></pre></div></div> <p>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 <code class="language-plaintext highlighter-rouge">VSUIT_MOVIE</code> movie as “played”).</p><hr /> <h3 id="set_proto_data"> <a href="#set_proto_data" class="anchor-heading" aria-labelledby="set_proto_data"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_proto_data</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_proto_data</span><span class="p">(</span><span class="kt">int</span> <span class="n">pid</span><span class="p">,</span> <span class="kt">int</span> <span class="n">offset</span><span class="p">,</span> <span class="kt">int</span> <span class="n">value</span><span class="p">)</span>
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</code></pre></div></div> <p>Used to alter the in-memory copies of the .pro files Fallout makes when they are loaded. The offset refers to the offset in memory from the start of the proto to the element you are reading. Changes are not stored on disc, and are not permanent. If you modify the protos, and then Fallout subsequently reloads the file your changes will be lost.</p><hr /> <h3 id="set_unspent_ap_bonus"> <a href="#set_unspent_ap_bonus" class="anchor-heading" aria-labelledby="set_unspent_ap_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_unspent_ap_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_unspent_ap_bonus</span><span class="p">(</span><span class="kt">int</span> <span class="n">multiplier</span><span class="p">)</span>
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</code></pre></div></div> <p>Alters the AC bonus you receive per unused action point at the end of your turn in combat. To allow for fractional values, the value given if divided by 4. (Hence the default value is 4 and not 1.)</p><hr /> <h3 id="set_unspent_ap_perk_bonus"> <a href="#set_unspent_ap_perk_bonus" class="anchor-heading" aria-labelledby="set_unspent_ap_perk_bonus"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_unspent_ap_perk_bonus</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_unspent_ap_perk_bonus</span><span class="p">(</span><span class="kt">int</span> <span class="n">multiplier</span><span class="p">)</span>
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</code></pre></div></div> <p>Similar to <code class="language-plaintext highlighter-rouge">set_unspent_ap_bonus</code>, but effects the extra AC granted by the H2H Evade perk. (The default value of this is also 4, equivalent to doubling the original bonus.</p><hr /> <h3 id="set_viewport_x"> <a href="#set_viewport_x" class="anchor-heading" aria-labelledby="set_viewport_x"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_viewport_x</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_viewport_x</span><span class="p">(</span><span class="kt">int</span> <span class="n">view_x</span><span class="p">)</span>
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||
</code></pre></div></div><hr /> <h3 id="set_viewport_y"> <a href="#set_viewport_y" class="anchor-heading" aria-labelledby="set_viewport_y"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_viewport_y</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_viewport_y</span><span class="p">(</span><span class="kt">int</span> <span class="n">view_y</span><span class="p">)</span>
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||
</code></pre></div></div><hr /> <h3 id="set_xp_mod"> <a href="#set_xp_mod" class="anchor-heading" aria-labelledby="set_xp_mod"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>set_xp_mod</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">set_xp_mod</span><span class="p">(</span><span class="kt">int</span> <span class="n">percentage</span><span class="p">)</span>
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||
</code></pre></div></div><hr /> <h3 id="sneak_success"> <a href="#sneak_success" class="anchor-heading" aria-labelledby="sneak_success"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>sneak_success</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">int</span> <span class="n">sneak_success</span>
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</code></pre></div></div> <p>Returns 1 if last sneak attempt (roll against skill) was successful, 0 otherwise. This calls an internal engine function which is used to determine the perception range of critters (which you can override using <code class="language-plaintext highlighter-rouge">HOOK_WITHINPERCEPTION</code>).</p><hr /> <h3 id="stop_game"> <a href="#stop_game" class="anchor-heading" aria-labelledby="stop_game"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>stop_game</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">stop_game</span><span class="p">()</span>
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</code></pre></div></div><hr /> <h3 id="toggle_active_hand"> <a href="#toggle_active_hand" class="anchor-heading" aria-labelledby="toggle_active_hand"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>toggle_active_hand</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">toggle_active_hand</span>
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||
</code></pre></div></div><hr /> <h3 id="unwield_slot"> <a href="#unwield_slot" class="anchor-heading" aria-labelledby="unwield_slot"><svg viewBox="0 0 16 16" aria-hidden="true"><use xlink:href="#svg-link"></use></svg></a> <strong>unwield_slot</strong> </h3> <div class="language-c++ highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="kt">void</span> <span class="n">sfall_func2</span><span class="p">(</span><span class="s">"unwield_slot"</span><span class="p">,</span> <span class="n">object</span> <span class="n">critter</span><span class="p">,</span> <span class="kt">int</span> <span class="n">slot</span><span class="p">)</span>
|
||
</code></pre></div></div> <p>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 <code class="language-plaintext highlighter-rouge">INVEN_TYPE_*</code> in <code class="language-plaintext highlighter-rouge">define.h</code>)</p> </main> </div> </div> <div class="search-overlay"></div> </div> </body> </html>
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