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{{notice|<center>Tes5Mod:Scripts. Anyone may edit, so long as you know what you're doing. I'll do {{tl|huh}} research later if nobody fixes it for me.</center>}}

'''Scripts''' are a huge aspect of Skyrim and tell the game how to work. Anything happening in the game is due to scripts.

This page is intended to be a quick reference sheet for reading certain script functions, and only shows ones of particular used to this wiki&mdash;for example, how a quest reward is given or what determines quest progression. For a very thorough list of scripting commands and tutorials on how to write scripts, see the [http://www.creationkit.com/Category:Papyrus Creation Kit Wiki].

It is not necessary to understand everything a script is saying if you are looking for a particular occurrence. Some terms used here may be better understood by having some familiarity with the [[Tes5Mod:Creation_Kit_Usage|Creation Kit]].

==Stuff==
*Semicolons (<code> ; </code>) comment out a section. If you see a section starting with a semicolon, it is either commentary about the script or something that was not implemented.
*Fragments are run in numerical order despite the order they appear in the script itself.

==Questy things==
:'''Alias_Alias.Clear()'''
This removes the alias (object or character important in the quest) from future use in the quest, such as <code>Alias_LexiconCubeBlank.Clear()</code>.{{huh}}

:'''CompleteAllObjectives()'''
Completes all assigned objectives.

:'''FailAllObjectives()'''
Fails all assigned objectives.

:'''SetObjectiveCompleted(#, #)'''
This sets a quest objective as completed and moves it from your active objective to a fulfilled one. The first number is the objective number; the second is either a 1 or a 0, 1 indicating success and 0 indicating failure.{{huh}}

:'''SetObjectiveDisplayed(#, #)'''
This displays a new quest objective for you to complete. The first number is the objective number; the second is what? 1/0?{{huh}}

:'''SetStage(#)'''
This sets the stage in a certain quest when conditions are met, as in <code>SetStage(5)</code>. Look within the same fragment for what triggers the new stage. It's also possible to set stages for other quests by adding the quest ID first, as in <code>MQ205.SetStage(80)</code>, which is sometimes preceded by an "if" statement in the line before, as in <code>if MQ205.IsRunning()</code>.

:'''Stop()'''
Ends the quest.

==Player effects==
:'''AddItem'''

:'''AddPerk'''


:'''Game.GetPlayer()'''
This affects the player in some way, by adding or removing an item, perk, skill, etc. For example, in DA04, there is <code>Game.GetPlayer().RemovePerk(BloodHarvest)<code>. This is also used to give a reward with the format <code>Game.GetPlayer().AddItem(Reward)</code>, as in <code>Game.GetPlayer().AddItem(LvlQuestReward02Medium)</code>, where <code>LvlQuestReward02Medium</code> is the editor ID of a specific object or leveled list.

:'''PlayIdle'''

==Unsorted==
:'''AddToMap()'''
This adds a map marker to the world map, such as <code>AlftandMapMarker.AddToMap()</code>.

:'''Disable()'''
Disables an object, as in <code>ElderScroll.Disable()</code>.

:'''Enable()'''
Enables an object, as in <code>ElderScroll.Enable()</code>.

:'''MakePlayerFriend()'''
This makes an NPC a friend of yours, allowing you to take small items from their home and perhaps marry them. In quests, it may be marked as <code>Alias_Alias.GetActorRef().MakePlayerFriend()</code>, as in <code>Alias_Halbarn.GetActorRef().MakePlayerFriend()</code>.

==Scripts Vely is looking at==
DA04

===What is this, Vely needs more research===
*kmyQuest.ReadCrazyBook = true
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