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// Pseudo-actionscript documentation for additional functions added by SKSE // I don't really know actionscript well, so the syntax will

probably be not tot ally correct. dynamic intrinsic class skse { // Enable text input for Scaleform UI components. // Each 'true' call must be matched with a 'false' call, or text input w ill remain enabled. function AllowTextInput(allow : Boolean) : Void; // Write a string to skse.log. function Log(str : String) : Void; // Change an INI setting. // The setting's name must contain _CameraX_G:Interface". // Currently only numeric settings function SetINISetting(settingName function GetINISetting(settingName the section, for example "fUIMistMenu are supported. : String, data : Number) : Void; : String) : Number;

// Open a menu. Known menu names: // "Inventory Menu" // "Console" // "Dialogue Menu" // "HUD Menu" // "Main Menu" // "MessageBoxMenu" // "Cursor Menu" // "Fader Menu" // "Magic Menu" // "Top Menu" // "Overlay Menu" // "Overlay Interaction Menu" // "Loading Menu" // "Tween Menu" // "Barter Menu" // "Gift Menu" // "Debug Text Menu" // "Map Menu" // "Lockpicking Menu" // "Quantity Menu" // "Stats Menu" // "Container Menu" // "Sleep/Wait Menu" // "LevelUp Menu" // "Journal Menu" // "Book Menu" // "Favorites Menu" // "RaceSex Menu" // "Crafting Menu" // "Training Menu" // "Mist Menu" // "Tutorial Menu" // "Credits Menu" // "TitleSequence Menu" // "Console Native UI Menu" function OpenMenu(menuName : String) : Void; function CloseMenu(menuName : String) : Void;

// Enable extended data for item cards and favorites menu // ### this is out of date, see ScaleformExtendedData.cpp ### // common data for all objects: // var extended : Boolean; // always set to true // var formType : Number; // object type (see GameForms.h for a list) // var formId : Number; // form's ID number // if an object can have keywords: // var keywords : Object; // object containing a boolean s et to true, named after each keyword // data for armor: // var armor : Number; // armor value // var partMask : Number; // body parts used, see BGSBiped ObjectForm for a list // var weightClass : Number; // 0 - light, 1 - heavy, 2 - non e // data for weapons: // var subType : Number; // specific weapon type (see TES ObjectWEAP::DataC4 in GameObjects.h) // var damage : Number; // damage // var speed : Number; // speed // var reach : Number; // reach // var stagger : Number; // stagger // var critDamage : Number; // crit damage // var minRange : Number; // min range // var maxRange : Number; // max range // data for ammo: // var damage : Number; // damage // data for spells/scrolls/ingredients/potions: // var subType : Number; // strongest effect's magic scho ol // var skillLevel : Number; // strongest effect's skill leve l // var magnitude : Number; // strongest effect's magnitude // var duration : Number; // strongest effect's duration // var actorValue : Number; // strongest effect's actor valu e // var magicType : Number; // strongest effect's magic type // data for soul gems: // var soulSize : Number; // captured soul size (0 = none, 5 = grand) // var gemSize : Number; // gem capacity (1 = petty, 5 = grand) // data for potions: // var flags : Number; // flags (see AlchemyIte m) // data for books: // var bookType : Number; // 0 - none, 1 - skill, 4 - spel l // var teachesSkill : Number; // present on skill books, index of the skill the book teaches // var teachesSpell : Number; // present on spell books, form ID of th e spell the book teaches, or -1 on error // data for messages: // var buttons[] : String; function ExtendData(enable : Boolean) : Void; // forces containers to show categories like NPCs function ForceContainerCategorization(enable : Boolean) : Void;

// send an event to SKSE's papyrus event dispatcher // strArg, numArg, formIDArg are optional function SendModEvent(eventName : String, strArg : String, numArg : Numb er, formIDArg : Number) : Void; // write the current magic effects active on the player to the outEffect s array // var duration : Number; // var elapsed : Number; // var effectFlags : Number; // var subType : Number; // var archetype : Number; // var actorValue : Number; // var magicType : Number; function RequestActivePlayerEffects(outEffects : Object) : Void; // request details about a form // same format as ExendData // extra and recursive are optional function ExtendForm(formID : Number, outData : Object, extra : Boolean, recursive : Boolean) : Void; // request details about an actor value // var base : Number; // var current : Number; // var maximum : Number; function RequestActorValue(formID : Number, actorValue : Number, outData : Object) : Void; // returns the keycode mapped to an input event // device types: // 0 keyboard // 1 mouse // 2 gamepad // contexts: // 0 gameplay // 1 menumode // 2 console // 3 item menu // 4 inventory // 5 debug text // 6 favorites // 7 map // 8 stats // 9 cursor // 10 book // 11 debug overlay // 12 journal // 13 TFC mode // 14 map debug // 15 lockpicking // 16 favor function GetMappedKey(name : String, deviceType : Number, contextIdx : N umber) : Number; // enters input event rebind mode // callbackObject.EndRemapMode(keyCode : Number) will be called when the next input event occurs function StartRemapMode(callbackObject : Object);

// gets name of the last control detected by the SKSE input handler // bKeyDown specifies whether it's the last pressed or released control function GetLastControl(bKeyDown : Boolean) : String; // gets the last keycode detected by the SKSE input handler // bKeyDown specifies whether it's the last pressed or released key function GetLastKeycode(bKeyDown : Boolean) : Number; // enables mouse wheel events to trigger onMouseWheel for the MapMenu function EnableMapMenuMouseWheel(enable : Boolean) : Void; // centers map on the marker with the given index. only works if the map is open function ShowOnMap(markerIndex : Number) : Void; // centers map on the marker with the given index. only works if the map is open function ShowOnMap(markerIndex : Number) : Void; // centers map on the marker with the given index. only works if the map is open function ShowOnMap(markerIndex : Number) : Void; // store an array of numbers under the given key. any existing data unde r the same key will be replaced function StoreIndices(key : String, indicesIn : Array) : Void; // load an array of numbers associated with the given key into the passe d indicesOut function LoadIndices(key : String, indicesOut : Array) : Void; dynamic intrinsic class version { var major : Number; umber var umber var mber var }; }; // // // // // // // // // // // // // // // // // release history skse 1.1.0 1.2.0 1.2.1 1.3.0 1.4.0 1.4.1 1.4.2 1.4.3 1.4.4 1.4.5 1.4.6 1.4.7 1.4.8 1.4.9 runtime 1.1.21.0 1.2.12.0 1.2.12.0 1.3.7.0 1.3.7.0 1.3.7.0 1.3.10.0 1.3.10.0 1.3.10.0 1.3.10.0 1.4.15.0 1.4.20.0 1.4.21.0 1.4.21.0 release none none none 0 1 2 3 4 5 6 7 8 9 10 releaseIdx : Number; // SKSE release index beta : Number; // SKSE beta revision nu minor : Number; // SKSE minor revision n

// SKSE major revision n

// // // // // // // // // // // // // // // // // // // // // // // // // // // // // // // // //

1.4.10 1.4.11 1.4.12 1.4.13 1.4.14 1.4.15 1.5.1 1.5.2 1.5.3 1.5.4 1.5.5 1.5.6 1.5.7 1.5.8 1.5.9 1.5.10 1.5.11 1.6.0 1.6.1 1.6.2 1.6.3 1.6.4 1.6.5 1.6.6 1.6.7 1.6.8 1.6.9 1.6.10 1.6.11 1.6.12 1.6.13 1.6.14 1.6.15

1.4.21.0 1.4.26.0 1.4.27.0 1.4.27.0 1.5.24.0 1.5.26.0 1.5.26.0 1.5.26.0 1.5.26.0 1.5.26.0 1.5.26.0 1.5.26.0 1.5.26.0 1.6.87.0 1.6.89.0 1.7.7.0 1.7.7.0 1.7.7.0 1.7.7.0 1.8.145.0 1.8.151.0 1.8.151.0 1.8.151.0 1.8.151.0 1.8.151.0 1.8.151.0 1.8.151.0 1.9.26.0 1.9.29.0 1.9.32.0 1.9.32.0 1.9.32.0 1.9.32.0

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