// 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 [Link]. 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// Enable extended data for item cards and favorites menu // ### this is out of date, see [Link] ### // common data for all objects: // var extended : Boolean; // always set to true // var formType : Number; // object type (see GameForms.h for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 // [Link](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 [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] 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
[Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link] [Link]
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