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Inventory Functions by plater 1.0.0

   (0 reviews)

grendelvich
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2 Screenshots



Requirements

Requirements

  • SKYRIMVR SKSEVR

Permissions

Permissions

  • This can be posted on other sites.

About This Mod



THIS IS NOT MY MOD! open posting permissions given at original listing by    " plater"  and as such i cannot provide official support please see original listing for support options. 

Inventory Functions plugin for SKSE to allow filtering of inventory by Keyword.Originally by Quad2Core, now updated for SKSE-VR (including functions supporting Poisoning, and for getting filtered lists of spells/shouts an actor has)

Container Inventory Functions

; Q2C's original functions, updated for SKSE64
int Function  GetNumItemsWithKeyword(ObjectReference akObjRef, Keyword akKeyword)
Form Function GetNthFormWithKeyword(ObjectReference akObjRef, Keyword akKeyword, int aiItemIndex)

; added by Kalivore - type is the SKSE itemType (eg 26 for armour, or 46 for potion)
; full list at http://www.creationkit.com/index.php?title=GetType_-_Form
int Function  GetNumItemsOfType(ObjectReference akObjRef, int aiType)
Form Function GetNthFormOfType(ObjectReference akObjRef, int aiType, int aiItemIndex)

; get total of the base gold values of items in container
; 'base' means the extra value of enchantments/improvements on items is ignored
int Function  GetTotalBaseGoldValue(ObjectReference akObjRef)


Poison Functions

; Q2C's original poison functions, updated for SKSE64
; Note a slight change in format from Q2C's original 32-bit plugin:
; Worn_PoisonWeapon has become WornObjectSetPoison,
; Worn_GetPoison has become WornObjectGetPoisonCharges etc

; Valid Hand Slot:
; 0 - Left
; 1 - Right

; this is already done by SKSE, so just forward on to that version
Potion Function WornObjectGetPoison(Actor akActor, int aiHandSlot, int aiSlotMask)

int Function WornObjectSetPoison(Actor akActor, int aiHandSlot, int aiSlotMask, Potion akPoison, int aiCharges = 1)
{
Applies akPoison to weapon in aiHandSlot. Note the item MUST be a weapon, or the function will fail and return -1
Returns: The number of poison charges the weapon now has (which should be the same as aiCharges)
or -1 if unsuccessful
}

Function WornObjectRemovePoison(Actor akActor, int aiHandSlot, int aiSlotMask)
{
Remove the poison from the weapon in aiHandSlot
}

int Function WornObjectGetPoisonCharges(Actor akActor, int aiHandSlot, int aiSlotMask)
{
Get the number of poison charges on the weapon in aiHandSlot
Returns: The number of charges, or -1 if unsuccessful for any reason
(eg the item is not a weapon, or no poison applied)
}

int FunctionWornObjectSetPoisonCharges(Actor akActor, int aiHandSlot, int aiSlotMask, int aiCharges = 1)
{
Set the number of poison charges on the weapon in aiHandSlot
Returns: The number of poison charges now on the weapon in aiHandSlot (which should be the same as aiCharges)
or -1 if unsuccessful for any reason (eg the item is not a weapon, or no poison applied)
}

; this is already done by SKSE, so just forward on to that version
Potion Function GetPoison(ObjectReference akObjRef)

int Function SetPoison(ObjectReference akObjRef, Potion akPoison, int aiCharges = 1)
{
Applies akPoison to akObjRef. Note the item MUST be a weapon, or the function will fail and return -1
Returns: The number of poison charges the weapon now has (which should be the same as aiCharges)
or -1 if unsuccessful
}

Function RemovePoison(ObjectReference akObjRef)
{
Remove the poison from the weapon akObjRef
}

int Function GetPoisonCharges(ObjectReference akObjRef)
{
Get the number of poison charges on akObjRef
Returns: The number of charges, or -1 if unsuccessful for any reason
(eg the item is not a weapon, or no poison applied)
}

int FunctionSetPoisonCharges(ObjectReference akObjRef, int aiCharges = 1)
{
Set the number of poison charges on akObjRef
Returns: The number of poison charges now on the weapon in aiHandSlot (which should be the same as aiCharges)
or -1 if unsuccessful for any reason (eg the item is not a weapon, or no poison applied)
}


; These are all just shortcuts to the full WornObject versions above, sending aiSlotMask as 0
Potion FunctionWornGetPoison(Actor akActor, int aiHandSlot)
int Function WornSetPoison(Actor akActor, int aiHandSlot, Potion poison, int aiCharges = 1)
FunctionWornRemovePoison(Actor akActor, int aiHandSlot)
int Function WornGetPoisonCharges(Actor akActor, int aiHandSlot)
int Function WornSetPoisonCharges(Actor akActor, int aiHandSlot, int aiCharges = 1)

Ammo Functions

; OK, not really specifically to do with Inventories, but I needed these for another mod of mine and they don't exist in current SKSE
Function SetIsBolt(Ammo akAmmo, bool abIsBolt)
{
Sets whether this ammo is a bolt
}

Function SetProjectile(Ammo akAmmo, Projectile akProjectile)
{
Sets the projectile associated with this ammo
--WARNING!!-- Highly untested! >:$
}

Function SetDamage(Ammo akAmmo, float afDamage)
{
Sets the base damage of this ammo
}


Spell inventory Functions


The Spell-related functions in here will only list explicit Spells (ie items which have a Spell Type of "Spell" in the Creation Kit).  This means they will ignore magic marked as Abilities, like those added by Perks.
(Many thanks to user irswat for helping me to investigate and realise the difference between these).  As a result, if you call them with no specific criteria, these will return a full list of Spells.


; Some spell-related Constants for use with these functions (all Global, so you can call them as _Q2C_Functions.SpellSchoolAny() )

; Valid spell School values
string Function SpellSchoolAny()
{returns an empty string ""}
string Function SpellSchoolAlteration()
{returns "Alteration"}
string Function SpellSchoolConjuration()
{returns "Conjuration"}
string Function SpellSchoolDestruction()
{returns "Destruction"}
string Function SpellSchoolIllusion()
{returns "Illusion"}
string Function SpellSchoolRestoration()
{returns "Restoration"}

; useful preset spell Level values
int Function SpellLevelAny()
{returns -1}
int Function SpellLevelNovice()
{returns 0 (all Novice spells I found were level 0)}
int Function SpellLevelApprentice()
{returns 25}
int Function SpellLevelAdept()
{returns 50}
int Function SpellLevelExpert()
{returns 75}
int Function SpellLevelMaster()
{returns 100}

; Valid Level Comparison values (only applied if aiLevel >= 0):
int Function SpellLevelComparisonLt()
{returns -2. Means spell level must be lower than specified aiLevel to be counted}
int Function SpellLevelComparisonLtEq()
{returns -1. Means spell level must be less than or equal to specified aiLevel to be counted}
int Function SpellLevelComparisonEq()
{returns 0. Means spell level must be equal to specified aiLevel to be counted}
int Function SpellLevelComparisonGtEq()
{returns 1. Means spell level must be equal to or greater than specified aiLevel to be counted}
int Function SpellLevelComparisonGt()
{returns 2. Means spell level must be greater than specified aiLevel to be counted}

Spell[] Function ActorGetSpells(Actor akActor, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1, bool abSearchBase = true)
{
Scans the MagicEffects of the Actor's spells, adding the Spell to the returned array if the MagicEffect matches the criteria.
Use the default values to ignore that condition (eg sending asSchool as "" means 'of any School')
NOTE: sending just the akActor (or sending all additional arguments as their default values) will return ALL spells the Actor knows
Optionally will also check through the relevant ActorBase (which is more likely to be the one with the spells)
}

Spell[] Function ActorBaseGetSpells(ActorBase akActorBase, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1)
{
Scans the MagicEffects of the Actor's spells, adding the Spell to the returned array if the MagicEffect matches the criteria.
Use the default values to ignore that condition (eg sending asSchool as "" means 'of any School')
NOTE: sending just the akActorBase (or sending all additional arguments as their default values) will return ALL spells set on the ActorBase
}

Shout[] Function ActorBaseGetShouts(ActorBase akActorBase, Keyword akKeyword = None)
{
Returns an array of Shouts that match the specified Keyword.
}


; Additional spell-checking Functions
; These are included for convenience. They use the same criteria as the spell-listing functions above
; (and actually, all they do is just call the corresponding function, and return true if the resulting array has at least one entry)

bool Function ActorHasSpell(Actor akActor, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1, bool abSearchBase = true)
{
Scans the MagicEffects of the Actor's spells, returning true at the first one that matches any of the supplied criteria.
NOTE: sending just the akActor (or sending all additional arguments as their default values) will return TRUE if the actor has any spell at all
Optionally will also check through the relevant ActorBase (which is more likely to be the one with the spells)
}

bool Function ActorBaseHasSpell(ActorBase akActorBase, Keyword akKeyword = None, string asSchool = "", int aiLevel = -1, int aiLevelComparison = 1)
{
Scans the MagicEffects of the ActorBase's spells, returning true at the first one that matches any of the supplied criteria.
NOTE: sending just the akActorBase (or sending all additional arguments as their default values) will return TRUE if the ActorBase has any spell at all
}

bool Function ActorBaseHasShout(ActorBase akActorBase, Keyword akKeyword)
{
Scans the ActorBase's shouts, returning true at the first one that matches the specified Keyword.
}

A Note about checking Spell Levels

If you supply a Level argument to the functions (eg 25 for Apprentice-level spells), the plugin will only check the FIRST Magic Effect on each spell for this. Additionally, if testing for level 0 (Novice), the Magic Effect must have a School assigned to it to be counted.

Explanation:
Spoiler:  Show


Some example code for usage - the first function is taken directly from the original mod page:


import _Q2C_Functions

ObjectReference Property PlayerRef Auto
Keyword Property VendorItemPotion Auto

Function ReWeightPotions()
  int PotionIndex = GetNumItemsWithKeyword(PlayerRef, VendorItemPotion)
  While(PotionIndex > 0)
    PotionIndex -= 1
    Form potion = GetNthFormWithKeyword(PlayerRef, VendorItemPotion, PotionIndex)
    potion.SetWeight(0.0)
  endWhile
endFunction

Actor Property SomeEnemy Auto
Keyword Property MagicDamageFire Auto

Function CheckEnemyHasFireSpell()
  ; just send the Keyword argument, and leave all others at default
  bool hasFire = ActorHasSpell(SomeEnemy, MagicDamageFire)
  if (hasFire)
    Debug.Trace("The enemy has at least one Fire spell")
  else
    Debug.Trace("Well at least they won't set us on fire...")
  endIf
endFunction

Actor Property SomeAlly Auto

Function CheckAllyHasRestorationSpell()
  ; set Keyword argument to None (meaning 'don't match Keywords'), specify the School, and leave all others at default
  bool hasRestorationSpell = ActorHasSpell(SomeAlly, None, "Restoration")
  if (hasRestorationSpell)
    Debug.Trace("Restoration IS a perfectly valid school of magic")
  else
    Debug.Trace("Guess our ally won't be doing any healing...")
  endIf
endFunction

Actor Property PlayerRef Auto

Function ListPlayerSpells()
  ; just send the Actor argument, and leave all others at defaults, to get a full list of spells the actor knows
  Spell[] actorAllSpells = ActorGetSpells(PlayerRef)
  int spellIndex = 0
  Report("Player has " + actorAllSpells.Length + " spells of any sort")
  while (spellIndex < actorAllSpells.Length)
    Spell currentSpell = actorAllSpells[spellIndex]
    Debug.Trace("Spell " + spellIndex + ": " + currentSpell.GetName())
    spellIndex += 1
  endWhile
endFunction

I am just the updater of the original work - all credit for the original functions (and my inspiration) is due to Quad2Core.
 

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