_Q2C_Functions
- Found in:
- Inventory Functions
Inheritance Tree
No indexed scripts extend this script.
Properties
Events
Functions
- Found in:
- Inventory Functions
this is already done by SKSE, so just forward on to that version
- Found in:
- Inventory Functions
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
- Found in:
- Inventory Functions
Remove the poison from the weapon in aiHandSlot
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- Inventory Functions
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)
- Found in:
- Inventory Functions
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)
- Found in:
- Inventory Functions
this is also already done by SKSE, so just forward on to that version
- Found in:
- Inventory Functions
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
- Found in:
- Inventory Functions
Remove the poison from the weapon akObjRef
- Found in:
- Inventory Functions
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)
- Found in:
- Inventory Functions
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)
- Found in:
- Inventory Functions
These are all just shortcuts to the full WornObject versions above, sending aiSlotMask as 0
- Found in:
- Inventory Functions
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- Inventory Functions
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- Inventory Functions
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- Inventory Functions
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- Inventory Functions
Inventory Functions
Q2C's original functions, updated for SKSE64
Note that GetNumItemsWithKeyword groups by item type
ie, a stack of ten daggers counts as ONE toward the total, NOT ten
- Found in:
- Inventory Functions
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- Inventory Functions
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- Inventory Functions
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- Inventory Functions
get total of the base gold values of items in container
'base' means the extra value of enchantments/improvements on items is ignored
- Found in:
- Inventory Functions
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- Inventory Functions
Sets the projectile associated with this ammo
--WARNING!!-- Highly untested! >:$
- Found in:
- Inventory Functions
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- Inventory Functions
returns an empty string ""
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- Inventory Functions
returns "Alteration"
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- Inventory Functions
returns "Conjuration"
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- Inventory Functions
returns "Destruction"
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- Inventory Functions
returns "Illusion"
- Found in:
- Inventory Functions
returns "Restoration"
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- Inventory Functions
returns -1
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- Inventory Functions
returns 0 (all Novice spells I found were level 0)
- Found in:
- Inventory Functions
returns 25
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- Inventory Functions
returns 50
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- Inventory Functions
returns 75
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- Inventory Functions
returns 100
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- Inventory Functions
returns -2. Means spell level must be lower than specified aiLevel to be counted
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- Inventory Functions
returns -1. Means spell level must be less than or equal to specified aiLevel to be counted
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- Inventory Functions
returns 0. Means spell level must be equal to specified aiLevel to be counted
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- Inventory Functions
returns 1. Means spell level must be equal to or greater than specified aiLevel to be counted
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- Inventory Functions
returns 2. Means spell level must be greater than specified aiLevel to be counted
- Found in:
- Inventory Functions
[DEV SERVER] Loading description...
- Found in:
- Inventory Functions
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 now return ALL spells set on the ActorBase - rather than an empty list as before
- Found in:
- Inventory Functions
Returns an array of Shouts that match the specified Keyword.
- Found in:
- Inventory Functions
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)
- Found in:
- Inventory Functions
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
- Found in:
- Inventory Functions
Scans the ActorBase's shouts, returning true at the first one that matches the specified Keyword.
