Background for Skyrim SE

The ANDR_PapyrusFunctions Script

    The ANDR_PapyrusFunctions script is a part of Skyrim SE’s Papyrus scripting ecosystem. This script is not present in the vanilla game, but can be found in modded sources like Andrealphus' Papyrus Functions (Andrealphus PE).

    For this script, the Papyrus index knows about:

    • 17 functions


    Inheritance Tree

    No indexed scripts extend this script.

    Properties

    No properties found.

      Events

        No events found.

      Functions

      • stringfunctionGetAndrealphusExtenderVersion()NativeGlobal
        • Return value: a string that's the version number of this mod.
      • voidfunctionCastEnchantment(ActorakSource, EnchantmentakEnchantment, ActorakTarget)NativeGlobal

        Casts this enchantment's effects from the specified actor, to a target actor.

      • voidfunctionCastPotion(ActorakSource, PotionakPotion, ActorakTarget)NativeGlobal

        Casts this potion's effects from the specified actor, to a target actor.

      • voidfunctionCastIngredient(ActorakSource, IngredientakIngedient, ActorakTarget)NativeGlobal

        Casts this ingredient's effects from the specified actor, to a target actor.

      • floatfunctionGetEffectiveEnchantmentCost(ActorakSource, EnchantmentakEnchantment)NativeGlobal

        Returns the effective enchantment cost of the given enchantment for the given caster.

      • floatfunctionGetEffectivePotionCost(ActorakSource, PotionakPotion)NativeGlobal

        Returns the effective effects cost of the given potion for the given caster.

      • floatfunctionGetEffectiveIngredientCost(ActorakSource, IngredientakIngredient)NativeGlobal

        Returns the effective effects cost of the given ingredient for the given caster.

      • floatfunctionGetEffectiveScrollCost(ActorakSource, ScrollakScroll)NativeGlobal

        Returns the effective effects cost of the given scroll for the given caster.

      • ActiveMagicEffectfunctionGetActiveMagicEffectFromActor(ActorakActor, MagicEffectakMagicEffect)NativeGlobal

        Gets an Active Magic Effect instance from the specified actor.

      • voidfunctionSetRefAsNoAIAcquire(ObjectReferenceakObject, boolSetNoAIAquire)NativeGlobal
        • akObject: the objectreference
        • SetNoAIAquire: to disable or enable SetNoAIAquire field.
      • voidfunctionCastSpellFromRef(ActorakSource, SpellakSpell, ObjectReferenceakTarget, ObjectReferenceakOriginRef)NativeGlobal
        • akSource: The caster of the spell.
        • akSpell: Spell to cast.
        • akTarget: An ObjectReference at which to aim the spell.
        • akOriginRef: The ObjectReference where to cast the spell from.
      • voidfunctionCastSpellFromPointToPoint(ActorakSource, SpellakSpell, floatStartPoint_X, floatStartPoint_Y, floatStartPoint_Z, floatEndPoint_X, floatEndPoint_Y, floatEndPoint_Z)NativeGlobal
        • akSource: The caster.
        • akSpell: The spell to cast.
        • StartPoint_X: The X position of the starting point.
        • StartPoint_Y: The Y position of the starting point.
        • StartPoint_Z: The Z position of the starting point.
        • EndPoint_X: The X position of the ending point.
        • EndPoint_Y: The Y position of the ending point.
        • EndPoint_Z: The Z position of the ending point.
      • voidfunctionLaunchAmmo(ActorakCaster, AmmoakAmmo, WeaponakWeapon, stringsNodeName="", ObjectReferenceakTarget=NONE, ProjectileakProjectile, ObjectReferenceOriginSecondRef=NONE)NativeGlobal

        ; based off of fenix31415's and po3's launcharrow function

        • akCaster: the actor "casting" the ammo.
        • akAmmo: the ammo being used
        • akWeapon: the weapon that's being used.
        • NodeSource: the name of the skeleton bone node of the akCaster, the ammo is launched from. If empty, it will be cast from the origin point of akCaster or OriginSecondRef (only if filled.)
        • akTarget: the target of the ammo. (might cause issues if none)
        • akProjectile: the base projectile.
        • OriginSecondRef: an optional second ref to launch the ammo from (as proxy). If not None, NodeSource will be taken from this ref, instead of akCaster.
      • voidfunctionLaunchMagicSpell(ActorakCaster, SpellakSpell, stringsNodeName="", ObjectReferenceakTarget=NONE, ProjectileakProjectile, ObjectReferenceOriginSecondRef=NONE)NativeGlobal
        • akCaster: the caster.
        • akSpell: the spell to cast.
        • sNodeName: the name of the skeleton bone node of the akCaster, the spell is launched from. If empty, it will be cast from the origin point of akCaster or OriginSecondRef (only if filled.)
        • akTarget: the target the spell is aimed at, for the player. (might cause issues if none)
        • akProjectile: the projectile that's being used.
        • OriginSecondRef: an optional second ref to launch the spell from (as proxy). If not None, NodeSource will be taken from this ref, instead of akCaster.
      • voidfunctionMoveRefToCrosshairLoc(ActorakActor, ObjectReferencemarkerRef, floatfDistance, floatfHeight, boolUseLeftRightOffsets=false, boolisLeft=false)NativeGlobal

        Move the specified markerRef at the crosshair location.

      • voidfunctionCastSpellFromHand(ActorakSource, SpellakSpell, boolIsLeftHand, floatDistanceVar=2000.0, floatHeightVar=100.0, floatOffset_NoSneak_Left_X=30.0, floatOffset_NoSneak_Left_Y=30.0, floatOffset_NoSneak_Left_Z=110.0, floatOffset_NoSneak_Right_X=30.0, floatOffset_NoSneak_Right_Y=-30, floatOffset_NoSneak_Right_Z=110.0, floatOffset_Sneak_Left_X=30.0, floatOffset_Sneak_Left_Y=30.0, floatOffset_Sneak_Left_Z=70.0, floatOffset_Sneak_Right_X=30.0, floatOffset_Sneak_Right_Y=-30, floatOffset_Sneak_Right_Z=70.0)Global

        ; Dislaimer: This can be replaced with LaunchSpellProjectile(), but I'm keeping this function for reference and dependencies.

        • akSource: The caster.
        • akSpell: The spell to cast.
        • IsLeftHand: True if cast from the left hand, false if cast from the right hand.
        • DistanceVar: Optional, the distance from the caster, where the destination marker is spawned. Default is 2000 units.
        • HeightVar: Optional, the height difference at which destination marker is spawned. Default is 100 units.
        • Offset_NoSneak_Left_X: Optional, X Offset for left hand when the actor is not sneaking. Default value is 30.0.
        • Offset_NoSneak_Left_Y: Optional, Y Offset for left hand when the actor is not sneaking. Default value is 30.0.
        • Offset_NoSneak_Left_Z: Optional, Z Offset for left hand when the actor is not sneaking. Default value is 110.0.
        • Offset_NoSneak_Right_X: Optional, X Offset for right hand when the actor is not sneaking. Default value is 30.0.
        • Offset_NoSneak_Right_Y: Optional, Y Offset for right hand when the actor is not sneaking. Default value is -30.0.
        • Offset_NoSneak_Right_Z: Optional, Z Offset for right hand when the actor is not sneaking. Default value is 110.0.
        • Offset_Sneak_Left_X: Optional, X Offset for left hand when the actor is sneaking. Default value is 30.0.
        • Offset_Sneak_Left_Y: Optional, Y Offset for left hand when the actor is sneaking. Default value is 30.0.
        • Offset_Sneak_Left_Z: Optional, Z Offset for left hand when the actor is sneaking. Default value is 70.0.
        • Offset_Sneak_Right_X: Optional, X Offset for right hand when the actor is sneaking. Default value is 30.0.
        • Offset_Sneak_Right_Y: Optional, Y Offset for right hand when the actor is sneaking. Default value is -30.0.
        • Offset_Sneak_Right_Z: Optional, Z Offset for right hand when the actor is sneaking. Default value is 70.0.
      • voidfunctionCastSpellFromRefAimed(ActorakSource, SpellakSpell, ObjectReferenceakOriginRef)Global
        • akSource: The caster of the spell.
        • akSpell: Spell to cast.
        • akOriginRef: The ObjectReference where to cast the spell from.
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