
CallMethod SetAlly ::CreatureFaction_var ::NoneVar ::DLC1HunterBaseIntroBearFaction_var False False ;@line 229
CreatureFaction.SetAlly(DLC1HunterBaseIntroBearFaction)
CallMethod IsDisabled ::DLC1HallNormalState_var ::temp4 ;@line 150Cast ::temp5 0 ;@line 150CompareEQ ::temp5 ::temp4 ::temp5 ;@line 150JumpF ::temp5 _label7 ;@line 150CallMethod Disable ::DLC1HallNormalState_var ::NoneVar False ;@line 151Jump _label7 ;@line 151_label7:CallMethod SetStage self ::temp4 10 ;@line 156
if DLC1HallNormalState.IsDisabled() == 0DLC1HallNormalState.Disable()endifSetStage(10)
Callmethod {name of method} {object to call method on} {return var} ... parameters ...Callstatic {name of script defining function} {name of function} {return var} ... parameters ...Iadd ISub {return var} {arg1} {arg2} integer addition/subtractionFAdd FSub same as above, but for floatsFMul, FDiv multiplication/divisionCast {target var} {source var} : type cast and assign source var to target var; type based on target var, so basically the whole (npc as actor) stuff you see in papyrusnegateF/I negate a float or intnot invert a boolean true <--> falseassign {var} {value} --> {var} = {value}
jump jump to labeljmpf, jmpt jump to label if condition is false(f)/true(t) I've actually never seen jmpt in any script so far.
compareeq {target} {expr1} {expr2} compare equality of expression1 and expression2 and assign to target; so basically: target = expr1 == expr2compareLT GT GTE LTE compare less than, greater than, greater than or equal, less than or equal
label1:comparison {var1} {expr1} {expr2}jmpf {var1} label2: ;break out of the loop... do some stuff///jump label 1 ; go back to the start of the looplabel 2:
comparison ; do some checkjmpf label1 ; jump over the code if the check fails...do stuff if true...label1:
comparisoneq ::temp1 a true ; check first conditionjmpf ::temp1 label1 ; jump over second check if first failscomparisoneq ::temp1 b true ; second checklabel1:jmpf ::temp1 label2 ; jump over code if second (or first) condition is false...do stuff...label2:
.function GotoState.userFlags 0 ; Flags: 0x00000000.docString "Function that switches this object to the specified state".return None.paramTable.param newState String.endParamTable.localTable.local ::NoneVar None.endLocalTable.codeCallMethod onEndState self ::NoneVar ;@line ??Assign ::State newState ;@line ??CallMethod onBeginState self ::NoneVar ;@line ??.endCode.endFunction
.function GotoState.userFlags 0 ; Flags: 0x00000000.docString "Function that switches this object to the specified state".return None.paramTable.param newState String.endParamTable.localTable.local ::NoneVar None.endLocalTable.codeCallMethod onEndState self ::NoneVar ;@line ??Assign ::State newState ;@line ??CallMethod onBeginState self ::NoneVar ;@line ??.endCode.endFunction
.info.source "DLC1HunterBaseIntroQuestScript.psc".modifyTime 1337726982 ;Tue May 22 23:49:42 2012 Local.compileTime 1338491609 ;Thu May 31 20:13:29 2012 Local.user "builds".computer "BUILDFARM08".endInfo.userFlagsRef.flag conditional 1 ; 0x00000001.flag hidden 0 ; 0x00000000.endUserFlagsRef.objectTable.object dlc1hunterbaseintroquestscript Quest.userFlags 2 ; Flags: 0x00000002.docString "".autoState.variableTable.variable ::VQ02Progress_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::BearDead_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::StartSceneDone_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::GyroGiven_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::IsranIntroDone_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::DLC1Radiant_var dlc1radiantscript.userFlags 0 ; Flags: 0x00000000.initialValue None.endVariable.variable ::AmbushRun_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::SorineInfo_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::IsranEndSceneCure_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.variable ::SpeechChalDone_var Int.userFlags 2 ; Flags: 0x00000002.initialValue None.endVariable.endVariableTable.propertyTable.property VQ02Progress Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::VQ02Progress_var.endProperty.property SorineInfo Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::SorineInfo_var.endProperty.property DLC1Radiant dlc1radiantscript auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::DLC1Radiant_var.endProperty.property GyroGiven Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::GyroGiven_var.endProperty.property AmbushRun Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::AmbushRun_var.endProperty.property StartSceneDone Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::StartSceneDone_var.endProperty.property IsranIntroDone Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::IsranIntroDone_var.endProperty.property IsranEndSceneCure Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::IsranEndSceneCure_var.property SpeechChalDone Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::SpeechChalDone_var.endProperty.property BearDead Int auto.userFlags 0 ; Flags: 0x00000000.docString "".autoVar ::BearDead_var.endProperty.endPropertyTable.stateTable.state.function GotoState.userFlags 0 ; Flags: 0x00000000.docString "Function that switches this object to the specified state".return None.paramTable.param newState String.endParamTable.localTable.local ::NoneVar None.endLocalTable.codeCallMethod onEndState self ::NoneVar ;@line ??Assign ::State newState ;@line ??CallMethod onBeginState self ::NoneVar ;@line ??.endCode.endFunction.function GetState.userFlags 0 ; Flags: 0x00000000.docString "Function that returns the current state".return String.paramTable.endParamTable.localTable.endLocalTable.codeReturn ::State ;@line ??.endCode.endFunction.endState.endStateTable.endObject.endObjectTable
Scriptname DLC1BloodPotionEffectScript Extends ActiveMagicEffect Conditionalplayervampirequestscript Property PlayerVampireQuest AutoEvent OnEffectStart(Actor akTarget, Actor akCaster) PlayerVampireQuest.VampireFeed()EndEvent
.variable ::WerewolfFaction_var faction.userFlags 0 ; Flags: 0x00000000.initialValue None.endVariable
Faction Property WerewolfFaction auto