Entry Point

Revision as of 16:32, 14 January 2009 by imported>Cipscis (Added note about OnAdd blocks and Death Items)

Entry Points (also known as Code Entry Points) are specific places in the code that are pre-defined. When you create a Perk Entry that refers to an Entry Point, you select from a list of these pre-defined Entry Points. Each one will also have a number of arguments that are relevant to that entry point.

An example entry point might be something like Calculate Weapon Damage, which might occur in the code when the player is attacking an opponent, just before the damage is to be applied. Arguments for this action point might be the attacker (the player), the target, and the weapon being used (if any). The arguments can be used to filter the effect of the entry point against a set of conditions. For example, a perk could modify weapon damage only when the weapon is an energy weapon. In that case, the conditions for the weapon argument would include an IsEnergyWeapon condition check.

Once the entry point and the conditions are specified, the function call for that entry point can be selected from a drop down box. When selected, dialog options specific to that function will be enabled. An example function is the Add Value function. When selected, it will enable a box into which either a positive or negative number can be entered to modify the the current value. In the case of the Calculate Weapon Damage function, the value is the damage that has been currently calculated.

A full example is a perk entry that causes all rifles to do +5 damage against animals. The Calculate Weapon Damage entry point would be selected. In the condition filter for weapon, the IsRifle condition function would be checked. In the condition filter for target, the IsAnimal condition filter would be checked. The function chosen would be the Add Value function, and 5 would be input into the data box for Add Value.

Entry Point Description Effect
Activate Run when the player activates something Presents a choice list to the player that can trigger a script
Add Leveled List On Death Adds a leveled list to the target's inventory when the player kills someone Adds to the inventory of the target without causing OnAdd blocks to run
Adjust Book Skill Points Run when the player reads a book Modifies the skill points gained
Adjust Drinking Radiation Run then the player drinks from a water source Modifies the percentage of radiation from 100% to some other value
Adjust Experience Points Run when the player gains any experience Modifies the experience gained
Adjust Gained Skill Points Run when the player gains a level Modifies the default number of skill points available to the player
Adjust Limb Damage Run when the player's limbs are damaged by something Modifies the damage
Adjust Range Penalty Not Implemented N/A
Calculate Buy Price Run when the player tries to barter for items Modifies the default price for an object
Calculate Gun Spread Run when the player's gun spread is calculated Modifies the default spread.
Calculate Inventory AP Cost Not Implemented N/A
Calculate Mine Explode Chance Run when the player comes within proximity of an armed mine Modifies the default chance of 100%
Calculate My Critical Hit Chance Run when calculating the player's critical hit chance Modifies the chance
Calculate My Critical Hit Damage Run when calculating the player's critical hit damage Modifies the damage
Calculate To Hit Chance Run when the player queues a shot in VATS Modifies the default to hit chance for the shot
Calculate Weapon Attack AP Cost Run when the player attacks outside of VATS Modifies the AP cost for attacking
Calculate Weapon Damage Run when calculating the player's weapon damage to any target Modifies the damage
Calculate Weapon Range Not Implemented N/A
Get Bad Karma Not Implemented N/A
Get Disposition Run when an actor is calculating their disposition to the player Modifies the normally calculated disposition
Get Good Karma Not Implemented N/A
Get Max Carry Weight Run when the player's max carry weight is calculated Modifies the default max carry weight
Get Should Assist Not Implemented N/A
Get Should Attack Not Implemented N/A
Hacking Science Bonus Run when the player attempts to hack a terminal Modifies the player's science skill for that hack attempt
Has Concentrated Fire Run when the player enters VATS If the value is modified to be non-zero, the player will be able to use concentrated fire
Has Paralyzing Palm Run when the player enters VATS If the value is modified to be non-zero, the player may use the paralyzing palm
Ignore Broken Lock Run when the player attempts to open a broken lock If the value is modified to be non-zero, another chance will be granted
Ignore Locked Terminal Run when the player attempts to activate a locked terminal If the value is modified to be non-zero, another chance will be granted
Ignore Running During Detection Run when the player is being detected by another actor If the value is modified to be non-zero, running will be ignored
Modify Addiction Chance Run when the player takes a drug Modifies the chance that the player will become addicted
Modify Addiction Duration Run when the player becomes addicted to a drug Modifies the duration of the addiction
Modify Enemy Critical Hit Chance Run when calculating the an enemy's critical hit chance against the player Modifies the chance
Modify Positive Chem Duration Run when the player takes a chem Modifies the duration of the chem
Modify Recovered Health Run when the player's natural healing rate is calculated Modifies a bonus to the natural healing rate
Mysterious Stranger Run when the player enters VATS If the value is modified to be non-zero, the mysterious stranger may appear
Player Kill AP Reward Run when VATS finishes if the player killed at least one enemy Modifies the AP reward from 0 to another value