Begin
Jump to navigation
Jump to search
All script commands, except for variable declarations, must be inside a begin-end block. Each time the script runs, each block will be evaluated to see if it is valid. If not, the script inside the block will not be run.
Example:
begin GameMode
Blocktype | Parameters | Description | |
---|---|---|---|
GameMode | This will be run every frame while the game is in non-menu mode. Most scripts will use this block type exclusively. | ||
MenuMode | MenuType (optional) | Run every frame while the game is in menu mode. | |
OnActivate | Run once when object is activated. | ||
OnActorEquip | ObjectID | Run once when the scripted actor equips the specified object. | |
OnActorUnequip | ObjectID | Run once when the scripted actor unequips the specified object. | |
OnAdd | ContainerRefID (optional) | Run once when object is added to Container's inventory. | |
OnCombatEnd | Run once when actor drops out of combat. | ||
OnDeath | ActorID (optional) | Run once when actor is killed by ActorID | |
OnDestructionStageChange | |||
OnDrop | ContainerRefID (optional) | Run once when object is dropped from Container. | |
OnEquip | ActorID (optional) | Run once when object is equipped by ActorID. | |
OnHit | ActorID (optional) | Run once when actor is hit by ActorID | |
OnHitWith | ObjectID (optional) | Run once when actor is hit by weapon ObjectID | |
OnLoad | Run once when object's 3D is loaded | ||
OnMagicEffectHit | EffectID (optional) | Run once when the actor is hit by the specified magic effect | |
OnMurder | ActorID (optional) | Run once when actor is murdered by ActorID | |
OnPackageChange | PackageID | Run once when actor changes from specified package | |
OnPackageDone | PackageID | Run once when actor completes specified package | |
OnPackageStart | PackageID | Run once when actor starts specified package | |
OnGrab | Run once when the scripted object is grabbed by the player | ||
OnRelease | Run once when the scripted object is released from player grab | ||
OnReset | Run once when scripted object's cell is reset | ||
OnSell | SellerRefID (optional) | Run once when object is sold by specified seller | |
OnStartCombat | TargetActorID (optional) | Run once when actor enters combat with TargetActorID | |
OnTrigger | Run each frame something is triggering the object | ||
OnTriggerEnter | TriggeringRefID (optional) | Run once when reference enters the trigger object | |
OnTriggerLeave | TriggeringRefID (optional) | Run once when reference leaves the trigger object | |
OnUnequip | ContainerRefID (optional) | Run once when object is unequipped by ActorID. | |
OnOpen | Run once when the scripted container is opened. | ||
OnClose | Run once when the scripted container is closed. | ||
SayToDone | TopicID (optional) | Run once when actor finishes saying a line of dialogue. | |
ScriptEffectStart | Special block type used only by Magic Effect scripts | ||
ScriptEffectFinish | Special block type used only by Magic Effect scripts | ||
ScriptEffectUpdate | Special block type used only by Magic Effect scripts | ||
OnFire | Run once when the scripted weapon is fired (New Vegas only) | ||
OnNPCActivate | Run once when object is activated by an NPC (Untested; New Vegas only) | ||
Function | { Arguments (optional) } | Special block type used only by User Defined Function scripts (NVSE only) |
Note that for parameterized blocks, you can have several of the same block type using different parameters. For example, this script is valid:
begin OnAdd ; some script ; this will run every time this object is added to someone's inventory end begin OnAdd player ; some script ; this will run every time this object is added to the player's inventory. ; Note that the unparameterized OnAdd block will ALSO be run in this case. end begin OnAdd MysteriousChest ; some script ; this will run every time this object is added to the MysteriousChest's inventory. ; Note that the unparameterized OnAdd block will ALSO be run in this case. end