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List 1
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List 2
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Comparator
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Numeric Value
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Comparators
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=
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"equal to"
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!=
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"not equal to"
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<
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"less than"
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<=
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"less than or equal to"
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>
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"greater than"
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>=
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"greater than or equal to"
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List 1
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List 2
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Description
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Function
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The special dialogue functions.
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Journal
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List of quests
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This returns the highest journal index that has ever been set for a particular quest.
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Item
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List of carriable items
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This returns the number of any item that the player has in his or her inventory. You can test for any item in the game that can be carried. [Useful for Fedex quests.]
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Dead
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List of NPCs and creatures
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This returns the number of any NPC or Creature ID that is dead. [Useful for Kill Foozle quests.]
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"Not" conditions
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These are the inverse of the standard conditions fields. Numerical comparisons aren't relevant for these.
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NotID
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List of NPCs and creatures
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This is true if the speaker is not this particular ID.
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NotFaction
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List of factions
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This is true if the speaker is not in this faction.
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NotClass
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List of classes
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This is true if the speaker is not of this class.
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NotRace
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List of races
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This is true if the speaker is not of this race.
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Not Cell
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List of cells
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This is true if the player is not in this cell. Note that this function takes the most time to calculate and can slow the dialogue responses down if you use several of them in the same topic.
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Variables
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Global
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This lists all the global variables. You can test against the value of any global variable. Certain useful globals are made available by the game; see list below.
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Local
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List of all local variables
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This lists all the local variables. You can test for any variable, but if the speaker does not have a script or their script does not contain the variable you specify, this will return 0.
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Not Local
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List of all local variables
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This is true if the speaker does not have this local variable. Unlike most "Not" functions, this one does care what you set the variable to. Both the dialogue and the variable itself should be set to 0.
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NPC State
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Function
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Alarmed
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This is 1 if the speaker is currently Alarmed (has detected a crime), and 0 otherwise.
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Function
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Attacked
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This is 1 if the speaker has ever been attacked, and 0 otherwise.
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Function
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Creature Target
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This is 1 if the speaker is targeting a creature, and 0 otherwise.
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Function
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Detected
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This is 1 if the speaker detects the player and 0 otherwise.
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Function
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Friend Hit
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For companions/followers. Value depends on whether the player has ever hit them.
0 = never been hit
1 = hit by pc 1st time
2 = hit by pc 2nd time
3 = hit by pc 3rd time
4 = hit by pc 4th time, and the npc/creature is not in combat with the pc
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Function
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Should Attack
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This is 1 if the speaker wants to start combat with the player.
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NPC AI
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Function
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Alarm
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This returns the base value of the speaker's Alarm AI Setting.
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Function
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Fight
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This is the AI Fight Setting of the speaker. This is the base value, not the value after disposition, distance, crime level, and so on have been added.
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Function
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Flee
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This returns the base value of the speaker's Flee AI Setting.
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Function
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Hello
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This returns the base value of the speaker's Hello AI Setting.
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NPC Stats
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Function
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Health Percent
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This returns the percent health of the speaker.
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Function
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Level
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This is the current level of the speaker.
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Function
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Reputation
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This returns the speaker's reputation.
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Relationship
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Function
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Same Faction
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This is 1 if the speaker and the player are in the same faction and 0 otherwise.
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Function
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Same Race
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This is 1 if the speaker and the player are of the same race and 0 otherwise.
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Function
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Same Sex
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This is 1 if the speaker and the player are of the same gender and 0 otherwise.
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Function
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Talked to PC
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This is 1 if the speaker has ever talked to the player and 0 otherwise. You can use this to have someone say something the first time you speak with them.
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Factions
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Function
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Faction Rank Difference
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This is the player's rank in the speaker's faction minus the speaker's rank. Note that the first rank in a faction is 0 and your "rank" is –1 if you do not belong to that faction. A return value of 0 is the same rank, 1 is PC is one rank higher, -2 is PC is two ranks lower.
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Function
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Rank Requirement
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This checks to see if you "qualify" for the next rank in the speaker's faction.
0: you do not have enough Faction Reputation and do not meet the skill requirements.
1: you meet the skill requirements, but do not have the Faction Reputation.
2: you have the Faction Reputation, but do not meet the skill requirements.
3: you qualify.
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Function
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PC Expelled
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This returns 1 if the player is expelled from the speaker's faction and 0 otherwise.
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Function
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Reaction High
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This returns the highest faction reaction between the speaker's faction and all of the player's factions.
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Function
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Reaction Low
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This returns the lowest faction reaction between the speaker's faction and all of the player's factions.
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Player Stats
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Function
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PC [Health / Magicka / Fatigue]
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Returns the player's current health, magicka, or fatigue.
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Function
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PC [Skill]
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Returns player's level in selected skill.
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Function
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PC [Attribute]
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Returns player's level in selected attribute.
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Function
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PC Reputation
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This is the value of the player's total reputation. This is separate from individual faction reputations and affects how everyone in the world reacts to you.
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Function
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PC Sex
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This is 0 if the player is male and 1 if the player is female.
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Function
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PC Crime Level
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This is the amount of gold the player has on their head, the same as the "bounty" on the character sheet.
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Function
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PC Clothing Modifier
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This is the total value of all the clothing and armor the player is wearing. The value of your equipment changes the disposition of people in the game.
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Player Disease
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Function
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PC Common Disease
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This is 1 if the player has a common disease and 0 otherwise.
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Function
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PC Blight Disease
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This is 1 if the player has a blight disease and 0 otherwise.
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Function
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PC Corprus
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This is 1 if the player has corprus and 0 otherwise.
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Function
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PC Vampire
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This is 1 if the player is a vampire and 0 otherwise.
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Function
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Werewolf
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This is 1 if the player is a werewolf and 0 otherwise. (Check this!) Bloodmoon only.
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Function
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Werewolf Kills
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Returns the number of werewolves the player has killed. (Check this!) Bloodmoon only.
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World
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Function
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Weather
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This returns the current weather.
0 Clear
1 Cloudy
2 Foggy
3 Overcast
4 Rain
5 Thunder
6 Ash
7 Blight
8 Snow (Bloodmoon only)
9 Blizzard (Bloodmoon only)
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Control
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Function
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Choice
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For branching dialogue.
This works with a command in the results field called "Choice." When the function "choice" appears in the results field, the game searches the current topic again, this time setting the value of "choice" to whatever number the player selected. Just like a regular search, it stops at the first response for which all conditions are true (so it may not necessarily hit the response you expect).
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Globals
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From GhanBuriGhan's Morrowind Scripting for Dummies. May be more with Bloodmoon.
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Time
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Global
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Float GameHour
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Holds the current hour of the day (0.0 - 23.99)
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Global
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Short Day
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Holds the current day of the month (1-30)
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Global
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Short Month
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Holds the current Month of the year (1-12)
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Global
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Short Year (427)
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Holds the current year
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Global
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Float TimeScale (30.0)
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Sets the ratio of real-time/game-time
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Player
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Global
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Short PCRace
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Contains the player's race:
1 Argonian
2 Breton
3 Dark Elf
4 High Elf
5 Imperial
6 Khajiit
7 Nord
8 Orc
9 Redguard
10 Woodelf
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Global
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Short PCVampire
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Vampire status: 0=Normal, 1=Vampire, -1= cured
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Global
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Short VampClan
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If the PC becomes a vampire, this indicates his clan. 1=Aundae, 2=Berne, 3=Quarra
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Other
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Global
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Short Random100
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Is randomly set between 0-90 every frame (set by main script)
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Global
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Short NPCVoiceDistance (750)
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Used as a distance when Following NPCs call after you to wait for them
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