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<center>
<h1>Commandes de The Elder Scrolls Construction Set</h1>
<p><span class="date"><b>27 Janvier 2004</b></span> </p>
</center><hr>
<p> Cette page contient une description de toutes les fonctions disponibles pour
les scripts dans le TESCS. N'hésitez pas à <b>
<a href="mailto:[email protected]?subject=liste de fonctions">contacter le
traducteur </a></b> pour lui apporter toutes vos remarques ou suggestions. Vous
pouvez aussi consulter la Liste des Fonctions par Catégorie. Il y a actuellement
516 commandes/variables différentes recensées sur cette page. Vous pouvez sans
problème télécharger cette page sur votre disque dur pour un accès plus
confortable.</p>
<p> </p>
<p></p>
<center>
<table cellSpacing="0" cellPadding="2" border="1">
<tr bgColor="#000066">
<th colSpan="4"><font face="ARIAL" color="#FFFF99">Liste Alphabétique des
Fonctions</font></th>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#->">
<font size="2" face="Arial">-></font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcejump">
<font size="2" face="Arial">GetForceJump</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#moddestruction">
<font size="2" face="Arial">ModDestruction</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setarmorer">
<font size="2" face="Arial">SetArmorer</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#activate">
<font size="2" face="Arial">Activate</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcemovejump">
<font size="2" face="Arial">GetForceMoveJump</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#moddisposition">
<font size="2" face="Arial">ModDisposition</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setathletics">
<font size="2" face="Arial">SetAthletics</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#additem">
<font size="2" face="Arial">AddItem</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcerun">
<font size="2" face="Arial">GetForceRun</font></a><font size="2" face="Arial">
</font><small><font face="Arial" size="2">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modenchant">
<font size="2" face="Arial">ModEnchant</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setatstart">
<font size="2" face="Arial">SetAtStart</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addsoulgem">
<font size="2" face="Arial">AddSoulGem</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcesneak">
<font size="2" face="Arial">GetForceSneak</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modendurance">
<font size="2" face="Arial">ModEndurance</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setattackbonus">
<font size="2" face="Arial">SetAttackBonus</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addspell">
<font size="2" face="Arial">AddSpell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gethandtohand">
<font size="2" face="Arial">GetHandToHand</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modfactionreaction">
<font size="2" face="Arial">ModFactionReaction</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setaxe">
<font size="2" face="Arial">SetAxe</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addtolevcreature">
<font size="2" face="Arial">AddToLevCreature</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gethealth">
<font size="2" face="Arial">GetHealth</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modfatigue">
<font size="2" face="Arial">ModFatigue</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setblindness">
<font size="2" face="Arial">SetBlindness</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addtolevitem">
<font size="2" face="Arial">AddToLevItem</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gethealthgetratio">
<font size="2" face="Arial">GetHealthGetRatio</font></a><font size="2" face="Arial">
Inconnue</font></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modfight">
<font size="2" face="Arial">ModFight</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setblock">
<font size="2" face="Arial">SetBlock</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addtopic">
<font size="2" face="Arial">AddTopic</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getheavyarmor">
<font size="2" face="Arial">GetHeavyArmor</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modflee">
<font size="2" face="Arial">ModFlee</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setbluntweapon">
<font size="2" face="Arial">SetBluntWeapon</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiactivate">
<font size="2" face="Arial">AIActivate</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gethello">
<font size="2" face="Arial">GetHello</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modflying">
<font size="2" face="Arial">ModFlying</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setcastpenalty">
<font size="2" face="Arial">SetCastPenalty</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiescort">
<font size="2" face="Arial">AIEscort</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getillusion">
<font size="2" face="Arial">GetIllusion</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modhandtohand">
<font size="2" face="Arial">ModHandToHand</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setchameleon">
<font size="2" face="Arial">SetChameleon</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiescortcell">
<font size="2" face="Arial">AIEscortCell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getintelligence">
<font size="2" face="Arial">GetIntelligence</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modhealth">
<font size="2" face="Arial">ModHealth</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setconjuration">
<font size="2" face="Arial">SetConjuration</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aifollow">
<font size="2" face="Arial">AIFollow</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getinterior">
<font size="2" face="Arial">GetInterior</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modheavyarmor">
<font size="2" face="Arial">ModHeavyArmor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setdefendbonus">
<font size="2" face="Arial">SetDefendBonus</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aifollowcell">
<font size="2" face="Arial">AIFollowCell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getinvisible">
<font size="2" face="Arial">GetInvisible</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modhello">
<font size="2" face="Arial">ModHello</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setdelete">
<font size="2" face="Arial">SetDelete</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aitravel">
<font size="2" face="Arial">AITravel</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getitemcount">
<font size="2" face="Arial">GetItemNombre</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modillusion">
<font size="2" face="Arial">ModIllusion</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setdestruction">
<font size="2" face="Arial">SetDestruction</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiwander">
<font size="2" face="Arial">AIWander</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getjournalindex">
<font size="2" face="Arial">GetJournalIndex</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modintelligence">
<font size="2" face="Arial">ModIntelligence</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setdisposition">
<font size="2" face="Arial">SetDisposition</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#becomewerewolf">
<font size="2" face="Arial">BecomeWerewolf</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getlevel">
<font size="2" face="Arial">GetLevel</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modinvisible">
<font size="2" face="Arial">ModInvisible</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setenchant">
<font size="2" face="Arial">SetEnchant</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#begin">
<font size="2" face="Arial">Begin</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getlightarmor">
<font size="2" face="Arial">GetLightArmor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modlightarmor">
<font size="2" face="Arial">ModLightArmor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setendurance">
<font size="2" face="Arial">SetEndurance</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#betacomment">
<font size="2" face="Arial">BetaComment (BC)</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getlineofsight">
<font size="2" face="Arial">GetLineOfSight (GetLOS)</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modlongblade">
<font size="2" face="Arial">ModLongBlade</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setfactionreaction">
<font size="2" face="Arial">SetFactionReaction</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#cast">
<font size="2" face="Arial">Cast</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getlocked">
<font size="2" face="Arial">GetLocked</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modluck">
<font size="2" face="Arial">ModLuck</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setfatigue">
<font size="2" face="Arial">SetFatigue</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#cellchanged">
<font size="2" face="Arial">CellChanged</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getlongblade">
<font size="2" face="Arial">GetLongBlade</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modmagicka">
<font size="2" face="Arial">ModMagicka</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setfight">
<font size="2" face="Arial">SetFight</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#cellupdate">
<font size="2" face="Arial">CellUpdate</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getluck">
<font size="2" face="Arial">GetLuck</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modmarksman">
<font size="2" face="Arial">ModMarksman</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setflee">
<font size="2" face="Arial">SetFlee</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#centeroncell">
<font size="2" face="Arial">CenterOnCell (COC)</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getmagicka">
<font size="2" face="Arial">GetMagicka</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modmediumarmor">
<font size="2" face="Arial">ModMediumArmor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setflying">
<font size="2" face="Arial">SetFlying</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#centeronexterior">
<font size="2" face="Arial">CenterOnExterior (COE)</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getmarksman">
<font size="2" face="Arial">GetMarksman</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modmercantile">
<font size="2" face="Arial">ModMercantile</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#sethandtohand">
<font size="2" face="Arial">SetHandToHand</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#changeweather">
<font size="2" face="Arial">ChangeWeather</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getmasserphase">
<font size="2" face="Arial">GetMasserPhase</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modmysticism">
<font size="2" face="Arial">ModMysticism</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#sethealth">
<font size="2" face="Arial">SetHealth</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#choice">
<font size="2" face="Arial">Choice</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getmediumarmor">
<font size="2" face="Arial">GetMediumArmor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modparalysis">
<font size="2" face="Arial">ModParalysis</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setheavyarmor">
<font size="2" face="Arial">SetHeavyArmor</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcejump">
<font size="2" face="Arial">ClearForceJump</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getmercantile">
<font size="2" face="Arial">GetMercantile</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modpccrimelevel">
<font size="2" face="Arial">ModPCCrimeLevel</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#sethello">
<font size="2" face="Arial">SetHello</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcemovejump">
<font size="2" face="Arial">ClearForceMoveJump</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getmysticism">
<font size="2" face="Arial">GetMysticism</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modpcfacrep">
<font size="2" face="Arial">ModPCFacRep</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setillusion">
<font size="2" face="Arial">SetIllusion</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcerun">
<font size="2" face="Arial">ClearForceRun</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getparalysis">
<font size="2" face="Arial">GetParalysis</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modpcvisionbonus">
<font size="2" face="Arial">ModPCVisionBonus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setintelligence">
<font size="2" face="Arial">SetIntelligence</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcesneak">
<font size="2" face="Arial">ClearForceSneak</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpccell">
<font size="2" face="Arial">GetPCCell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modpersonality">
<font size="2" face="Arial">ModPersonality</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setinvisible">
<font size="2" face="Arial">SetInvisible</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearinfoactor">
<font size="2" face="Arial">ClearInfoActor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpccrimelevel">
<font size="2" face="Arial">GetPCCrimeLevel</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modregion">
<font size="2" face="Arial">ModRegion</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setjournalindex">
<font size="2" face="Arial">SetJournalIndex</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#createmaps">
<font size="2" face="Arial">CreateMaps</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcfacrep">
<font size="2" face="Arial">GetPCFacRep</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modreputation">
<font size="2" face="Arial">ModReputation</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setlevel">
<font size="2" face="Arial">SetLevel</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#day">
<font size="2" face="Arial">Day</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcinjail">
<font size="2" face="Arial">GetPCInJail</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistblight">
<font size="2" face="Arial">ModResistBlight</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setlightarmor">
<font size="2" face="Arial">SetLightArmor</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#dayspassed">
<font size="2" face="Arial">DaysPassed</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcjumping">
<font size="2" face="Arial">GetPCJumping</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistcorprus">
<font size="2" face="Arial">ModResistCorprus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setlongblade">
<font size="2" face="Arial">SetLongBlade</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disable">
<font size="2" face="Arial">Disable</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcrank">
<font size="2" face="Arial">GetPCRank</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistdisease">
<font size="2" face="Arial">ModResistDisease</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setluck">
<font size="2" face="Arial">SetLuck</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disablelevitation">
<font size="2" face="Arial">DisableLevitation</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcrunning">
<font size="2" face="Arial">GetPCRunning</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistfire">
<font size="2" face="Arial">ModResistFire</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setmagicka">
<font size="2" face="Arial">SetMagicka</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayercontrols">
<font size="2" face="Arial">DisablePlayerControls</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcsleep">
<font size="2" face="Arial">GetPCSleep</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistfrost">
<font size="2" face="Arial">ModResistFrost</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setmarksman">
<font size="2" face="Arial">SetMarksman</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerfighting">
<font size="2" face="Arial">DisablePlayerFighting</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcsneaking">
<font size="2" face="Arial">GetPCSneaking</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistmagicka">
<font size="2" face="Arial">ModResistMagicka</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setmediumarmor">
<font size="2" face="Arial">SetMediumArmor</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerjumping">
<font size="2" face="Arial">DisablePlayerJumping</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpctraveling">
<font size="2" face="Arial">GetPCTraveling</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistnormalweapons">
<font size="2" face="Arial">ModResistNormalWeapons</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setmercantile">
<font size="2" face="Arial">SetMercantile</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerlooking">
<font size="2" face="Arial">DisablePlayerLooking</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcvisionbonus">
<font size="2" face="Arial">GetPCVisionBonus</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistparalysis">
<font size="2" face="Arial">ModResistParalysis</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setmysticism">
<font size="2" face="Arial">SetMysticism</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayermagic">
<font size="2" face="Arial">DisablePlayerMagic</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpersonality">
<font size="2" face="Arial">GetPersonality</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistpoison">
<font size="2" face="Arial">ModResistPoison</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setparalysis">
<font size="2" face="Arial">SetParalysis</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerviewswitch">
<font size="2" face="Arial">DisablePlayerViewSwitch</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getplayercontrolsdisabled">
<font size="2" face="Arial">GetPlayerControlsDisabled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modresistshock">
<font size="2" face="Arial">ModResistShock</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpccrimelevel">
<font size="2" face="Arial">SetPCCrimeLevel</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableteleporting">
<font size="2" face="Arial">DisableTeleporting</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getplayerfightingdisabled">
<font size="2" face="Arial">GetPlayerFightingDisabled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modrestoration">
<font size="2" face="Arial">ModRestoration</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpcfacrep">
<font size="2" face="Arial">SetPCFacRep</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disablevanitymode">
<font size="2" face="Arial">DisableVanityMode</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getplayerjumpingdisabled">
<font size="2" face="Arial">GetPlayerJumpingDisabled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modscale">
<font size="2" face="Arial">ModScale</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpcvisionbonus">
<font size="2" face="Arial">SetPCVisionBonus</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#dontsaveobject">
<font size="2" face="Arial">DontSaveObject</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getplayerlookingdisabled">
<font size="2" face="Arial">GetPlayerLookingDisabled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modsecurity">
<font size="2" face="Arial">ModSecurity</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpersonality">
<font size="2" face="Arial">SetPersonality</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#drop">
<font size="2" face="Arial">Drop</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getplayermagicdisabled">
<font size="2" face="Arial">GetPlayerMagicDisabled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modshortblade">
<font size="2" face="Arial">ModShortBlade</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpos">
<font size="2" face="Arial">SetPos</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#dropsoulgem">
<font size="2" face="Arial">DropSoulGem</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getplayerviewswitch">
<font size="2" face="Arial">GetPlayerViewSwitch</font></a><font size="2" face="Arial">
Cassée</font></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modsilence">
<font size="2" face="Arial">ModSilence</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setreputation">
<font size="2" face="Arial">SetReputation</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#else">
<font size="2" face="Arial">Else</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpos">
<font size="2" face="Arial">GetPos</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modsneak">
<font size="2" face="Arial">ModSneak</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistblight">
<font size="2" face="Arial">SetResistBlight</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#elseif">
<font size="2" face="Arial">ElseIf</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getrace">
<font size="2" face="Arial">GetRace</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modspear">
<font size="2" face="Arial">ModSpear</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistcorprus">
<font size="2" face="Arial">SetResistCorprus</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enable">
<font size="2" face="Arial">Enable</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getreputation">
<font size="2" face="Arial">GetReputation</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modspeechcraft">
<font size="2" face="Arial">ModSpeechcraft</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistdisease">
<font size="2" face="Arial">SetResistDisease</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablebirthmenu">
<font size="2" face="Arial">EnableBirthMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistblight">
<font size="2" face="Arial">GetResistBlight</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modspeed">
<font size="2" face="Arial">ModSpeed</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistfire">
<font size="2" face="Arial">SetResistFire</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableclassmenu">
<font size="2" face="Arial">EnableClassMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistcorprus">
<font size="2" face="Arial">GetResistCorprus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modstrength">
<font size="2" face="Arial">ModStrength</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistfrost">
<font size="2" face="Arial">SetResistFrost</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableinventorymenu">
<font size="2" face="Arial">EnableInventoryMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistdisease">
<font size="2" face="Arial">GetResistDisease</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modsuperjump">
<font size="2" face="Arial">ModSuperJump</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistmagicka">
<font size="2" face="Arial">SetResistMagicka</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablelevelupmenu">
<font size="2" face="Arial">EnableLevelupMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistfire">
<font size="2" face="Arial">GetResistFire</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modswimspeed">
<font size="2" face="Arial">ModSwimSpeed</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistnormalweapons">
<font size="2" face="Arial">SetResistNormalWeapons</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablelevitation">
<font size="2" face="Arial">EnableLevitation</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistfrost">
<font size="2" face="Arial">GetResistFrost</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modunarmored">
<font size="2" face="Arial">ModUnarmored</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistparalysis">
<font size="2" face="Arial">SetResistParalysis</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablemagicmenu">
<font size="2" face="Arial">EnableMagicMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistmagicka">
<font size="2" face="Arial">GetResistMagicka</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modwaterbreathing">
<font size="2" face="Arial">ModWaterBreathing</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistpoison">
<font size="2" face="Arial">SetResistPoison</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablemapmenu">
<font size="2" face="Arial">EnableMapMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistnormalweapons">
<font size="2" face="Arial">GetResistNormalWeapons</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modwaterlevel">
<font size="2" face="Arial">ModWaterLevel</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setresistshock">
<font size="2" face="Arial">SetResistShock</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablenamemenu">
<font size="2" face="Arial">EnableNameMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistparalysis">
<font size="2" face="Arial">GetResistParalysis</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modwaterwalking">
<font size="2" face="Arial">ModWaterWalking</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setrestoration">
<font size="2" face="Arial">SetRestoration</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayercontrols">
<font size="2" face="Arial">EnablePlayerControls</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistpoison">
<font size="2" face="Arial">GetResistPoison</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modwillpower">
<font size="2" face="Arial">ModWillpower</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setscale">
<font size="2" face="Arial">SetScale</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerfighting">
<font size="2" face="Arial">EnablePlayerFighting</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getresistshock">
<font size="2" face="Arial">GetResistShock</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#month">
<font size="2" face="Arial">Month</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setsecurity">
<font size="2" face="Arial">SetSecurity</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerjumping">
<font size="2" face="Arial">EnablePlayerJumping</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getrestoration">
<font size="2" face="Arial">GetRestoration</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#move">
<font size="2" face="Arial">Move</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setshortblade">
<font size="2" face="Arial">SetShortBlade</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerlooking">
<font size="2" face="Arial">EnablePlayerLooking</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getscale">
<font size="2" face="Arial">GetScale</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#moveonetoone">
<font size="2" face="Arial">MoveOneToOne (MOTO)</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setsilence">
<font size="2" face="Arial">SetSilence</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayermagic">
<font size="2" face="Arial">EnablePlayerMagic</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsecondspassed">
<font size="2" face="Arial">GetSecondsPassed</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#moveworld">
<font size="2" face="Arial">MoveWorld</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setsneak">
<font size="2" face="Arial">SetSneak</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerviewswitch">
<font size="2" face="Arial">EnablePlayerViewSwitch</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsecundaphase">
<font size="2" face="Arial">GetSecundaPhase</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onactivate">
<font size="2" face="Arial">OnActivate</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setspear">
<font size="2" face="Arial">SetSpear</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableracemenu">
<font size="2" face="Arial">EnableRaceMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsecurity">
<font size="2" face="Arial">GetSecurity</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#ondeath">
<font size="2" face="Arial">OnDeath</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setspeechcraft">
<font size="2" face="Arial">SetSpeechcraft</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablerest">
<font size="2" face="Arial">EnableRest</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getshortblade">
<font size="2" face="Arial">GetShortBlade</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onknockout">
<font size="2" face="Arial">OnKnockout</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setspeed">
<font size="2" face="Arial">SetSpeed</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablestatreviewmenu">
<font size="2" face="Arial">EnableStatReviewMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsilence">
<font size="2" face="Arial">GetSilence</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onmurder">
<font size="2" face="Arial">OnMurder</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setstrength">
<font size="2" face="Arial">SetStrength</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablestatsmenu">
<font size="2" face="Arial">EnableStatsMenu</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsneak">
<font size="2" face="Arial">GetSneak</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpcadd">
<font size="2" face="Arial">OnPCAdd</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setsuperjump">
<font size="2" face="Arial">SetSuperJump</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableteleporting">
<font size="2" face="Arial">EnableTeleporting</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsoundplaying">
<font size="2" face="Arial">GetSoundPlaying</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpcdrop">
<font size="2" face="Arial">OnPCDrop</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setswimspeed">
<font size="2" face="Arial">SetSwimSpeed</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablevanitymode">
<font size="2" face="Arial">EnableVanityMode</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspear">
<font size="2" face="Arial">GetSpear</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpcequip">
<font size="2" face="Arial">OnPCEquip</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setunarmored">
<font size="2" face="Arial">SetUnarmored</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#end">
<font size="2" face="Arial">End</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspeechcraft">
<font size="2" face="Arial">GetSpeechcraft</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpchitme">
<font size="2" face="Arial">OnPCHitMe</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setwaterbreathing">
<font size="2" face="Arial">SetWaterBreathing</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#endif">
<font size="2" face="Arial">EndIf</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspeed">
<font size="2" face="Arial">GetSpeed</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpcsoulgemuse">
<font size="2" face="Arial">OnPCSoulGemUse</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setwaterlevel">
<font size="2" face="Arial">SetWaterLevel</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#endwhile">
<font size="2" face="Arial">EndWhile</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspell">
<font size="2" face="Arial">GetSpell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onrepair">
<font size="2" face="Arial">OnRepair</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setwaterwalking">
<font size="2" face="Arial">SetWaterWalking</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#equip">
<font size="2" face="Arial">Equip</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspelleffects">
<font size="2" face="Arial">GetSpellEffects</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#outputobjcounts">
<font size="2" face="Arial">OutputObjNombres</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setwerewolfacrobatics">
<font size="2" face="Arial">SetWerewolfAcrobatics</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#explodespell">
<font size="2" face="Arial">ExplodeSpell</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspellreadied">
<font size="2" face="Arial">GetSpellReadied</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#outputrefcounts">
<font size="2" face="Arial">OutputRefNombres</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setwillpower">
<font size="2" face="Arial">SetWillpower</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#face">
<font size="2" face="Arial">Face</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsquareroot">
<font size="2" face="Arial">GetSquareRoot</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#outputrefinfo">
<font size="2" face="Arial">OutputRefInfo (ORI)</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#short">
<font size="2" face="Arial">Short</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadein">
<font size="2" face="Arial">FadeIn</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstandingactor">
<font size="2" face="Arial">GetStandingActor</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#payfine">
<font size="2" face="Arial">PayFine</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#show">
<font size="2" face="Arial">Show</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadeout">
<font size="2" face="Arial">FadeOut</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstandingpc">
<font size="2" face="Arial">GetStandingPC</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#payfinethief">
<font size="2" face="Arial">PayFineThief</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showanim">
<font size="2" face="Arial">ShowAnim (SA)</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadeto">
<font size="2" face="Arial">FadeTo</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstartingangle">
<font size="2" face="Arial">GetStartingAngle</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcclearexpelled">
<font size="2" face="Arial">PCClearExpelled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showgroup">
<font size="2" face="Arial">ShowGroup (SG)</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fall">
<font size="2" face="Arial">Fall</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstartingpos">
<font size="2" face="Arial">GetStartingPos</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcexpell">
<font size="2" face="Arial">PCExpell</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showmap">
<font size="2" face="Arial">ShowMap</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#filljournal">
<font size="2" face="Arial">FillJournal</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstrength">
<font size="2" face="Arial">GetStrength</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcexpelled">
<font size="2" face="Arial">PCExpelled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showrestmenu">
<font size="2" face="Arial">ShowRestMenu</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fillmap">
<font size="2" face="Arial">FillMap</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsuperjump">
<font size="2" face="Arial">GetSuperJump</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcforce1stperson">
<font size="2" face="Arial">PCForce1stPerson</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showscenegraph">
<font size="2" face="Arial">ShowScenegraph (SSG)</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fixme">
<font size="2" face="Arial">FixMe</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getswimspeed">
<font size="2" face="Arial">GetSwimSpeed</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcforce3rdperson">
<font size="2" face="Arial">PCForce3rdPerson</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showtargets">
<font size="2" face="Arial">ShowTargets (ST)</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#float">
<font size="2" face="Arial">Float</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gettarget">
<font size="2" face="Arial">GetTarget</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcget3rdperson">
<font size="2" face="Arial">PCGet3rdPerson</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#showvars">
<font size="2" face="Arial">ShowVars (SV)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcegreeting">
<font size="2" face="Arial">ForceGreeting</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getunarmored">
<font size="2" face="Arial">GetUnarmored</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcjoinfaction">
<font size="2" face="Arial">PCJoinFaction</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#skipanim">
<font size="2" face="Arial">SkipAnim</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcejump">
<font size="2" face="Arial">ForceJump</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getvanitymodedisabled">
<font size="2" face="Arial">GetVanityModeDisabled</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pclowerrank">
<font size="2" face="Arial">PCLowerRank</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startcombat">
<font size="2" face="Arial">StartCombat</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcemovejump">
<font size="2" face="Arial">ForceMoveJump</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getwaterbreathing">
<font size="2" face="Arial">GetWaterBreathing</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcrace">
<font size="2" face="Arial">PCRace</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startscript">
<font size="2" face="Arial">StartScript</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcerun">
<font size="2" face="Arial">ForceRun</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getwaterlevel">
<font size="2" face="Arial">GetWaterLevel</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcraiserank">
<font size="2" face="Arial">PCRaiseRank</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stayoutside">
<font size="2" face="Arial">StayOutside</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcesneak">
<font size="2" face="Arial">ForceSneak</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getwaterwalking">
<font size="2" face="Arial">GetWaterWalking</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcskipequip">
<font size="2" face="Arial">PCSkipEquip</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Variable</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopcelltest">
<font size="2" face="Arial">StopCellTest (SCT)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gamehour">
<font size="2" face="Arial">GameHour</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getweapondrawn">
<font size="2" face="Arial">GetWeaponDrawn</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcvampire">
<font size="2" face="Arial">PCVampire</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopcombat">
<font size="2" face="Arial">StopCombat</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getacrobatics">
<font size="2" face="Arial">GetAcrobatics</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getweapontype">
<font size="2" face="Arial">GetWeaponType</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcwerewolf">
<font size="2" face="Arial">PCWerewolf</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopscript">
<font size="2" face="Arial">StopScript</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getagility">
<font size="2" face="Arial">GetAgility</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getwerewolfkills">
<font size="2" face="Arial">GetWerewolfKills</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeatme">
<font size="2" face="Arial">PlaceAtMe</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopsound">
<font size="2" face="Arial">StopSound</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaipackagedone">
<font size="2" face="Arial">GetAIPackageDone</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getwillpower">
<font size="2" face="Arial">GetWillpower</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeatpc">
<font size="2" face="Arial">PlaceAtPC</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#streammusic">
<font size="2" face="Arial">StreamMusic</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getalarm">
<font size="2" face="Arial">GetAlarm</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getwindspeed">
<font size="2" face="Arial">GetWindSpeed</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeitem">
<font size="2" face="Arial">PlaceItem</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testcells">
<font size="2" face="Arial">TestCells</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getalchemy">
<font size="2" face="Arial">GetAlchemy</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#goodbye">
<font size="2" face="Arial">Goodbye</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeitemcell">
<font size="2" face="Arial">PlaceItemCell</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testinteriorcells">
<font size="2" face="Arial">TestInteriorCells</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getalteration">
<font size="2" face="Arial">GetAlteration</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gotojail">
<font size="2" face="Arial">GoToJail</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playbink">
<font size="2" face="Arial">PlayBink</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testmodels">
<font size="2" face="Arial">TestModels (T3D)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getangle">
<font size="2" face="Arial">GetAngle</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hasitemequipped">
<font size="2" face="Arial">HasItemEquipped</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playgroup">
<font size="2" face="Arial">PlayGroup</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testthreadcells">
<font size="2" face="Arial">TestThreadCells</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getarmorbonus">
<font size="2" face="Arial">GetArmorBonus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hassoulgem">
<font size="2" face="Arial">HasSoulGem</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playloopsound3d">
<font size="2" face="Arial">PlayLoopSound3D</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggleai">
<font size="2" face="Arial">ToggleAI (TAI)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getarmorer">
<font size="2" face="Arial">GetArmorer</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#help">
<font size="2" face="Arial">Help</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playloopsound3dvp">
<font size="2" face="Arial">PlayLoopSound3DVP</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggleborders">
<font size="2" face="Arial">ToggleBorders (TB)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getarmortype">
<font size="2" face="Arial">GetArmorType</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hitattemptonme">
<font size="2" face="Arial">HitAttemptOnMe</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playsound">
<font size="2" face="Arial">PlaySound</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglecollision">
<font size="2" face="Arial">ToggleCollision (TCL)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getathletics">
<font size="2" face="Arial">GetAthletics</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hitonme">
<font size="2" face="Arial">HitOnMe</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playsound3d">
<font size="2" face="Arial">PlaySound3D</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglecollisionboxes">
<font size="2" face="Arial">ToggleCollisionBoxes (TCB)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getattackbonus">
<font size="2" face="Arial">GetAttackBonus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hurtcollidingactor">
<font size="2" face="Arial">HurtCollidingActor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playsound3dvp">
<font size="2" face="Arial">PlaySound3DVP</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglecollisiongrid">
<font size="2" face="Arial">ToggleCollisionGrid (TCG)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getattacked">
<font size="2" face="Arial">GetAttacked</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hurtstandingactor">
<font size="2" face="Arial">HurtStandingActor</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playsoundvp">
<font size="2" face="Arial">PlaySoundVP</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglecombatstats">
<font size="2" face="Arial">ToggleCombatStats (TCS)</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaxe">
<font size="2" face="Arial">GetAxe</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#if">
<font size="2" face="Arial">If</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#position">
<font size="2" face="Arial">Position</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggledebugtext">
<font size="2" face="Arial">ToggleDebugText (TDT)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getblightdisease">
<font size="2" face="Arial">GetBlightDisease</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#iswerewolf">
<font size="2" face="Arial">IsWerewolf</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#positioncell">
<font size="2" face="Arial">PositionCell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggledialoguestats">
<font size="2" face="Arial">ToggleDialogueStats (TDS)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getblindness">
<font size="2" face="Arial">GetBlindness</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#journal">
<font size="2" face="Arial">Journal</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#purgetextures">
<font size="2" face="Arial">PurgeTextures (PT)</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Inconnue</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglefogofwar">
<font size="2" face="Arial">ToggleFogOfWar (TFOW)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getblock">
<font size="2" face="Arial">GetBlock</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#lock">
<font size="2" face="Arial">Lock</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#raiserank">
<font size="2" face="Arial">RaiseRank</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglefullhelp">
<font size="2" face="Arial">ToggleFullHelp (TFH)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getbluntweapon">
<font size="2" face="Arial">GetBluntWeapon</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#long">
<font size="2" face="Arial">Long</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#random">
<font size="2" face="Arial">Random</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglegodmode">
<font size="2" face="Arial">ToggleGodMode (TGM)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getbuttonpressed">
<font size="2" face="Arial">GetButtonPressed</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#loopgroup">
<font size="2" face="Arial">LoopGroup</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeeffects">
<font size="2" face="Arial">RemoveEffects</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglegrid">
<font size="2" face="Arial">ToggleGrid (TG)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcastpenalty">
<font size="2" face="Arial">GetCastPenalty</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#lowerrank">
<font size="2" face="Arial">LowerRank</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removefromlevcreature">
<font size="2" face="Arial">RemoveFromLevCreature</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglekillstats">
<font size="2" face="Arial">ToggleKillStats (TKS)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getchameleon">
<font size="2" face="Arial">GetChameleon</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#menumode">
<font size="2" face="Arial">MenuMode</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removefromlevitem">
<font size="2" face="Arial">RemoveFromLevItem</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglelights (tl)">
<font size="2" face="Arial">ToggleLights (TL)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcollidingactor">
<font size="2" face="Arial">GetCollidingActor</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#menutest">
<font size="2" face="Arial">MenuTest</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeitem">
<font size="2" face="Arial">RemoveItem</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggleloadfade">
<font size="2" face="Arial">ToggleLoadFade (TLF)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcollidingpc">
<font size="2" face="Arial">GetCollidingPC</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Tribunal</font></small></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#messagebox">
<font size="2" face="Arial">MessageBox</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removesoulgem">
<font size="2" face="Arial">RemoveSoulGem</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglemagicstats">
<font size="2" face="Arial">ToggleMagicStats (TMS)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcommondisease">
<font size="2" face="Arial">GetCommonDisease</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modacrobatics">
<font size="2" face="Arial">ModAcrobatics</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespell">
<font size="2" face="Arial">RemoveSpell</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglemenus">
<font size="2" face="Arial">ToggleMenus (TM)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getconjuration">
<font size="2" face="Arial">GetConjuration</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modagility">
<font size="2" face="Arial">ModAgility</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespelleffects">
<font size="2" face="Arial">RemoveSpellEffects</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglepathgrid">
<font size="2" face="Arial">TogglePathGrid (TPG)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentaipackage">
<font size="2" face="Arial">GetCurrentAIPackage</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modalarm">
<font size="2" face="Arial">ModAlarm</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#repairedonme">
<font size="2" face="Arial">RepairedOnMe</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#usedonme">
<font size="2" face="Arial">UsedOnMe</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrenttime">
<font size="2" face="Arial">GetCurrentTime</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modalchemy">
<font size="2" face="Arial">ModAlchemy</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#resetactors">
<font size="2" face="Arial">ResetActors (RA)</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglescripts">
<font size="2" face="Arial">ToggleScripts</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentweather">
<font size="2" face="Arial">GetCurrentWeather</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modalteration">
<font size="2" face="Arial">ModAlteration</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#resurrect">
<font size="2" face="Arial">Resurrect</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglesky">
<font size="2" face="Arial">ToggleSky (TS)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdeadcount">
<font size="2" face="Arial">GetDeadNombre</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modarmorbonus">
<font size="2" face="Arial">ModArmorBonus</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#return">
<font size="2" face="Arial">Return</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglestats">
<font size="2" face="Arial">ToggleStats (TST)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdefendbonus">
<font size="2" face="Arial">GetDefendBonus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modarmorer">
<font size="2" face="Arial">ModArmorer</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#rotate">
<font size="2" face="Arial">Rotate</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggletexturestring">
<font size="2" face="Arial">ToggleTextureString (TTS)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdestruction">
<font size="2" face="Arial">GetDestruction</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modathletics">
<font size="2" face="Arial">ModAthletics</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#rotateworld">
<font size="2" face="Arial">RotateWorld</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglevanitymode">
<font size="2" face="Arial">ToggleVanityMode (TVM)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdetected">
<font size="2" face="Arial">GetDetected</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modattackbonus">
<font size="2" face="Arial">ModAttackBonus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#samefaction">
<font size="2" face="Arial">SameFaction</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglewater">
<font size="2" face="Arial">ToggleWater (TWA)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdisabled">
<font size="2" face="Arial">GetDisabled</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modaxe">
<font size="2" face="Arial">ModAxe</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#say">
<font size="2" face="Arial">Say</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#togglewireframe">
<font size="2" face="Arial">ToggleWireframe (TWF)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdisposition">
<font size="2" face="Arial">GetDisposition</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modblindness">
<font size="2" face="Arial">ModBlindness</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#saydone">
<font size="2" face="Arial">SayDone</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#toggleworld">
<font size="2" face="Arial">ToggleWorld (TW)</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdistance">
<font size="2" face="Arial">GetDistance</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modblock">
<font size="2" face="Arial">ModBlock</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#scriptrunning">
<font size="2" face="Arial">ScriptRunning</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#turnmoonred">
<font size="2" face="Arial">TurnMoonRed</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#geteffect">
<font size="2" face="Arial">GetEffect</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modbluntweapon">
<font size="2" face="Arial">ModBluntWeapon</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#set">
<font size="2" face="Arial">Set</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#turnmoonwhite">
<font size="2" face="Arial">TurnMoonWhite</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getenchant">
<font size="2" face="Arial">GetEnchant</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modcastpenalty">
<font size="2" face="Arial">ModCastPenalty</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setacrobatics">
<font size="2" face="Arial">SetAcrobatics</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#undowerewolf">
<font size="2" face="Arial">UndoWerewolf</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Bloodmoon</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getendurance">
<font size="2" face="Arial">GetEndurance</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modchameleon">
<font size="2" face="Arial">ModChameleon</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setagility">
<font size="2" face="Arial">SetAgility</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#unlock">
<font size="2" face="Arial">Unlock</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getfactionreaction">
<font size="2" face="Arial">GetFactionReaction</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modconjuration">
<font size="2" face="Arial">ModConjuration</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setalarm">
<font size="2" face="Arial">SetAlarm</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#wakeuppc">
<font size="2" face="Arial">WakeUpPC</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getfatigue">
<font size="2" face="Arial">GetFatigue</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modcurrentfatigue">
<font size="2" face="Arial">ModCurrentFatigue</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setalchemy">
<font size="2" face="Arial">SetAlchemy</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#while">
<font size="2" face="Arial">While</font></a></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getfight">
<font size="2" face="Arial">GetFight</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modcurrenthealth">
<font size="2" face="Arial">ModCurrentHealth</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setalteration">
<font size="2" face="Arial">SetAlteration</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#xbox">
<font size="2" face="Arial">XBox</font></a></td>
</tr>
<tr>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getflee">
<font size="2" face="Arial">GetFlee</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modcurrentmagicka">
<font size="2" face="Arial">ModCurrentMagicka</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setangle">
<font size="2" face="Arial">SetAngle</font></a></td>
<td><a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#year">
<font size="2" face="Arial">Year</font></a><font size="2" face="Arial">
</font><small><font size="2" face="Arial">Global</font></small></td>
</tr>
<tr>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getflying">
<font size="2" face="Arial">GetFlying</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#moddefendbonus">
<font size="2" face="Arial">ModDefendBonus</font></a></td>
<td>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setarmorbonus">
<font size="2" face="Arial">SetArmorBonus</font></a></td>
<td> </td>
</tr>
</table>
<p>Vous pouvez aussi consulter la Liste des Fonctions par Catégorie</p>
</center><hr noShade>
<p><a name="->"></a><span class="title2">-></span> <b></p>
<pre> -></b>
Type: Système
Retourne: rien
Exemple: if ( player->GetHealth <= 10 )
"bk_fragmentonartaeum"->Enable
Scripts:
</pre>
<p>Ceci est un opérateur de script utilisé pour accéder aux fonctions de la
référence d'un objet particulier. Utilisez-le quand vous voulez manipuler ou
accéder spécifiquement à un objet précis. Notez que si plusieurs objets existent
dans le monde vous ne savez pas auquel vous allez accéder (le premier que le jeu
va trouver). Notez également que si vous voulez accéder à un objet de n'importe
quel endroit le bouton <i>Reference Persist </i>de l'objet doit être coché.</p>
<p>Si l'ID de l'objet à gauche du -> contient des espaces vous devez mettre
cette ID entre guillemets. Le caractère de soulignement (_) placé au début de l'ID
d'un objet semble aussi avoir des résultats erratiques dans l'éditeur de script.
Parfois ils marchent bien mais parfois le compilateur ne les accepte pas. Il est
recommandé de ne pas nommé les objets avec un caractère de soulignement au
début.</p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum.
</address>
<p></p>
<hr noShade>
<p><a name="activate"></a><span class="title2">Activate</span> <b></p>
<pre> Activate, [player]</b>
Détail: player = ID du joueur optionnelle qui pose comme condition que l'objet soit activé par le joueur,
où que soit l'objet et le joueur. Inconnue.
Type: Objet
Retourne: rien
Exemple: If ( OnActivate == 1 )
Activate
endif
Scripts: Dagoth_doors
Bittercup
</pre>
<p>Cette fonction fait réaliser à l'objet son activation par défaut.</p>
<pre> <b> Objet Type Activation</b>
PNJ Dialogue Marche
Conteneur Ouvre Marche
Porte Ouvre Ne marche pas ?
Livre/Parchemin Lit Marche
Arme Prend Marche
Armure Prend Marche
Divers, etc... Prend Marche
</pre>
<p>Il y a une caractéristique inconnue dans la fonction Activate en la
spécification de player après la fonction, par exemple :</p>
<pre>begin RemoteContainer
short OnPCEquip
if ( OnPCEquip == 1 )
set OnPCEquip to 0
"dh_remote_chest_01"->Activate, player
endif
end
</pre>
<p>Si le conteneur est persistent (reference persist) le script devrait l'ouvrir
où que soit le joueur. C'est une façon de créer des conteneurs portables en
attachant un script tel que celui qui précède à un anneau ou à un objet
similaire.</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="additem"></a><span class="title2">AddItem</span> <b></p>
<pre> AddItem, IDObjet, Nombre</b>
Détail IDObjet = Objet à ajouter à l'inventaire de l'appelant.
Nombre = Nombre d'objets à ajouter
Type: Objet
Retourne: rien
Exemple: player->AddItem, "Gold_001", 200 (donne 200 or au joueur)
"sinnammu mirpal"->AddItem, cloudcleaver_unique, 1
Scripts: bladeScript
blueScript
</pre>
<p>Ajoute un nombre donné d'objets au PNJ appelant le script. Notez que la
valeur Nombre est un short, ce qui limite le nombre d'objets que vous pouvez
ajouter à 65535 (ou peut-être 65534).</p>
<p>Cette fonction n'accepte de variables globales que dans les résultats des
dialogues, pas dans les scripts. Cela ne marche pas quand vous fixez la valeur d
cette variable dans le même résultat de dialogue. Soit vous fixez la variable
avant de démarrer le dialogue, ou dans une ligne de dialogue qui précède la
réponse avec AddItem comme résultat (par exemple les Greetings).</p>
<p>Quand un PNJ se voit ajouter une armure (via AddItem ou quand vous lui en
vendez une), il l'équipera automatiquement si :</p>
<p> 1. La caractéristique du PNJ concernant cette armure est
plus haute que celle de son armure précédente (les PNJ avec 'Combat à mains
nues' supérieur à tous les autres caractéristiques <br>
d'armures ne mettront jamais
d'armure).<br>
2. La valeur d'armure de la nouvelle pièce d'armure est plus
haute que celle de l'ancienne. (Il ne changera pas pour une armure équivalente).</p>
<p>Un PNJ ne remplacera pas une armure perdue/enlevée/cassée avant qu'on lui en
ajoute une autre.</p>
<p>Il y a un bug/caractéristique associé qui apparaît quand on utilise AddItem/RemoveItem
sur un conteneur. Le jeu se rappelle quand vous changez le contenu de ce
conteneur, et si vous ne l'avez pas fait il n'est nul besoin de stocker le
contenu du conteneur après que vous ayez pris tout ce qu'il contenait. Le
premier <i>AddItem </i>marchera toujours sur un conteneur, mais après cela vous
devez d'abord mettre quelque chose dans le conteneur (i.e. le joueur doit mettre
un objet lors du jeu), avant qu'un autre<i> AddItem </i>ne fasse son effet.</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeitem">
RemoveItem</a> </p>
<p></p>
<address>
Avec la Contribution de Ben Marshall, Jog et Argent.
</address>
<p></p>
<hr noShade>
<p><a name="addsoulgem"></a><span class="title2">AddSoulgem</span> <b></p>
<pre> AddSoulgem, IDCréature, IDGemme</b>
Détail IDCréature = Créature dont l'âme doit être ajoutée
IDGemme = Type de gemme d'âme à créer. Les différentes ID de gemme d'âme sont :
Misc_SoulGem_Azura
Misc_SoulGem_Grand
Misc_SoulGem_Greater
Misc_SoulGem_Common
Misc_SoulGem_Lesser
Misc_SoulGem_Petty
Type: Magie
Retourne: rien
Exemple: player->AddSoulgem, "golden saint", Grand
Scripts: Inusité
</pre>
<p>Ajoute une gemme d'âme enchantée à l'inventaire de l'objet appelant, en
utilisant le type de gemme d'âme et la créature données.</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#dropsoulgem">
DropSoulGem</a> </p>
<p></p>
<hr noShade>
<p><a name="addspell"></a><span class="title2">AddSpell</span> <b></p>
<pre> AddSpell, IDSort</b>
Détail IDSort = Sort que vous voulez ajouter à l'objet (comme effet on dans l'inventaire).
Type: Magie
Retourne: rien
Exemple: player->AddSpell, "alit bite" (ajouté à l'inventaire des sorts)
AddSpell, "ash woe blight" (ajoute la malédiction aux sorts affectant l'appelant)
"adairan lalansour"->AddSpell, "Ogrul's_Lucky_Again"
Scripts: CorprusOnPC
diseaseChills
</pre>
<p>Cette fonction ajoute le sort donné à l'objet appelant. Si IDSort est un sort
normal, il sera ajouté à la liste des sorts connus et utilisables par le
personnage. Si le sort est une malédiction (<i>curse</i>) ou une maladie (<i>disease</i>)
il sera ajouté à la liste des sorts qui affectent l'acteur appelant. Utilisez <i>
RemoveSpell</i> pour enlever les sorts ajoutés par <i>AddSpell</i>.</p>
<p>Un bug lié à cette fonction est que si une malédiction est mise sur une
créature alors toute créature du même type que vous rencontrerez sera affectée
par ce sort. Pour régler ce problème appelez simplement <b>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespell">
RemoveSpell</a></b> après une condition<b> </b><b>
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#ondeath">OnDeath</a>
</b>dans un script attaché à la créature. Ce fait donne à penser que le sort est
ajouté à la définition de la créature et non à une instance particulière de
cette créature.</p>
<p>Voir Aussi: <a href="#removespell">RemoveSpell</a></p>
<p></p>
<address>
Avec la Contribution de Argent.
</address>
<p></p>
<hr noShade>
<p><a name="addtolevcreature"></a><a name="addtolevitem"></a>
<span class="title2">AddToLevCreature</span><br>
<span class="title2">AddToLevItem</span> <b></p>
<pre> AddToLevCreature, LevCreature, Creature, Niveau
AddToLevItem, LevItem, objet, Niveau</b>
Détail LevCreature = Liste de niveau de créatures à modifier
LevItem = Liste de niveau d'objets à modifier
Creature = ID de la créature à ajouter à la liste
objet = ID de l'objet à ajouter à la liste
Niveau = Niveau minimum du joueur pour l'activation de la créature ou de l'objet
Type: Liste de niveau, Tribunal
Retourne: rien
Exemple: AddToLevCreature, "ex_azurascoast_sleep", "ash_ghoul", 25
AddToLevItem, "l_m_amulets", "amulet of 6th house", 15
Scripts: Inusité</pre>
<p><font face="Times New Roman" size="3">Permet à l'utilisateur de modifier les
listes de niveau de créatures et d'objets pendant que le jeu tourne. Cette
fonction ajoutera le couple objet/niveau à la liste de niveau (à condition que
cela n'existe pas déjà dans la liste).</font></p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removefromlevcreature">
RemoveFromLevCreature</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removefromlevitem">
RemoveFromLevItem</a> </p>
<p></p>
<hr noShade>
<p><a name="addtopic"></a><span class="title2">AddTopic</span> <b></p>
<pre> AddTopic, TopicID</b>
Détail TopicID = ID de dialogue à ajouter aux sujets connus par le joueur.
Type: Dialogue
Retourne: rien
Exemple: addtopic "Redoran councilors"
Scripts: eotScript
MoonandStar
</pre>
<p>Ajoute le sujet à la liste des sujets de dialogue connus par le joueur. Les
sujets (<i>topics</i>) connus apparaissent quand le joueur parle à un PNJ qui a
ce sujet. Quand vous créez un nouveau mod avec de nouveaux dialogues vous
voudrez souvent ajouter quelques nouveaux sujets à ceux que le joueur connaît
déjà. Pour ce faire il suffit de créer un objet temporaire près du PNJ qui doit
utiliser et de lui attacher un script comme le suivant :</p>
<pre> begin test_AddTopics
short DoOnce;
if ( DoOnce == 0 )
AddTopic "newtopic01"
AddTopic "newtopic02"
AddTopic "newtopic03"
set DoOnce to 1
endif
end
</pre>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="aiactivate"></a><span class="title2">AiActivate</span> <b></p>
<pre> AiActivate, IDObjet, [Reset]</b>
Détail IDObjet = Objet à activer, requis
[reset] = Paramètre optionnel, inconnu, indique peut-être si le package AI courant est interrompu
Type: AI
Retourne: rien
Exemple:
Scripts: Inusité
</pre>
<p>Bien que cette fonction soit dans le fichier d'aide du TESCS elle n'est
utilisée dans aucun script du jeu de base. Elle oblige la créature ou le PNJ
référencé à essayer d'activer l'objet donné en paramètre (comme une porte, un
activator ou un quelconque objet, etc...)</p>
<p>Il y a un bug connu concernant le paramètre optionnel Reset utilisé avec
AiActivate (vérifié dans Tribunal). Il est donc recommandé de ne pas mettre le
paramètre Resest. A savoir que cette fonction ne marche que rarement dans le jeu
Morrowind original, mais a été largement améliorée dans Tribunal. Les actions
suivantes ont été testées avec succès :</p>
<ul>
<li>Potion - Les PNJ la boivent (Marche bien avec le Morrowind original) </li>
<li>Objet sur le sol - Le PNJ le prend </li>
<li>Porte - L'ouvre </li>
<li>Porte de téléportation - Téléporte de l'autre côté mais seulement si la
destination est dans la même cellule ou si elle est déjà chargée en mémoire.
Sinon le jeu plante.</li>
<li>Activateur - Le PNJ l'active (comme un bouton par exemple.). </li>
</ul>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="aiescort"></a><a name="aiescortcell"></a><span class="title2">
AiEscort</span><br>
<span class="title2">AiEscortCell</span> </p>
<b>
<pre> AiEscort, IDActeur, Durée, X, Y, Z, [Reset]
AiEscortCell, IDActeur, IDCell, Durée, X, Y, Z, [Reset]</b>
Détail IDActeur = La cible PNJ qu’escortera le PNJ source.
Durée = La durée (en secondes) durant laquelle le PNJ cible sera escorté. Une valeur de 0 indique un temps infini.
IDCell = Le nom de la cell où le PNJ cessera d’escorter la cible.
X,Y,Z = La position où le PNJ cessera d’escorter la cible.
[Reset] = Paramètre optionnel, inconnu, indique peut-être si le package AI courant est interrompu.
Type: AI
Retourne: rien
Exemple: AiEscort, Joueur, 0, 70685, 126106, 835, 0
AiEscortCell, Joueur, "Balmora, Maison d'Hecerinde", 0, 70685, 126106, 835, 0
Scripts: whiteguarScript (AiEscort)
Inusité (AiEscortCell)
</pre>
<p>Quand le PNJ utilise la fonction AIEscort, le joueur n’est *pas vraiment*
libre de son chemin. Le PNJ conduit le joueur à destination, et si le joueur
décide d’aller ailleurs, le PNJ s’arrête et attend le joueur – Tout simplement,
le joueur doit suivre le PNJ jusqu’à destination. Si la durée est 0, cette
condition n’existe pas. Lors d’une escorte, si le PNJ cible est attaqué le PNJ
source viendra l’aider. Une position XYZ de 0, 0, 0 est souvent utilisée dans
les cas où vous avez à choisir vous même le moment où le PNJ s’arrêtera de vous
suivre (sans lieu spécifique). Dans ce cas, le PNJ escortera jusqu’à ce qu’un
autre type de commande AI lui soit assigné</p>
<p>Comme avec les autres fonctions AI, n’assignez cette commande qu’une seule
fois ou le résultat pourrait être imprévu.</p>
<p>AiEscortCell est semblable à AiEscort, sauf que le PNJ cible s’arrêtera
d’escorter le PNJ source à la position donnée dans une cellule intérieure
précise.</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aifollow">
AiFollow</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaipackagedone">
GetAiPackageDone</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentaipackage">
GetCurrentAIPackage</a> </p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<p><a name="aifollow"></a><a name="aifollowcell"></a><span class="title2">
AiFollow</span><br>
<span class="title2">AiFollowCell</span> <b></p>
<pre> AiFollow, IDActeur, Durée, X, Y, Z, [Reset]
AiFollowCell, IDActeur, IDCell, Durée, X, Y, Z, [Reset]</b>
Détail IDActeur = Le PNJ cible que suivra le PNJ source.
IDCell = Le nom de la cell où le PNJ cessera d’escorter la cible.
Durée = La durée (en secondes)durant laquelle le PNJ cible sera escorté. Une valeur de 0 indique un temps infini.
X,Y,Z = La position où le PNJ cessera d’escorter la cible.
[Reset] = Paramètre optionnel, inconnu, indique peut-être si le package AI courant est interrompu.
Type: AI
Retourne: rien
Exemple: "taren andoren"->AiFollow, "velyna seran" 0, 0, 0, 0
AiFollowCell, Joueur, "Balmora, Maison d'Hecerinde", 0, 70685, 126106, 835, 0
Scripts: talenScript (AiFollow)
Inusité (AiFollowCell)
</pre>
<p>Semblable à AiEscort, où le PNJ source sera sensé suivre le PNJ cible
(IDActeur) pendant un temps donné (en secondes, 0 indiquant un temps infini) ou
jusqu’à ce qu’ils rejoignent la position prévue (AiFollow pour un lieu
extérieur, AiFollowCell pour un lieu intérieur). Quand un PNJ utilise AiFollow,
le joueur choisit lui même où il/elle va. Le PNJ le suivra diligemment quel que
soit le chemin choisi.<br>
<br>
Comme avec les autres fonctions AI, n’assignez cette commande qu’une seule fois
ou le résultat pourrait être imprévu.<br>
<br>
Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiescort">
AiEscort</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaipackagedone">
GetAiPackageDone</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentaipackage">
GetCurrentAIPackage</a> </p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<p><a name="aitravel"></a><span class="title2">AiTravel</span> <b></p>
<pre> AiTravel, X, Y, Z, [reset]</b>
</pre>
<p>
Détail X,Y,Z
= La position finale du voyage du PNJ. <br>
[Reset]
= Paramètre optionnel, inconnu, indique peut-être si le package AI
courant est interrompu. </p>
<p>
Type: AI</p>
<p>
Retourne: rien </p>
<p>
Exemple: AiTravel, 1900 -2146 -173 0 "adaves
therayn"->AiTravel, 10199, 1945, 100 </p>
<p>
Scripts: lookoutscript (un bon
exemple qui fait que Fargoth se balade) <br>
dulniScript <br>
tarenScript </p>
<pre></pre>
<p>Démarre le voyage d’un PNJ jusqu’à une position extérieure précise. La
distance aux nouvelles coordonnées ne doit pas être trop grande (environ 3000 –
4000 unités) ou l’acteur ne réagira pas, bien que le problème existe également
quand on essaie de faire bouger le PNJ vers une autre cell (ce qui cause souvent
des problèmes). Utilisez la fonction GetAiPackageDone pour savoir quand l’acteur
a rejoint sa destination. Notez que dormir, se téléporter ou voyager rapidement
pourra faire que l’acteur ratera ses coordonnées d’arrivée, et que la fonction
GetAiPackageDone ne marchera pas – ce qui peut être un problème. La coordonnée Z
peut être approximative et toutes les valeurs doivent être littérales, les
variables ne sont pas acceptées. Le pathgrid peut aider, mais n’est pas
primordial.</p>
<p>Starts the PNJ to travel to the given exterior position. The distance to the
new coordinates cannot be too great (about 3000-4000 units), or the actor will
not react, although this maybe related to trying to move the PNJ to another cell
(which often has problems). Use GetAiPackageDone function to determine when the
actor reaches destination. Note that sleeping, teleporting, or fast travel will
cause the actor to warp to the end-coordinates, but the GetAiPackageDone
function will not fire - this can be a problem. The Z coordinates need only be
approximate and all values must be literal, no variables accepted. AIpath grid
helps, but is not mandatory. </p>
<p>Comme avec les autres fonctions AI, n’assignez cette commande qu’une seule
fois ou le résultat pourrait être imprévu.<br>
<br>
Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiescort">
AiEscort</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aifollow">
AiFollow</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaipackagedone">
GetAiPackageDone</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentaipackage">
GetCurrentAIPackage</a> </p>
<p></p>
<hr noShade>
<p><a name="aiwander"></a><span class="title2">AiWander</span> <b></p>
<pre> AiWander, Rayon, Durée, Temps, [Idle2], [Idle3], ...[Idle9], [Reset]</b>
Détail Rayon = Le rayon, dans les unités du jeu, dans lequel va errer le PNJ à partir du lieu où il se trouve.
Durée = Le temps (en heures?) pendant lequel le PNJ va errer (0 indique un temps infini)
Temps = Sans doute l'heure à partir de laquelle les vagabondages vont commencer (0 n’indiquant aucun moment de départ)
[Idle2]... = Paramètres optionnels qui calculent les possibilités pour que le PNJ fasse les mouvements suivants :
Idle2: Regarde autour de lui
Idle3: Regarde derrière lui
Idle4: Se gratte la tête
Idle5: Dépoussière ses vêtements ou son armure sur son épaule
Idle6: Se frotte les mains et regarde sa marchandise
Idle7: Regarde ses doigts et jette des coup d’oeil furtif autour de lui
Idle8: Réfléchit profondément
Idle9: Cherche son arme
[Reset] = Paramètre optionnel, inconnu, indique peut-être si le package AI courant est interrompu.
Type: AI
Retourne: rien
Exemple: AIWander, 0, 0, 0 (force le PNJ à rester à sa place)
"urzul gra-agum"->AIWander, 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0
Scripts: attack_Slave
dinScript
</pre>
<p>Force le PNJ à errer au hasard aux alentours en utilisant les points de la
pathgrid et à effectuer divers mouvements aléatoires. Cette fonction est
fréquemment utilisée pour que les PNJ arrêtent de suivre quelqu’un ou de
réaliser l’action à laquelle ils étaient assignés.<br>
<br>
Il y a deux bugs connus avec cette fonction. Le paramètre de l’Idle2 n’est pas
correctement compilé dans le script (vérifié avec tribunal). Le paramètre reset
ne l’est pas non plus, ou incorrectement, et ne devrait pas être utilisé (comme
dans les autres fonctions d'AI).<br>
<br>
Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaipackagedone">
GetAiPackageDone</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentaipackage">
GetCurrentAIPackage</a> </p>
<p></p>
<hr noShade>
<p><a name="becomewerewolf"></a><span class="title2">BecomeWerefolf</span>
</p>
<PRE><B> BecomeWerefolf</B>
Type: Loup garou, Bloodmoon
Retourne: rien
Exemple: player->BecomeWerewolf
Scripts:
</PRE>
<P>Transforme immédiatement le joueur, un PNJ ou une créature en loup-garou. Ne
fonctionne correctement qu'avec les PNJs, cependant elle peut être utilisée sur
les créatures au risque de donner des effets bizarres. Les effets sur les PNJs sont de
prendre les meshes de loup-garou, ôter tous leurs vêtements et armes et
conserver leurs paramètres AI. Cela veut dire qu'un PNJ transformé en loup-garou
ne pourra pas être capable de parler, mais il/elle a les mêmes Idle
(mouvements), Fight (combat) et Hello (salutations), paramètres, etc… (ils/elles
parleront juste au joueur avec leur Voice (voix), mais pas de dialogue ensuite).
De même, les PNJs déjà agressifs continueront à nous attaquer, même s'ils sont
sous cette nouvelle forme - les scripts ont l'air de continuer à fonctionner
correctement, tout comme l'objet ID semble rester le même. Je ne sais pas
vraiment si les statistiques des PNJs affectés par cette fonction sont changées
ou non - La vitesse est définitivement inchangée, donc on peut penser que seuls
les dommages causés par l'attaque et les chances de réussite changent.<P>Cette commande peut être utilisée sur les créatures, avec des effets divers -
le NIF de la créature ne sera PAS changé, leur nom ne le sera pas non plus en "
garou " comme il le devient chez les PNJs - et ça ne semble marcher que sur
certaines créatures, transformant le son de leur attaque et leurs statistiques
d'attaque, si je ne fais pas d'erreur. Les créatures porteuses de bouclier et/ou
d'armes seront déséquipées quoiqu'elles portent et se battront à la " main " -
et, comme je l'ai dit, le son de leur attaque deviendra le grognement d'un loup
garou, mais quoi qu'il en soit, leur Idle et les autres sons restent les mêmes.
C'est amusant quand, utilisé sur les Riecklings, ceux-ci deviennent des petits
nains grincheux et boxeurs.
<P>La transformation en loup garou se passe exactement comme celle en vampire,
en utilisant la variable globale " PCWerewolf ". Utiliser Becomewerewolf et
Undowerewolf peut bloquer votre jeu. Certaines quêtes et variables dépendent de
leur utilisation, donc si vous vous amusez avec, il vaut mieux que vous en soyez
informé.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#iswerewolf">IsWerewolf</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcwerewolf"><B>PCWerewolf</B></A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setwerewolfacrobatics">SetWereWolfAcrobatics</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#undowerewolf">UndoWerewolf</A>
<br>
<P>
<ADDRESS>Avec la contribution de LDones. </ADDRESS>
<ADDRESS> </ADDRESS>
<p></p>
<hr noShade>
<p><a name="begin"></a><span class="title2">Begin</span> </p>
<PRE><B> begin NomDuScript</B>
Détails: NomDuScript = Le nom unique du script
Type: Système
Retourne: rien
Exemple: begin testing_script
Scripts:
</PRE>
<P>Ceci doit être la première ligne en haut de votre script, qui annonce l'ID du
script. L'ID du script peut être composée de toutes sortes de combinaisons de
lettres, nombres, soulignage (_) ou espaces. Il est recommandé toutefois de ne
pas utiliser d'espaces pour plus de simplicité ( comme avec toutes les autres ID
d'objets)
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#end">End</A>
<p></p>
<hr noShade>
<p><a name="betacomment"></a><a name="bc"></a><span class="title2">BetaComment
(BC)</span> </p>
<PRE><B> BetaComment, Comment
BC, Comment</B>
Détails: Commentaire = ligne de commentaire à sauver
Type: Console
Retourne: rien
Exemple: BC, "test comment"
Scripts:
</PRE>
<P>Fonction console qui enregistre sûrement un commentaire pour utiliser dans un
bêta-test.
<P>Par Alree :
<P>Vous en avez marre de noter les Bugs avec un stylo sur du vrai papier ? Vous
voulez faire de vrai rapport de test et/ou de Bugs sur un mod ? C'est possible
grâce au Morrowind.ini
<P>une ch'tite ligne dit...<BR>Beta Comment File=<BR>Et bien mettez<BR>Beta
Comment File=Beta_comments.txt
<P>Ensuite dans le jeu quand vous repérez un bug... Paf vous ouvrez la console
(avec ²).<BR>Vous pointez l'objet du litige (ou un par défaut) avec la
souris...<BR>Et dans la console vous tapez</P>
<P>BC "votre piti commentaire"</P>
<P>Et hop une fois que vous avez fini vous allez dans votre dossier Morrowind et
là vous trouvez un fichier => Beta_comments.txt</P>
<P>Voir aussi: <br>
<P>
<ADDRESS>Avec la contribution d'Alree (pour la VF). </ADDRESS>
<p></p>
<hr noShade>
<p><a name="cast"></a><span class="title2">Cast</span> </p>
<PRE><B> Cast, IDSort, IDCible</B>
Détails: IDSort = Sort à lancer sur la cible
IDCible = Cible pour le sort
Type: Magie
Retourne: rien
Exemple: Cast, "Cure Common Disease Other", Player
"adairan lalansour"->Cast, "poisonbloom", "Netch_Giant_UNIQUE"
Scripts: GavisScript
ShrineMeris
</PRE>
<P>L'objet appelant jette le sort donné sur la cible (seulement des sorts). Un
usage commun pour cela est la confection de pièges qui jettent un sort au joueur
quand il les active.
<P>Dans le jeu original Morrowind, le sort au toucher peut être lancé par
n'importe quel objet, mais doit être dirigé vers la REFERENCE spécifique d'un
PNJ ou d'une créature. Un sort ciblé ou sur soi-même ne peut être lancé que par
un PNJ ou une créature. Par exemple :
<P>
<CENTER><PRE>FXlanceur->Cast, "FX_sphère_glacée", temple_mystérieux_PNJ00000000</PRE>
<DIV align=left><I>FXlanceur</I> est un activateur,<I> temple_mystérieux_PNJ</I>
est un objet PNJ et <I>FX_sphère_glacée</I> est un sort qui lance 0 damage de
froid sur une aire de 100 pour 0 seconde. J'ai découvert que chaque référence
PNJ a un nombre à huit chiffres après le nom de l'objet pour le différencier
d'une autre référence (qui commence à <I>00000000</I>). <I>Player</I> est une
référence et donc une cible valide pour Cast, comme dans les scripts shrine pour
les autels.
</DIV></CENTER>
<P>La position du lanceur ne change rien, l'effet sera toujours activé sur la
référence du PNJ ou de la créature et rougeoiera. Seuls les PNJs et certaines
créatures peuvent lancer un sort ciblé. Certaines créatures comme les rats ne
peuvent pas lancer de sort. Les objets sans IA peuvent lancer plusieurs sorts à
la fois sur des cibles diverses ou sur la même alors que les PNJs ou les
créatures cibleront sur la dernière référence ciblée dans la frame appelée. Les
PNJs et créatures doivent également revenir où ils étaient quand Cast était
appelé avant de relancer un sort à nouveau.
<P>Demander à une référence de se cibler elle-même est un substitut idéal dans
le Morrowind original par rapport à la commande de tribunal ExploseSpell.
<P>Voir aussi: <br>
<P>
<ADDRESS>Avec la contribution de Ben Marshall. </ADDRESS>
<p></p>
<hr noShade>
<p><a name="cellchanged"></a><span class="title2">CellChanged</span> </p>
<PRE><B> CellChanged</B>
Type: Mouvement
Retourne: court
Exemple: if ( CellChanged == 1 )
Scripts: ajiraScript
avSlaveHunter
</PRE>
<P>Retourne 1 pendant une image quand le joueur rentre dans une cellule (mais
pas quand il la quitte), ou 0 sinon. Souvent utilisé pour disabler/enabler des
objets une fois que l'on a quitté le lieu (donc ils ne surgissent pas d'un coup
devant nous ou ne causent pas d'erreurs de scripts, voire de crashs).
<P>Voir aussi: <br>
<P>
<ADDRESS>Avec la contribution de Klinn. </ADDRESS>
<p></p>
<hr noShade>
<p><a name="cellupdate"></a><span class="title2">CellUpdate</span> </p>
<PRE><B> CellUpdate</B>
Type: Mouvement, cassée
Retourne: rien
Exemple: CellUpdate
Scripts: Non utilisé
</PRE>
<p>Met à jour la position des objets d'une cellule. Cela peut être demandé
quand on déplace des objets sur une longue distance. Le jeu garde des traces des
objets basées sur la cellule dans laquelle ils se trouvent, et si un objet est
déplacé une cellule plus loin que celle d'origine, le mouvement pourrait se
passer incorrectement quand ce script tourne. </p>
<P>Notez que cette fonction n'a pas l'air de bien fonctionner. Déplacer des
objets au travers des frontières des cellules extérieures peut les changer ou
les faire disparaître, et appeler CellUpdate ne donne qu'une erreur de script
comme résultat.
<P>Voir aussi:
<p></p>
<hr noShade>
<p><a name="centeroncell"></a><a name="coc"></a><span class="title2">
CenterOnCell (COC)</span> </p>
<PRE><B> CenterOnCell, NomCell</B>
Détails: NomCell = Nom d'une cellule intérieure
Type: Console
Retourne: rien
Exemple: CenterOnCell, "Balmora, Temple"
Scripts:
</PRE>
<P>Place le joueur au milieu d'une cellule intérieure donnée.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#centeronexterior">CenterOnExterior</A>
<p></p>
<hr noShade>
<p><a name="centeronexterior"></a><a name="coe"></a><span class="title2">
CenterOnExterior (COE)</span> </p>
<PRE><B> CenterOnExterior, CellX, CellY</B>
Détails: CellX
CellY = Coordonnées de lieu sur la grille des cellules (short)
Type: Console
Retourne: rien
Exemple: CenterOnExterior, -3, -2
Scripts:
</PRE>
<P>Place le joueur au milieu d'une cellule extérieure donnée.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#centeroncell">CenterOnCell</A>
<p></p>
<hr noShade>
<p><a name="changeweather"></a><span class="title2">ChangeWeather</span> </p>
<PRE><B> ChangeWeather, [Région], [Type]</B>
Détails: Région = Nom de la région dans laquelle on va changer le temps.
Type = Le type de temps que l'on va mettre.
0 = Clair
1 = Nuageux
2 = brumeux
3 = Couvert
4 = Pluvieux
5 = Orage
6 = Tempête de cendres
7 = Blight
8 = Neige (Bloodmoon?)
9 = Tempête de neige (Bloodmoon?)
Type: Temps (météo)
Retourne: rien
Exemple: ChangeWeather, "Red Mountain Region", 0
ChangeWeather, "Bitter Coast Region", 1
Scripts: EndGame
CharGen
</PRE>
<P>Change la météo en cours dans une région spécifiée. Le temps va immédiatement
commencer à se transformer, cela peut prendre quelques minutes. Une nouvelle météo sera sélectionnée lors de la
prochaine mise à jour du temps (12 heures).
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modregion">ModRegion</A>
<p></p>
<hr noShade>
<p><a name="choice"></a><span class="title2">Choice</span> </p>
<PRE><B> Choice, 'Bouton1', ...['Bouton5']</B>
Where: 'Bouton1'... = Texte pour des choix variés. Un choix minimum est demandé, pour cinq maximum.
Type: Dialogue
Retourne: rien
Exemple: Choice, "Continuez..." (ne donne qu'une option au joueur)
Choice, "Oui" 1, "Non" 2, "Je ne sais pas" 3
Scripts: Utilisé uniquement dans le result des dialogues.
</PRE>
<P>Uniquement utilisé dans les dialogues pour donner de un à cinq choix au
joueur. Les résultats du choix peuvent être récupérés en utilisant la fonction "
choice " dans la liste des fonctions/variables de la partie " speaker conditions
area " dans la boîte de dialogue. Utilisez des valeurs pour chaque ligne de
choix pour spécifier la valeur exacte du retour si l'utilisateur choisit cette
option (Je ne suis pas sûr de quelles valeurs sont retournées si vous ne donnez
pas vous-même des valeurs spécifiques, je suppose qu'elles commencent à 1).
<P>(n.d.t. : à savoir également : dans la partie "topic" (sujet) des dialogues,
il faut mettre les résultats des choix au dessus du choix lui-même.)
<P>Important : Si vous spécifiez une valeur après chaque choix, vous
<B>devez</B> laisser un espace entre les guillemets et le nombre.
<P>"Choice" et "Goodbye" peuvent être utilisés dans des scripts. Le choix peut
être également utilisé plusieurs fois dans une colonne pour créer autant
d'options de choix que l'on désire. Je ne sais pas vraiment ce qui se passe
quand on les utilise quand aucun dialogue n'est ouvert, mais j'imagine que ça
provoque un crash. Cependant, quand la boîte de dialogue *est* ouverte, on peut
les utiliser pour des options de choix très subtiles pour le dialogue.
<P>Par exemple: <PRE><B>[dans le sujet du dialogue (topic)]</B>
Bien, alors voilà l'idée. Sur le coup de minuit,
tu te trouveras dans la tour du nord. Pendant ce
temps, j'entrerai dans le quartier, et quand tu
entendras un sifflement grave, tu ouvriras la porte
de devant et tu me laisseras sortir. Plus tard, on
se retrouvera et je te donnerai ta part. Compris ?
</PRE><PRE><B>[dans la partie "result" de la boîte de dialogue]</B>
Choice "Non." 1
StartScript "_spzHeistReponseIntelScript"
</PRE><PRE><B>[dans le script]</B>
begin _spzHeistReponseIntelScript
if ( Player->GetIntelligence > 20 )
Choice "Plus ou moins..." 2
endif
if ( Player->GetIntelligence > 40 )
Choice "Oui, parfait!" 3
endif
if ( Player->GetIntelligence > 60 )
Choice "J'ai une meilleur idée." 4
endif
StopScript "_spzHeistReponseIntelScript" ;obligatoire!
end _spzHeistReponseIntelScript
</PRE>
<p>Tout simplement, plus le joueur est intelligent, plus il a de choix
d'options pour sa réponse. </p>
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#goodbye">GoodBye</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#messagebox">MessageBox</A>
<br>
<P>
<ADDRESS>Avec la contribution de Spuzzum.</ADDRESS>
<p></p>
<hr noShade>
<p><a name="clearforcejump"></a><span class="title2">ClearForceJump</span>
</p>
<PRE><B> ClearForceJump</B>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: ClearForceJump
"Gadyni Rethan"->ClearForceJump
Scripts: Non utilisé
</PRE>
<P>L'acteur appelant s'arrête de sauter après qu'on lui ait lancé la commande ForceJump.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcejump">ForceJump</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcejump">GetForceJump</A>
<p></p>
<hr noShade>
<p><a name="clearforcemovejump"></a><span class="title2">ClearForceMoveJump</span> </p>
<PRE><B> ClearForceMoveJump</B>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: ClearForceMoveJump
"Gadyni Rethan"->ClearForceMoveJump
Scripts: Non utilisé
</PRE>
<P>L'acteur appelant s'arrête de sauter après qu'on lui ait lancé la commande ForceMoveJump.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcemovejump">ForceMoveJump</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcemovejump">GetForceMoveJump</A>
<p></p>
<hr noShade>
<p><a name="clearforcerun"></a><span class="title2">ClearForceRun</span> </p>
<PRE><B> ClearForceRun</B>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: ClearForceRun
"Gadyni Rethan"->ClearForceRun
Scripts: Non utilisé
</PRE>
<P>L'acteur appelant s'arrête de courir après qu'on lui ait lancé la commande ForceRun.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcerun">ForceRun</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcerun">GetForceRun</A>
<hr noShade>
<p><a name="clearforcesneak"></a><span class="title2">ClearForceSneak</span>
</p>
<PRE><B> ClearForceSneak</B>
Type: Mouvement
Retourne: rien
Exemple: ClearForceSneak
"taren andoren"->ClearForceSneak
Scripts: tarenScript
lookoutScript
</PRE>
<P>L'acteur appelé s'arrête de marcher furtivement après qu'on lui ait lancé la
commande ForceSneak.
<P>Voir aussi: <A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcesneak">ForceSneak</A>,
<A
href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcesneak">GetForceSneak</A>
<hr noShade>
<p><a name="clearinfoactor"></a><span class="title2">ClearInfoActor</span>
</p>
<PRE><B> ClearInfoActor</B>
Type: Dialogue
Retourne: rien
Exemple: ClearInfoActor
Scripts: Non utilisé
</PRE>
<P>Empêche cette information d'apparaître dans le journal. Je ne suis pas tout à fait
sûr du but ou de l'utilisation de cette fonction.
<P>Voir aussi:
<p></p>
<hr noShade>
<p><a name="createmaps"></a><span class="title2">CreateMaps</span> </p>
<PRE><B> CreateMaps, "nomfichier.esp"</B>
Détails: "nomfichier.esp" = Plugin to create maps for
Type: Console
Retourne: rien
Exemple: CreateMaps
Scripts:
</PRE>
<P>L'effet de cette fonction dépend de l'entrée <I>Create Maps Enable</I> dans
le MORROWIND.INI. Les valeurs acceptées sont : <PRE> 0 = rien
1 = Carte XBox
2 = Carte des cellules extérieures
</PRE>
<p>Dans le cadre de la Xbox, les cartes sont créées sur la base du plugin dont
le nom de fichier est donné (un .MAP est créé dans le dossier Morrowind/Data Files ).
Dans le cadre d'une carte extérieure, des fichiers BMP de toutes les cellules
extérieures sont sortis dans le dossier Data Files\map. Notez que ça
prend un certain temps (plusieurs heures au moins) et qu'il vaut mieux le laisser tourner la nuit.
</p>
<P>Voir aussi:
<p></p>
<hr noShade>
<p><a name="day"></a><span class="title2">Day</span> <b></p>
<pre> Day</b>
Type: Temps, Global
Retourne: short
Exemple: if ( Day > 10 )
set sValue to ( OrigDay + Day )
Scripts: expelledMG
fraldScript
</pre>
<p>Global short variable which returns the current day of the month in the game.
This value can be modified using the SET command to change the day. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#dayspassed">
DaysPassed</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gamehour">
GameHour</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#month">Month</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#year">Year</a>
</p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<p><a name="dayspassed"></a><span class="title2">DaysPassed</span> <b></p>
<pre> DaysPassed</b>
Type: Temps, Global, Tribunal
Retourne: short
Exemple: if ( DaysPassed > 10 )
set sValue to ( OrigDay + DaysPassed )
Scripts: barAssScript
karrodMovement
</pre>
<p>Global short variable which returns the total number of game days since the
start of the game. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#day">Day</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gamehour">
GameHour</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#month">Month</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#year">Year</a>
</p>
<p></p>
<address>
Avec la Contribution de Jog.
</address>
<p></p>
<hr noShade>
<p><a name="enable"></a><a name="disable"></a><span class="title2">Disable</span><br>
<span class="title2">Enable</span> <b></p>
<pre> Disable
Enable</b>
Type: Divers
Retourne: rien
Exemple: "murberius harmevus"->Disable
misc_lw_bowl_chapel->Enable
Scripts: Alen_Note
AzuraEnd
</pre>
<p>Used to enable/disable objects within the game. A disabled object is saved
but not visible or processed within the game (though any scripts attached to it
will still work). Not that it is dangerous to disable an object within its own
script (causes crashes). There also appears to be some minor issues involved
with disabling lights. </p>
<p>There are many possibilities allowed with these functions. For example, the
game strongholds are initially disabled and are only enabled once the player
performs the appropriate quests </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdisabled">
GetDisabled</a> </p>
<p></p>
<hr noShade>
<p><a name="disablelevitation"></a><a name="enablelevitation"></a>
<span class="title2">DisableLevitation</span><br>
<span class="title2">EnableLevitation</span> <b></p>
<pre> DisableLevitation
EnableLevitation</b>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: DisableLevitation
EnableLevitation
Scripts: TribunalMain
</pre>
<p>Enables/disables the use of levitation magic. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="disableplayercontrols"></a><a name="disableplayerfighting"></a>
<a name="disableplayerjumping"></a><a name="disableplayerlooking"></a>
<a name="disableplayermagic"></a><a name="disableplayerviewswitch"></a>
<a name="disablevanitymode"></a><span class="title2">DisablePlayerControls</span><br>
<span class="title2">DisablePlayerFighting</span><br>
<span class="title2">DisablePlayerJumping</span><br>
<span class="title2">DisablePlayerLooking</span><br>
<span class="title2">DisablePlayerMagic</span><br>
<span class="title2">DisablePlayerViewSwitch</span><br>
<span class="title2">DisableVanityMode</span> <b></p>
<pre> DisablePlayerControls
DisablePlayerFighting
DisablePlayerJumping
DisablePlayerLooking
DisablePlayerMagic
DisablePlayerViewSwitch
DisableVanityMode</b>
Type: Joueur Controls
Retourne: rien
Exemple: DisablePlayerControls
DisablePlayerFighting
DisablePlayerJumping
DisablePlayerLooking
DisablePlayerMagic
DisablePlayerViewSwitch
DisableVanityMode
Scripts: AzuraEnd
CharGen
mastriusScript
</pre>
<p>Stops the player from using various parts of the interface. Used during
character creation and during in-game cut scenes mostly. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayercontrols">
EnablePlayerControls</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerfighting">
EnablePlayerFighting</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerjumping">
EnablePlayerJumping</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerlooking">
EnablePlayerLooking</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayermagic">
EnablePlayerMagic</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enableplayerviewswitch">
EnablePlayerViewSwitch</a>, and
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enablevanitymode">
EnableVanityMode</a>. </p>
<p></p>
<hr noShade>
<p><a name="disableteleporting"></a><a name="enableteleporting"></a>
<span class="title2">DisableTeleporting</span><br>
<span class="title2">EnableTeleporting</span> <b></p>
<pre> DisableTeleporting
EnableTeleporting</b>
Type: Mouvement
Retourne: rien
Exemple: DisableTeleporting
EnableTeleporting
Scripts: DagothUrCreature2
TribunalMain
enable_teleport
EndGame
</pre>
<p>Enables or disables the use of teleportation magic in the game. Use to force
the player to remain in a particular area or prevent easy escape. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="dontsaveobject"></a><span class="title2">DontSaveObject</span> <b>
</p>
<pre> DontSaveObject</b>
Type: Divers
Retourne: rien
Exemple: DontSaveObject
Scripts: diseaseAscended
SignRotate
</pre>
<p>Call when you do not want to save any changes in the calling object to the
player's save game. </p>
<p>Although this has been said to be a new function with Tribunal, it also
appears to work fine in the original game (such as in the diseaseAscended script
which is in the original game). </p>
<p>Voir Aussi: <a href="http://www.uesp.net/setdelete">SetDelete</a> </p>
<p></p>
<hr noShade>
<p><a name="drop"></a><span class="title2">Drop</span> <b></p>
<pre> Drop, IDObjet, Nombre</b>
Détail: IDObjet = Objet to drop
Nombre = Number of the object to drop
Type: Objet
Retourne: rien
Exemple: player->Drop, "gold_001", 100
Drop, "amulet of mark", 1
Drop, Slave_Bracer_Left, 1
Scripts: slaveScript
CharGenDagger
</pre>
<p>The calling PNJ drops the given number of the item into world at his feet.
Assumably it only Marche if the calling actor has enough of the item to drop.
There does appear to be some problems dropping items from NPCs where the item is
dropped at the player's feet instead of the NPCs (Marche in the slave script
though). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="dropsoulgem"></a><span class="title2">DropSoulgem</span> <b></p>
<pre> DropSoulgem, IDCréature</b>
Détail: IDCréature = Creature to fill the soulgem with
Type: Magie
Retourne: rien
Exemple: DropSoulgem, "atronach_flame"
Scripts: Inusité
</pre>
<p>Assumably causes the calling object to drop a filled soulgem with the given
creature's soul. Assumably the type of soulgem is calculated automatically from
the value of the creature's soul. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addsoulgem">
AddSoulgem</a> </p>
<p></p>
<hr noShade>
<p><a name="else"></a><a name="elseif"></a><a name="if"></a><a name="endif"></a>
<span class="title2">if</span><br>
<span class="title2">elseif</span><br>
<span class="title2">else</span><br>
<span class="title2">endif</span><br>
<b></p>
<pre> if ( LeftValue CompareOp RightValue )
< statements >
elseif ( LeftValue CompareOp RightValue )
< statements >
else
< statements >
endif</b>
Détail: LeftValue = Local/global variable or function call
CompareOp = ==, <=, <, >, >=, !=
RightValue = Local/global variable or numeric literal value
Statements = Zero or more statements to execute
Type: Système
Retourne: rien
Exemple: if ( GlobalVar >= 10 )
; do stuff
elseif ( LocalVar < GlobalVar )
; do stuff
elseif ( player->GetStrength == 100 )
; do stuff
else
; do stuff
endif
Scripts:
</pre>
<p>The IF statement block is used to test and execute conditional statements.
The elseif/else blocks are both optional. It should be noted that if statements
can be used in dialogue results. You should not include any operations (add,
subtract, multiply, divide) in either the <i>LeftValue</i> or <i>RightValue</i>
fields. Use a temporary variable and a set statement before the if block if you
need to use operations. </p>
<p>It is important to remember to use spaces surrounding the '(', compare
operator, and ')'. There are known cases where omitting the spaces will cause
compiler or runtime errors in the script. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Argent.
</address>
<p></p>
<hr noShade>
<p><a name="enableinventorymenu"></a><a name="enablemagicmenu"></a>
<a name="enablemapmenu"></a><a name="enablestatsmenu"></a><span class="title2">
EnableInventoryMenu</span><br>
<span class="title2">EnableMagicMenu</span><br>
<span class="title2">EnableMapMenu</span><br>
<span class="title2">EnableStatsMenu</span><br>
<b></p>
<pre> EnableInventoryMenu
EnableMagicMenu
EnableMapMenu
EnableStatsMenu</b>
Type: Controls, Inconnue
Retourne: rien
Exemple:
Scripts: CharGenClassNPC
CharGenNameNPC
</pre>
<p>These Inconnue functions enable the various menus and are used during
character creation to limit what the player has access too. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="enablebirthmenu"></a><a name="enableclassmenu"></a>
<a name="enablenamemenu"></a><a name="enableracemenu"></a>
<a name="enablestatreviewmenu"></a><span class="title2">EnableBirthMenu</span><br>
<span class="title2">EnableClassMenu</span><br>
<span class="title2">EnableNameMenu</span><br>
<span class="title2">EnableRaceMenu</span><br>
<span class="title2">EnableStatReviewMenu</span> <b></p>
<pre> EnableBirthMenu
EnableClassMenu
EnableNameMenu
EnableRaceMenu
EnableStatsReviewMenu</b>
Type: Personnage, Inconnue
Retourne: rien
Exemple: EnableBirthMenu
EnableClassMenu
Scripts: CharGenClassNPC
CharGenNameNPC
</pre>
<p>These Inconnue functions display the various windows used during character
creation. You should be able to use these at any time to change/modify your
character. A common use of these is to change the character creation process.
See all the CharGen... scripts for more details. EnableRaceMenu allows you to
choose your race, EnableBirthMenu your birth sign, EnableClassMenu you class,
etc... </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="enablelevelupmenu"></a><a name="enablerest"></a>
<span class="title2">EnableLevelUpMenu</span><br>
<span class="title2">EnableRest</span> <b></p>
<pre> EnableLevelUpMenu
EnableRest</b>
Type: Joueur Controls
Retourne: rien
Exemple: EnableLevelUpMenu
EnableRest
Scripts: CharGenBed
</pre>
<p>Enables the rest/levelup windows to allow the user to rest and increase their
levels normally. Note that these functions do not appear to have an associated
Disable... function. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="enableplayercontrols"></a><a name="enableplayerfighting"></a>
<a name="enableplayerjumping"></a><a name="enableplayerlooking"></a>
<a name="enableplayermagic"></a><a name="enableplayerviewswitch"></a>
<a name="enablevanitymode"></a><span class="title2">EnablePlayerControls</span><br>
<span class="title2">EnablePlayerFighting</span><br>
<span class="title2">EnablePlayerJumping</span><br>
<span class="title2">EnablePlayerLooking</span><br>
<span class="title2">EnablePlayerMagic</span><br>
<span class="title2">EnablePlayerViewSwitch</span><br>
<span class="title2">EnableVanityMode</span> <b></p>
<pre> EnablePlayerControls
EnablePlayerFighting
EnablePlayerJumping
EnablePlayerLooking
EnablePlayerMagic
EnablePlayerViewSwitch
EnableVanityMode</b>
Type: Joueur Controls
Retourne: rien
Exemple: EnablePlayerControls
EnablePlayerFighting
EnablePlayerJumping
EnablePlayerLooking
EnablePlayerMagic
EnablePlayerViewSwitch
EnableVanityMode
Scripts: AzuraEnd
CharGen
mastriusScript
</pre>
<p>Allows the player to using various parts of the interface disabled from a
previous call to one of the Disable... functions. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayercontrols">
DisablePlayerControls</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerfighting">
DisablePlayerFighting</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerjumping">
DisablePlayerJumping</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerlooking">
DisablePlayerLooking</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayermagic">
DisablePlayerMagic</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerviewswitch">
DisablePlayerViewSwitch</a>, and
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disablevanitymode">
DisableVanityMode</a>. </p>
<hr noShade>
<p><a name="while"></a><a name="endwhile"></a><span class="title2">while</span><br>
<span class="title2">endwhile</span> <b></p>
<pre> while ( LeftValue CompareOp RightValue )
< statements >
endwhile</b>
Détail: LeftValue = Local/global variable or function call
CompareOp = ==, <=, <, >, >=, !=
RightValue = Local/global variable or numeric literal value
Statements = Zero or more statements to execute
Type: Système
Retourne: rien
Exemple: while ( GetStrength < 90 )
ModStrength, 1
endwhile
Scripts:
</pre>
<p>The while is the only loop statement available in the scripting language. The
while loop is executed within one frame until the condition is satisfied. This
can cause an unwanted pause in the game if there are many loops required. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="equip"></a><span class="title2">Equip</span> <b></p>
<pre> Equip, IDObjet</b>
Détail: IDObjet = Objet to equip on its owner.
Type: Objet
Retourne: rien
Exemple: Fargoth->Equip, "torch_infinite_time_unique"
Equip, amulet_usheeja
player->Equip, "dh_thrift_hammer_01"
Scripts: lookoutScript
</pre>
<p>Equips the given item on its owner. Note that this function does not work as
intended some of the time. Equipping items on the player often does not work,
although I had successfully equipped repair hammers from a script. Similarily
with NPCs, equipping weapons/armor may not be possible although you can make
them quaff potions. </p>
<p>Note that this function appears to be broken in the original Morrowind game (you
may receive a bad function code error in the game or things simply will not work)
but is fixed with the Tribunal expansion. In Tribunal you can successfully get
NPCs to equip weapons/armor as well as on the player. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="explodespell"></a><span class="title2">ExplodeSpell</span> <b></p>
<pre> ExplodeSpell, IDSort</b>
Détail: IDSort = Sort to explode on the calling object
Type: Magie, Tribunal
Retourne: rien
Exemple: ExplodeSpell, "proj_trap_spell"
Scripts: trapProjScript
</pre>
<p>Makes the calling object cast the given spell at itself. If an area effect
touch range spell is used, this can make the reference 'explode'. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="face"></a><span class="title2">Face</span><br>
<b></p>
<pre> Face, Angle, Temps (unconfirmed)
or Face, X, Y (??)</b>
Détail: Angle = The final Z-angle you want the object to face.
Temps = How fast the object rotates?
X, Y = Coordinate you want the PNJ to face.
Type: Mouvement, Inconnue
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Possibly makes an PNJ face a direction and how fast they turn that way.
Apparently interrupts current animations. I've used to on Wandering NPCs and
they stop, Face wherever, then continue on wherever they were wandering to as
soon as the Facing movement is over. Call only once unlike the
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#rotate"><b>Rotate</b></a>
type functions. </p>
<p>This function may be partially or entirely broken. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Jog, CaveRat.
</address>
<hr noShade>
<p><a name="fadein"></a><a name="fadeout"></a><span class="title2">FadeIn</span><br>
<span class="title2">FadeOut</span> <b></p>
<pre> FadeIn, Temps
FadeOut, Temps</b>
Détail: Temps = Temps in seconds to fade in/out (0 to 10, float)
Type: Divers
Retourne: rien
Exemple: FadeIn, 1.0
FadeOut, 2.5
Scripts: puzzlecanal
mastriusScript
</pre>
<p>Fades the screen in/out to/from black in the given amount of time. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadeto">FadeTo</a>
</p>
<p></p>
<hr noShade>
<p><a name="fadeto"></a><span class="title2">FadeTo</span> <b></p>
<pre> FadeTo, Alpha, Temps</b>
Détail: Alpha = The final amount of fade (0 = clear, 100 is black)
Temps = Temps in seconds to fade (float)
Type: Divers
Retourne: rien
Exemple: FadeTo, 50, 2 (fade to 50% black in 2 seconds)
Scripts: Inusité
</pre>
<p>Fades the screen to a given amount in the set time. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadein">FadeIn</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadeout">FadeOut</a>
</p>
<p></p>
<hr noShade>
<p><a name="fall"></a><span class="title2">Fall</span><br>
<b></p>
<pre> Fall</b>
Type: Mouvement, Inconnue
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Assumably this function causes the calling object to fall to the ground.
Further testing is required. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="filljournal"></a><span class="title2">FillJournal</span><br>
<b></p>
<pre> FillJournal</b>
Type: Console
Retourne: rien
Exemple:
Scripts:
</pre>
<p>This console function adds all the available journal entries to the
character's journal. The TESCK help file says this may take a long time. The
only known use of this function is for testing purposes. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="fillmap"></a><span class="title2">FillMap</span><br>
<b></p>
<pre> FillMap</b>
Type: Console
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Shows all the town names on the world map. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="fixme"></a><span class="title2">FixMe</span><br>
<b></p>
<pre> FixMe</b>
Type: Console
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Reloads the current cell and attempts to 'unstick' the player from any object
(jump 128 units away). Although this is a console function you can still call
this function from a script. One use is when moving objects over long distances
(across cell boundaries). Calling FixMe in this circumstance can correct certain
display and clipping errors. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="float"></a><span class="title2">Float</span><br>
<b></p>
<pre> Float</b>
Type: Système
Exemple: float LocalVar
Scripts:
</pre>
<p>This is the largest and one of the three types of the scripting language.
Float variables can range from 3.4e+38 to 3.4e-38 and has 7 digits of precision.
</p>
<p>Although local variables can start with an underscore character (_), this
seems to cause strange problems in some functions. Therefore it is reccommended
that you do not name variables starting with the underscore. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#long">Long</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#short">Short</a>
</p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum.
</address>
<p></p>
<hr noShade>
<p><a name="forcegreeting"></a><span class="title2">ForceGreeting</span> <b></p>
<pre> ForceGreeting</b>
Type: Dialogue
Retourne: rien
Exemple: ForceGreeting
"taren andoren"->ForceGreeting
Scripts: anoScript
dinScript
</pre>
<p>Makes the PNJ start dialogue with the PC. Does not matter where the PNJ is.
The only exception to this appears to be that NPCs not in the current cell can
only be used in a script if the player has visited the cell with the PNJ within
72 hours. Note that this applies to ForceGreeting and other script functions as
well. You can get around this limitation by using a
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#positioncell"><b>
PositionCell</b></a> on the PNJ once per day. Even if their position is not
actually changed the 72 hour limit will no longer apply (some say you do
actually have to change the NPC's cell with this technique). </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Srikandi and Cortex.
</address>
<p></p>
<hr noShade>
<p><a name="forcejump"></a><span class="title2">ForceJump</span> <b></p>
<pre> ForceJump</b>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: ForceJump
"Gadyni Rethan"->ForceJump
Scripts: Inusité
</pre>
<p>Forces the calling actor to jump in place. Note this is different than
ForceMoveJump which causes the PNJ to jump while they move. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcejump">
ClearForceJump</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcejump">
GetForceJump</a> </p>
<p></p>
<hr noShade>
<p><a name="forcemovejump"></a><span class="title2">ForceMoveJump</span> <b></p>
<pre> ForceMoveJump</b>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: ForceMoveJump
"Gadyni Rethan"->ForceMoveJump
Scripts: Inusité
</pre>
<p>Forces the calling actor to jump while they move. Note this is different than
ForceJump which causes the PNJ to jump in place without moving. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcemovejump">
ClearForceMoveJump</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcemovejump">
GetForceMoveJump</a> </p>
<p></p>
<hr noShade>
<p><a name="forcerun"></a><span class="title2">ForceRun</span> <b></p>
<pre> ForceRun</b>
Type: Mouvement, Tribunal
Retourne: rien
Exemple: ForceRun
"Gadyni Rethan"->ForceRun
Scripts: Inusité
</pre>
<p>Forces the calling actor to run when they move. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcerun">
ClearForceRun</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcerun">
GetForceRun</a> </p>
<p></p>
<hr noShade>
<p><a name="forcesneak"></a><span class="title2">ForceSneak</span> <b></p>
<pre> ForceSneak</b>
Type: Mouvement
Retourne: rien
Exemple: ForceSneak
"taren andoren"->ForceSneak
Scripts: tarenScript
lookoutScript
</pre>
<p>Forces the PNJ to start sneaking, making him creep around stealthily. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcesneak">
ClearForceSneak</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getforcesneak">
GetForceSneak</a> </p>
<p></p>
<hr noShade>
<p><a name="gamehour"></a><span class="title2">GameHour</span> <b></p>
<pre> GameHour</b>
Type: Temps
Retourne: float
Exemple: if ( GameHour >= 18 )
set fValue to GameHour
Scripts: anoScript
sleeperScript
</pre>
<p>Retourne the current hour of the day in the game's time. The value is a
floating point value that will be increased slightly on each frame. Game hour
can be modified using the SET command to change the game time. </p>
<p>My favourite usage is on an item I created -- the Ring of Eternal Midnight --
which causes the GameHour to be set to 0.001 constantly once the day changes --
thus, once it becomes midnight, the ring will keep the game frozen at midnight
until you remove it. When you do remove it, time will advance normally (even if
you put the ring on again) until midnight is again reached. </p>
<p>Another good usage of setting GameHour directly is to make time pass. 'set
GameHour to GameHour + 0.5' makes time advance a half-hour instantaneously. It
correctly identifies new days, but I haven't yet tested whether or not it also
correctly identifies time passed beyond a new day -- that is, if it is currently
11:59 PM, whether or not adding a half hour will make it 12:29 AM or simply
12:00 AM. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<p><a name="getaipackagedone"></a><span class="title2">GetAIPackageDone</span>
<b></p>
<pre> GetAIPackageDone</b>
Type: AI
Retourne: short
Exemple: if ( GetAIPackageDone == 1 )
Scripts: dulniScript
FaluraScript
</pre>
<p>Retourne 1 for one frame when the NPC's AI package has completed (usually
returns 0). Use this to determine when an PNJ has arrived at their location when
using the AiTravel function. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiescort">
AiEscort</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aifollow">
AiFollow</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aitravel">
AiTravel</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiwander">
AiWander</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getcurrentaipackage">
GetCurrentAiPackage</a> </p>
<p></p>
<hr noShade>
<p><a name="getangle"></a><span class="title2">GetAngle</span> <b></p>
<pre> GetAngle, Axes</b>
Détail: Axes = Which world axis to get the object's orientation (X, Y, or Z).
Type: Mouvement
Retourne: float
Exemple: if ( misc_com_wood_bowl_02->GetAngle, Z >= 180 )
if ( GetAngle, Y < 0 )
set TempFloat to ( GetAngle, X )
Scripts: cavein_script
testmoverock
</pre>
<p>Retourne a float value of the calling object's current orientation (in
degrees) in the world along the specified axis. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getarmortype"></a><span class="title2">GetArmorType</span> <b></p>
<pre> GetArmorType, ArmorLocation</b>
Détail: ArmorLocation = Short value indicating which armor piece to check.
Helmet 0
Cuirass 1
Left Pauldron 2
Right Pauldron 3
Greaves 4
Boots 5
Left Gauntlet 6
Right Gauntlet 7
Shield 8
Left Bracer 9
Right Bracer 10
Type: Objet, Tribunal
Retourne: short (-1 to 2)
Unarmored -1
Light Armure 0
Medium Armure 1
Heavy Armure 2
Exemple: if ( GetArmorType, 0 == 1 )
if ( player->GetArmorType, 8 == 2 )
if ( "adairan lalansour"->GetArmorType, 5 >= 0 )
Scripts:
</pre>
<p>Retourne the armor weight class of the actor's armor at the given location.
</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getweapontype">
GetWeaponType</a> </p>
<p></p>
<hr noShade>
<p><a name="getattacked"></a><span class="title2">GetAttacked</span> <b></p>
<pre> GetAttacked</b>
Type: Combat
Retourne: short
Exemple: if ( GetAttacked == 1 )
Scripts: tarenScript
JournalistPals
</pre>
<p>Retourne 0 if the actor has never been attacked and 1 if he has been attacked.
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getblightdisease"></a><a name="getcommondisease"></a>
<span class="title2">GetBlightDisease</span><br>
<span class="title2">GetCommonDisease</span> <b></p>
<pre> GetBlightDisease
GetCommonDisease</b>
Type: Magie
Retourne: short
Exemple: if ( GetBlightDisease == 1 )
set sValue to "delte fyr"->GetCommonDisease
Scripts: diseaseCorprus
diseaseBrownRot
</pre>
<p>Retourne 1 if the calling object has a common or blight disease, or 0
otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getbuttonpressed"></a><span class="title2">GetButtonPressed</span>
<b></p>
<pre> GetButtonPressed</b>
Type: Divers
Retourne: short
Exemple: short Button
set Button to GetButtonPressed
Scripts: bittercup
playscript
</pre>
<p>Retourne the user's choice from the previous MessageBox function. If the user
hasn't made a choice yet the function returns -1. The first button will return a
value of 0, the second 1, and so on. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#messagebox">
MessageBox</a> </p>
<p></p>
<hr noShade>
<p><a name="getcollidingpc"></a><a name="getcollidingactor"></a>
<span class="title2">GetCollidingActor</span><br>
<span class="title2">GetCollidingPC</span> <b></p>
<pre> GetCollidingActor
GetCollidingPC</b>
Type: Collison, Tribunal
Retourne: short
Exemple: if ( GetCollidingPC == 1 )
if ( GetCollidingActor == 1 )
Scripts: explosion_pushout
ExitBlockMessage
</pre>
<p>GetCollidingPC returns 1 if the player is colliding with it. Similarily,
GetCollidingActor returns 1 if ANY actor (including PC) is colliding on it. The
functions returns 0 otherwise. </p>
<p>Are new functions introduced in the Tribunal expansion. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getcurrentaipackage"></a><span class="title2">GetCurrentAIPackage</span>
<b></p>
<pre> GetCurrentAIPackage</b>
Type: AI
Retourne: short (-1 to 5)
None = -1
Wander = 0
Travel = 1
Escort = 2
Follow = 3
Activate = 4
Pursue = 5
Exemple: if ( GetCurrentAIPackage == 3 )
set g_TempValue to "teruise girvayne"->GetCurrentAIPackage
Scripts: devalFollow
FaluraScript
</pre>
<p>Retourne a short value based on the current AIPackage the PNJ is performing.
</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiescort">
AiEscort</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aifollow">
AiFollow</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aitravel">
AiTravel</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#aiwander">
AiWander</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getaipackagedone">
GetAiPackageDone</a> </p>
<p></p>
<hr noShade>
<p><a name="getcurrenttime"></a><span class="title2">GetCurrentTime</span> <b>
</p>
<pre> GetCurrentTime</b>
Type: Temps, Inconnue
Retourne: float
Exemple: if ( GetCurrentTime >= 10 )
set g_TempValue to GetCurrentTime
Scripts: Inusité
</pre>
<p>Unknown function that may return the same value of GetSecondsPassed. Further
testing is required. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsecondspassed">
GetSecondsPassed</a> </p>
<p></p>
<hr noShade>
<p><a name="getcurrentweather"></a><span class="title2">GetCurrentWeather</span>
<b></p>
<pre> GetCurrentWeather</b>
Type: Météo
Retourne: short (0 to 7)
0 Clear
1 Cloudy
2 Foggy
3 Overcast
4 Rain
5 Thunder
6 Ash
7 Blight
Exemple: if ( GetCurrentWeather == 1 )
Scripts: OutsideBanner
</pre>
<p>Retourne the current weather conditions. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getdeadcount"></a><span class="title2">GetDeadNombre</span> <b></p>
<pre> GetDeadNombre, IDObjet</b>
Détail: IDObjet = Actor to get the number of times it has been killed
Type: Stats
Retourne: short
Exemple: if ( GetDeadNombre, "Vorar Helas" > 0 )
set sValue to ( GetDeadNombre, "ancestor_ghost" )
Scripts: attack_slave
AhniaNote
</pre>
<p>Retourne the number of items the given actor has been killed. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getdetected"></a><span class="title2">GetDetected</span> <b></p>
<pre> GetDetected, IDActeur</b>
Détail: IDActeur = Target PNJ used to check if the source actor can them.
Type: AI
Retourne: short
Exemple: if ( GetDetected, "teres arothan" == 1 )
if ( GetDetected, Joueur == 1 )
Scripts: jeanneScript
nartiseGuards
</pre>
<p>Checks to see if the calling PNJ can detect the given actor (returns 1 if it
can). If not, then the given actor is invisible in some form (such as sneaking,
chameleon, or invisibility). The TES help file says that this is a slow function
that should not be called too often. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getdisabled"></a><span class="title2">GetDisabled</span> <b></p>
<pre> GetDisabled</b>
Type: Divers
Retourne: short
Exemple: if ( GetDisabled == 1 )
if ( "misc_vivec_ashmask_01"->GetDisabled == 0 )
set fValue to ( "cienne sintieve"->GetDisabled )
Scripts: almaScript
CharGenBoatNPC
</pre>
<p>Retourne 1 if the calling object is currently disabled, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disable">Disable</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#enable">Enable</a>
</p>
<p></p>
<hr noShade>
<p><a name="getdistance"></a><span class="title2">GetDistance</span> <b></p>
<pre> GetDistance, IDObjet</b>
Détail: IDObjet = Objet to get the distance to.
Type: Mouvement
Retourne: float
Exemple: if ( GetDistance, denegor <= 200 )
set fValue to ( "cienne sintieve"->GetDistance, Joueur )
Scripts: anoScript
AzuraEnd
</pre>
<p>Retourne a float value for the distance between the calling object and the
given IDObjet (in game units). If one of the objects is not unique, the first
instance of that object is used (thus you should only use the function with
unique objects). Also, if you move one of the objects using Move or MoveWorld,
GetDistance will still report the original distance (use GetPos in this
situation). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="geteffect"></a><span class="title2">GetEffect</span> <b></p>
<pre> GetEffect, EffectID</b>
Détail: EffectID = Magie effect to check for, use the following values:
sEffectAbsorbAttribute sEffectAbsorbFatigue sEffectAbsorbHealth
sEffectAbsorbSkill sEffectAbsorbSpellPoints sEffectAlmsiviIntervention
sEffectBlind sEffectBoundBattleAxe sEffectBoundBoots
sEffectBoundCuirass sEffectBoundDagger sEffectBoundGloves
sEffectBoundHelm sEffectBoundLongbow sEffectBoundLongsword
sEffectBoundMace sEffectBoundShield sEffectBoundSpear
sEffectBurden sEffectCalmCreature sEffectCalmHumanoid
sEffectChameleon sEffectCharm sEffectCommandCreatures
sEffectCommandHumanoids sEffectCorpus sEffectCureBlightDisease
sEffectCureCommonDisease sEffectCureCorprusDisease sEffectCureParalyzation
sEffectCurePoison sEffectDamageAttribute sEffectDamageFatigue
sEffectDamageHealth sEffectDamageMagicka sEffectDamageSkill
sEffectDemoralizeCreature sEffectDemoralizeHumanoid sEffectDetectAnimal
sEffectDetectEnchantment sEffectDetectKey sEffectDisintegrateArmor
sEffectDisintegrateWeapon sEffectDispel sEffectDivineIntervention
sEffectDrainAttribute sEffectDrainFatigue sEffectDrainHealth
sEffectDrainSkill sEffectDrainSpellpoints sEffectExtraSpell
sEffectFeather sEffectFireDamage sEffectFireShield
sEffectFortifyAttackBonus sEffectFortifyAttribute sEffectFortifyFatigue
sEffectFortifyHealth sEffectFortifyMagickaMultiplier sEffectFortifySkill
sEffectFortifySpellpoints sEffectFrenzyCreature sEffectFrenzyHumanoid
sEffectFrostDamage sEffectFrostShield sEffectInvisibility
sEffectJump sEffectLevitate sEffectLight
sEffectLightningShield sEffectLock sEffectMark
sEffectNightEye sEffectOpen sEffectParalyze
sEffectPoison sEffectRallyCreature sEffectRallyHumanoid
sEffectRecall sEffectReflect sEffectRemoveCurse
sEffectResistBlightDisease sEffectResistCommonDisease sEffectResistCorprusDisease
sEffectResistFire sEffectResistFrost sEffectResistMagicka
sEffectResistNormalWeapons sEffectResistParalysis sEffectResistPoison
sEffectResistShock sEffectRestoreAttribute sEffectRestoreFatigue
sEffectRestoreHealth sEffectRestoreSkill sEffectRestoreSpellPoints
sEffectSanctuary sEffectShield sEffectShockDamage
sEffectSilence sEffectSlowFall sEffectSoultrap
sEffectSound sEffectSpellAbsorption sEffectStuntedMagicka
sEffectSummonAncestralGhost sEffectSummonBonelord sEffectSummonCenturionSphere
sEffectSummonClannfear sEffectSummonDaedroth sEffectSummonDremora
sEffectSummonFlameAtronach sEffectSummonFrostAtronach sEffectSummonGoldensaint
sEffectSummonGreaterBonewalker sEffectSummonHunger sEffectSummonLeastBonewalker
sEffectSummonScamp sEffectSummonSkeletalMinion sEffectSummonStormAtronach
sEffectSummonWingedTwilight sEffectSunDamage sEffectSwiftSwim
sEffectTelekinesis sEffectTurnUndead sEffectVampirism
sEffectWaterBreathing sEffectWaterWalking sEffectWeaknessToBlightDisease
sEffectWeaknessToCommonDisease sEffectWeaknessToCorprusDisease sEffectWeaknessToFire
sEffectWeaknessToFrost sEffectWeaknessToMagicka sEffectWeaknessToNormalWeapons
sEffectWeaknessToPoison sEffectWeaknessToShock
BloodMoon: sEffectSummonCreature01 sEffectSummonCreature02 sEffectSummonCreature03
sEffectSummonCreature04 sEffectSummonCreature05
Type: Magie
Retourne: short
Exemple: if ( GetEffect, sEffectSilence == 1 )
set sValue to ( "cienne sintieve"->GetEffect, sEffectShield != 0 )
Scripts: Example_NPC_Stuff
shrineTemple
</pre>
<p>Retourne 1 if the given spell effect is currently on the calling object. Do
not confuse effects and spells (effects are what make up the spells). You can
also use an exact literal value for the EffectID if you know it. Appears to be
broken for fatigue related effects? </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspell">
GetSpell</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspelleffects">
GetSpellEffects</a> </p>
<p></p>
<address>
Avec la Contribution de CaveRat.
</address>
<p></p>
<hr noShade>
<p><a name="getfactionreaction"></a><span class="title2">GetFactionReaction</span>
<b></p>
<pre> GetFactionReaction, FactionID1, FactionID2</b>
Détail: FactionID1, FactionID2 = Factions to get the reaction adjustment for
Type: Faction, Console
Retourne: short
Exemple: GetFactionReaction, "Thieves Guild", "Redoran"
Scripts:
</pre>
<p>Retourne the reaction adjustment for the two given factions. Can only be used
in the console (unconfirmed)? </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modfactionreaction">
ModFactionReaction</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setfactionreaction">
SetFactionReaction</a>. </p>
<p></p>
<hr noShade>
<p><a name="getforcejump"></a><span class="title2">GetForceJump</span> <b></p>
<pre> GetForceJump</b>
Type: Mouvement, Tribunal
Retourne: short
Exemple: if ( GetForceJump == 1 )
set sValue to ( "Gadyni Rethan"->GetForceJump )
Scripts: Inusité
</pre>
<p>Retourne 1 if the calling actor is jumping from a previous call to ForceJump,
or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcejump">
ClearForceJump</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcejump">
ForceJump</a> </p>
<p></p>
<hr noShade>
<p><a name="getforcemovejump"></a><span class="title2">GetForceMoveJump</span>
<b></p>
<pre> GetForceMoveJump</b>
Type: Mouvement, Tribunal
Retourne: short
Exemple: if ( GetForceMoveJump == 1 )
set sValue to ( "Gadyni Rethan"->GetForceMoveJump )
Scripts: Inusité
</pre>
<p>Retourne 1 if the calling actor is running from a previous call to
ForceMoveRun, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcemovejump">
ClearForceMoveJump</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcemovejump">
ForceMoveJump</a> </p>
<p></p>
<hr noShade>
<p><a name="getforcerun"></a><span class="title2">GetForceRun</span> <b></p>
<pre> GetForceRun</b>
Type: Mouvement, Tribunal
Retourne: short
Exemple: if ( GetForceRun == 1 )
set sValue to ( "Gadyni Rethan"->GetForceRun )
Scripts: Inusité
</pre>
<p>Retourne 1 if the calling actor is running from a previous call to ForceRun,
or 0 otherwise (short value). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcerun">
ClearForceRun</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcerun">
ForceRun</a> </p>
<p></p>
<hr noShade>
<p><a name="getforcesneak"></a><span class="title2">GetForceSneak</span> <b></p>
<pre> GetForceSneak</b>
Type: Mouvement
Retourne: short
Exemple: if ( GetForceSneak == 1 )
if ( "taren andoren"->GetForceSneak == 1 )
Scripts: Inusité
</pre>
<p>Retourne 1 if the PNJ is currently sneaking (by a previous call to ForceSneak).
Retourne 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#clearforcesneak">
ClearForceSneak</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#forcesneak">
ForceSneak</a> </p>
<p></p>
<hr noShade>
<p><a name="gethealthgetratio"></a><span class="title2">GetHealthGetRatio</span>
<b></p>
<pre> GetHealthGetRatio</b>
Type: Stats, Inconnue
Retourne: float
Exemple: if ( player->GetHealthGetRatio < 0.10 )
set fValue to ( "Murudius Flaeus"->GetHealthGetRatio )
Scripts: Inusité
</pre>
<p>Retourne a float value from 0.0 to 1.0 representing the calling actor's
current health to maximum health ratio (i.e., 0.0 would be dead, and 1.0 would
be full health). Note that this is the correct name for the GetHealthRatio
function listed in the Construction Set help. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getinterior"></a><span class="title2">GetInterior</span> <b></p>
<pre> GetInterior</b>
Type: Divers, Inconnue
Retourne: short
Exemple: if ( GetInterior == 1 )
set sValue to GetInterior
Scripts: Inusité
</pre>
<p>Retourne 1 if the current cell is interior, or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getitemcount"></a><span class="title2">GetItemNombre</span> <b></p>
<pre> GetItemNombre, IDObjet</b>
Détail: IDObjet = ID of object to get the Nombre for
Type: Objet
Retourne: short?
Exemple: if ( player->GetItemNombre, "gold_001" == 11171 )
if ( GetItemNombre, "blessed_shield" > 0 )
short ObjectNombre
set ObjectNombre to ( Joueur->GetItemNombre, "wraithguard" )
Scripts: blueScript
DagothTaunt_1
</pre>
<p>Retourne the number of the objectID contained in the calling object. May not
work correctly if the calling object has more than 32267 of the given item (unconfirmed).
</p>
<p>There is a bug with this function when used on containers (possibly related
to the <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#additem">
<b>AddItem</b></a>/
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeitem"><b>
RemoveItem</b></a> bug). If the player chooses the <i>Take All</i> button on the
container then subsequent <b>GetItemNombre</b> calls on the container will
return the number of items in the container before the player took everything.
</p>
<p>One way to get around this bug is to set the chest as persistant and use a
temporary persistant ingrediant in the chest. The persistant ingrediant is
hidden in the sense that it is added initially to the chest from a script,
removed when the player Ouvre the container, and added back again when the
container is closed. See the below script for an example: </p>
<pre>begin HidePersistant
short doOnce
if ( onActivate == 1 )
RemoveItem, "PersistantIngredient", 1
set doOnce to 1
endif
if ( doOnce == 1 )
If ( onActivate == 1 )
; do nothing
elseif ( Activate == 1 )
; do nothing
elseif ( MenuMode == 1 )
; do nothing
else
AddItem, "PersistantIngredient", 1
Set doOnce to 0
return
endif
endif
end
</pre>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Paschors and Aquiantus.
</address>
<p></p>
<hr noShade>
<p><a name="getjournalindex"></a><span class="title2">GetJournalIndex</span> <b>
</p>
<pre> GetJournalIndex, JournalID</b>
Détail: JournalID = ID of player's journal to retrieve
Type: Dialogue
Retourne: short
Exemple: if ( GetJournalIndex, MG_StolenReport > 0 )
if ( GetJournalIndex "MS_WhiteGuar" <= 50 )
Scripts: ajiraReports
anoScript
</pre>
<p>This function returns the index of the highest (or the last?) journal entry
for that journal topic that the player has received. Use this to keep track of
the player's current location in the quest and for scripting specific events
according to the quest. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getlos"></a><a name="getlineofsight"></a><span class="title2">GetLOS</span><br>
<span class="title2">GetLineOfSight</span><br>
<b></p>
<pre> GetLOS, IDObjet
GetLineOfSight, IDObjet (Inconnue)</b>
Détail: IDObjet = Objet to check the line of sight with.
Type: Mouvement
Retourne: short
Exemple: if ( GetLOS, Joueur == 1 )
if ( GetLineOfSight, Joueur == 1 )
if ( "arara uvulas"->GetLOS, "ashamanu" == 1 )
Scripts: balynScript
BILL_synette_jeline
</pre>
<p>Retourne 1 if the calling object has a line of sight to other given IDObjet,
or 0 otherwise. May not work correctly if used on non-actor objects. Both
versions of the function should be identical. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getlocked"></a><span class="title2">GetLocked</span> <b></p>
<pre> GetLocked</b>
Type: Divers
Retourne: short
Exemple: if ( GetLocked == 1 )
set sValue to ( "door_cavern_doors00_velas"->GetLocked )
Scripts: PlagueStart
freleneCellDoor
</pre>
<p>Retourne 1 if the calling object is locked, or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getmasserphase"></a><a name="getsecundaphase"></a>
<span class="title2">GetMasserPhase</span><br>
<span class="title2">GetSecundaPhase</span> <b></p>
<pre> GetMasserPhase
GetSecundaPhase</b>
Type: Divers
Retourne: short
0 = New moon or Interior Cell (this is the default)
1 = Waxing or Waning Cresecent
2 = Waxing or Waning Half
3 = Waxing or Waning Gibbous
4 = Full Moon
Exemple: if ( GetMasserPhase == 1 )
set sValue to GetSecundaPhase
Scripts: Inusité
</pre>
<p>Retourne the current phase of the two moons of Tamriel. Note that the
GetSecundaPhase function is incorrectly referred to as GetSecundusPhase in the
Construction Set help. Another thing that should be pointed out that the moons
return whether or not they're full even during the day time, when logically the
moons are invisible. </p>
<p>This isn't confirmed, but in practice, experimenting with both functions
almost always resulted in both moons being full immediately upon loading a saved
game, and both moons remaining at the precise same phase as one another
throughout their rotation. </p>
<p>When the player is in an interior these functions will return the phase when
you were last in an exterior cell. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Spuzzum and Elim.
</address>
<p></p>
<hr noShade>
<p><a name="getpccell"></a><span class="title2">GetPCCell</span> <b></p>
<pre> GetPCCell, "IDCell"</b>
Détail: IDCell = IDCell (partial or full) to test if player is in
Type: Divers
Retourne: short
Exemple: if ( GetPCCell, "Koal Cave" == 1 )
set sValue to GetPCCell, "Vivec, Arena Pit"
Scripts: devalFollow
DrothPost
</pre>
<p>Retourne 1 if the player is in the given cell. Can also check for partial
matches, i.e., <i>GetPCCell, "Vivec"</i> will return 1 if the player is in a
cell named <i>Vivec</i> or <i>Vivec, Fred’s House</i>. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getpcfacrep"></a><span class="title2">GetPCFacRep</span> <b></p>
<pre> GetPCFacRep, [FactionID]</b>
Détail: FactionID = Optional faction to get the PC's reputation in.
Type: Faction
Retourne: short
Exemple: if ( GetPCFacRep, "Thieves Guild" > 5 )
Scripts: Inusité
</pre>
<p>Retourne the player's faction modifier towards the calling NPC's faction, or
of the supplied FactionID. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#Modpcfacrep">
ModPCFacRep</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpcfacrep">
SetPCFacRep</a> </p>
<p></p>
<hr noShade>
<p><a name="getpcinjail"></a><span class="title2">GetPCInJail</span> <b></p>
<pre> GetPCInJail</b>
Type: Divers, Bloodmoon
Retourne: short
Exemple: if ( GetPCInJail == 1 )
set sValue to ( GetPCInJail )
Scripts:
</pre>
<p>Retourne 1 if the player is currently in jail, or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getpcjumping"></a><span class="title2">GetPCJumping</span> <b></p>
<pre> GetPCJumping</b>
Type: Mouvement, Tribunal
Retourne: short
Exemple: if ( GetPCJumping == 1 )
set sValue to ( "idros givyn"->GetPCJumping )
Scripts: Inusité
</pre>
<p>Retourne 1 if the player is currently jumping, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcrunning">
GetPCRunning</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcsneaking">
GetPCSneaking</a> </p>
<p></p>
<hr noShade>
<p><a name="getpcrank"></a><span class="title2">GetPCRank</span> <b></p>
<pre> GetPCRank, [FactionID] </b>
Détail: FactionID = Optional faction to get the PC's rank in.
Type: Faction
Retourne: short
Exemple: if ( GetPCRank, "Thieves Guild" > 5 )
if ( "telvanni sharpshooter"->GetPCRank > 2 )
if ( player->GetPCRank, "Temple" >= 0 )
Scripts: shrineAralor
MoonandStar
</pre>
<p>Retourne the player’s rank in faction. This will default to the actor’s
faction if FactionID is not defined. Retourne 0-9 and -1 if not a member. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcfacrep">
GetPCFacRep</a> </p>
<p></p>
<hr noShade>
<p><a name="getpcrunning"></a><span class="title2">GetPCRunning</span> <b></p>
<pre> GetPCRunning</b>
Type: Mouvement, Tribunal
Retourne: short
Exemple: if ( GetPCRunning == 1 )
set sValue to ( "idros givyn"->GetPCRunning )
Scripts: Inusité
</pre>
<p>Retourne 1 if the player is currently running, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcjumping">
GetPCJumping</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcsneaking">
GetPCSneaking</a> </p>
<p></p>
<hr noShade>
<p><a name="getpcsleep"></a><span class="title2">GetPCSleep</span> <b></p>
<pre> GetPCSleep</b>
Type: Divers
Retourne: short
Exemple: if ( GetPCSleep == 1 )
set sValue to ( GetPCSleep )
Scripts: Main
Sleepers
</pre>
<p>Retourne 1 if the player is currently sleeping, or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getpcsneaking"></a><span class="title2">GetPCSneaking</span> <b></p>
<pre> GetPCSneaking</b>
Type: Mouvement, Tribunal
Retourne: short
Exemple: if ( GetPCSneaking == 1 )
set sValue to ( "idros givyn"->GetPCSneaking )
Scripts: projectileMine
proximityMine
</pre>
<p>Retourne 1 if the player is currently sneaking, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcjumping">
GetPCJumping</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcrunning">
GetPCRunning</a> </p>
<p></p>
<hr noShade>
<p><a name="getpctraveling"></a><span class="title2">GetPCTraveling</span> <b>
</p>
<pre> GetPCTraveling</b>
Type: Mouvement, Bloodmoon
Retourne: short
Exemple: if ( GetPCTraveling == 1 )
set sValue to ( GetPCTraveling )
Scripts:
</pre>
<p>Retourne 1 if the player is currently fast travelling (silt strider or boat),
or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getplayercontrolsdisabled"></a><a name="getplayerfightingdisabled">
</a><a name="getplayerjumpingdisabled"></a><a name="getplayermagicdisabled"></a>
<a name="getplayerlookingdisabled"></a><a name="getplayerviewswitch"></a>
<a name="getvanitymodedisabled"></a><span class="title2">
GetPlayerControlsDisabled</span><br>
<span class="title2">GetPlayerFightingDisabled</span><br>
<span class="title2">GetPlayerJumpingDisabled</span><br>
<span class="title2">GetPlayerMagicDisabled</span><br>
<span class="title2">GetPlayerLookingDisabled</span><br>
<span class="title2">GetPlayerViewSwitch</span><br>
<span class="title2">GetVanityModeDisabled</span> <b></p>
<pre> GetPlayerControlsDisabled
GetPlayerFightingDisabled
GetPlayerJumpingDisabled
GetPlayerMagicDisabled
GetPlayerLookingDisabled
GetPlayerViewSwitch (Broken)
GetVanityModeDisabled</b>
Type: Joueur Controls
Retourne: short
Exemple: if ( GetPlayerControlsDisabled == 1 )
set sValue to GetPlayerFightingDisabled
Scripts: Inusité
</pre>
<p>Retourne 1 if the associated player control/mode is disabled, or 0 otherwise.
Note that the GetPlayerViewSwitch function appears to be broken. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayercontrols">
DisablePlayerControls</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerfighting">
DisablePlayerFighting</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerjumping">
DisablePlayerJumping</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerlooking">
DisablePlayerLooking</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayermagic">
DisablePlayerMagic</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disableplayerviewswitch">
DisablePlayerViewSwitch</a>, and
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#disablevanitymode">
DisableVanityMode</a>. </p>
<p></p>
<hr noShade>
<p><a name="getpos"></a><span class="title2">GetPos</span> <b></p>
<pre> GetPos, Axes</b>
Détail: Axes = Which world axis to get the object's position (X, Y, or Z).
Type: Mouvement
Retourne: float
Exemple: if ( misc_com_wood_bowl_02->GetPos, Z >= 400 )
if ( GetPos, Y < 0 )
set TempFloat to ( GetPos, X )
Scripts: cavein_script
testmoverock
</pre>
<p>Retourne a float value of the calling object's current position in the world
along the specified axis. Does not always return the object's position if the
object is not in the same cell (or close to) the player (returns 0 instead). In
such a case, it is better to store the object's position when you know the
player is close by (such as when the item is dropped) and use them later. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpos">SetPos</a>
</p>
<p></p>
<hr noShade>
<p><a name="getrace"></a><span class="title2">GetRace</span> <b></p>
<pre> GetRace, 'RaceID'</b>
Détail: 'RaceID' = RaceID to compare against the calling PNJ.
Type: Faction
Retourne: short
Exemple: if ( GetRace, "High Elf" == 1 )
if ( "telvanni sharpshooter"->GetRace, "Imperial" == 1 )
Scripts: DaedraMalacath
RaceCheck
</pre>
<p>Retourne 1 if the calling PNJ is of the given race, or 0 otherwise. The
following is a list of the default races available to the player. </p>
<pre> Argonian
Breton
Dark Elf
High Elf
Imperial
Khajiit
Nord
Orc
Redguard
Wood Elf
</pre>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getsecondspassed"></a><span class="title2">GetSecondsPassed</span>
<b></p>
<pre> GetSecondsPassed</b>
Type: Temps
Retourne: float
Exemple: set TimePassed to ( TimePass + GetSecondsPassed )
Scripts: Akula_doors
Bardoor
</pre>
<p>Retourne the time in seconds since the script was last run. Very useful for
timing events in scripts, for example: </p>
<pre>begin TestTimeScript
float TimePassed
set TimePassed to (TimePassed + GetSecondsPassed)
if ( TimePassed > 10 )
MessageBox "Displayed every 10 seconds"
set TimePassed to 0
endif
end
</pre>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getsoundplaying"></a><span class="title2">GetSoundPlaying</span> <b>
</p>
<pre> GetSoundPlaying, "SoundID"</b>
Type: Son
Retourne: short
Exemple: if ( GetSoundPlaying, "endrumble" == 1 )
set sValue to ( GetSoundPlaying, "endrumble" )
Scripts: LorkhanHeart
lava
</pre>
<p>Retourne 1 if the given sound is currently being played by the calling object,
or 0 otherwise. Son IDs can be found from the Gameplay-Sounds menu in the
Construction Set. You can use this function to determine the current action of
the player/actor, such as whether they are casting a spell, or swinging a weapon.
</p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Argent.
</address>
<p></p>
<hr noShade>
<p><a name="getspell"></a><span class="title2">GetSpell</span> <b></p>
<pre> GetSpell, IDSort</b>
Détail: IDSort = The spell you wish to check for.
Type: Magie
Retourne: short
Exemple: if ( GetSpell, shield == 1 )
set sValue to ( "dorisa darvel"->GetSpell "Swamp Fever" )
Scripts: dinScript
letteScript
</pre>
<p>Retourne 1 if the calling object has the spell in their inventory, or 0
otherwise. This may work in a similar manner to AddSpell and RemoveSpell where
if the spell is a normal one, it merely checks if the calling actor knows it. If
the spell is a disease or curse, however, it may check if the calling actor is
under the spell's effect. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#geteffect">
GetEffect</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspelleffects">
GetSpellEffects</a> </p>
<p></p>
<hr noShade>
<p><a name="getspelleffects"></a><span class="title2">GetSpellEffects</span> <b>
</p>
<pre> GetSpellEffects, IDSort</b>
Détail: IDSort = The spell you wish to check for.
Type: Magie
Retourne: short
Exemple: if ( GetSpellEffects, "Burning Hand" == 1 )
set sValue to ( "Myn Farr"->GetSpellEffects, "Rust Chancre" )
Scripts: bulfimScript
Example_NPC_Stuff
</pre>
<p>Retourne 1 if the calling object is under the effect of the given spell, or 0
otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#geteffect">
GetEffect</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getspell">
GetSpell</a> </p>
<p></p>
<hr noShade>
<p><a name="getspellreadied"></a><span class="title2">GetSpellReadied</span> <b>
</p>
<pre> GetSpellReadied</b>
Type: Magie, Tribunal
Retourne: short
Exemple: if ( GetSpellReadied == 1 )
set sValue to ( "shat gro-shazog"->GetSpellReadied )
Scripts: Inusité
</pre>
<p>Retourne 1 if the calling actor has a spell read to be cast, or 0 otherwise.
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getsquareroot"></a><span class="title2">GetSquareRoot</span> <b></p>
<pre> GetSquareRoot, Valeur</b>
Détail: Valeur = Valeur to compute the square root for, can be a literal or float variable
Type: Divers, Tribunal
Retourne: float
Exemple: if ( GetSquareRoot, fValue < 100 )
set fValue1 to ( GetSquareRoot, fValue2 )
Scripts:
</pre>
<p>Computes the square root of the given float value or variable. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getstandingactor"></a><a name="getstandingpc"></a>
<span class="title2">GetStandingActor</span><br>
<span class="title2">GetStandingPC</span> <b></p>
<pre> GetStandingActor
GetStandingPC</b>
Type: Divers
Retourne: short
Exemple: if ( GetStandingActor == 1 )
set sValue to GetStandingPC
Scripts: TestMoveRock
CharGenStuffRoom
</pre>
<p>Retourne 1 if any actor (or PC) is standing on the calling object, or 0
otherwise. GetStandingActor checks for any actor including the player. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getstartingangle"></a><span class="title2">GetStartingAngle</span>
<b></p>
<pre> GetStartingAngle, Axes</b>
Détail: Axes = World axis to get the object's original orientation (X, Y, or Z).
Type: Mouvement
Retourne: float
Exemple: if ( GetStartingAngle, X >= 90 )
set fInitialYAngle to ( "misc_de_goblet_04_dagoth"->GetStartingAngle, Y )
Scripts: Float
SignRotate
</pre>
<p>Retourne a float value of the object's original orientation (in degrees)
along the given world axis. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstartingpos">
GetStartingPos</a> </p>
<p></p>
<hr noShade>
<p><a name="getstartingpos"></a><span class="title2">GetStartingPos</span> <b>
</p>
<pre> GetStartingPos, Axes</b>
Détail: Axes = World axis to get the object's original position (X, Y, or Z).
Type: Mouvement
Retourne: float
Exemple: if ( GetStartingPos, X >= 90 )
set fInitialYPos to ( "misc_de_goblet_04_dagoth"->GetStartingPos, Y )
Scripts: Float
SignRotate
</pre>
<p>Retourne a float value of the object's original position (in game units)
along the given world axis. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstartingangle">
GetStartingAngle</a> </p>
<p></p>
<hr noShade><a name="getacrobatics"></a><a name="getagility"></a>
<a name="getalarm"></a><a name="getalchemy"></a><a name="getalteration"></a>
<a name="getarmorbonus"></a><a name="getarmorer"></a><a name="getathletics"></a>
<a name="getattackbonus"></a><a name="getaxe"></a><a name="getblindness"></a>
<a name="getblock"></a><a name="getbluntweapon"></a><a name="getcastpenalty">
</a><a name="getchameleon"></a><a name="getconjuration"></a>
<a name="getdefendbonus"></a><a name="getdestruction"></a>
<a name="getdisposition"></a><a name="getenchant"></a><a name="getendurance">
</a><a name="getfatigue"></a><a name="getfight"></a><a name="getflee"></a>
<a name="getflying"></a><a name="gethandtohand"></a><a name="gethealth"></a>
<a name="getheavyarmor"></a><a name="gethello"></a><a name="getillusion"></a>
<a name="getintelligence"></a><a name="getinvisible"></a><a name="getlevel"></a>
<a name="getlightarmor"></a><a name="getlongblade"></a><a name="getluck"></a>
<a name="getmarksman"></a><a name="getmediumarmor"></a><a name="getmagicka"></a>
<a name="getmercantile"></a><a name="getmysticism"></a><a name="getparalysis">
</a><a name="getpccrimelevel"></a><a name="getpcvisionbonus"></a>
<a name="getpersonality"></a><a name="getreputation"></a>
<a name="getresistblight"></a><a name="getresistcorprus"></a>
<a name="getresistdisease"></a><a name="getresistfire"></a>
<a name="getresistfrost"></a><a name="getresistmagicka"></a>
<a name="getresistnormalweapons"></a><a name="getresistparalysis"></a>
<a name="getresistpoison"></a><a name="getresistshock"></a>
<a name="getrestoration"></a><a name="getscale"></a><a name="getshortblade"></a>
<a name="getsecurity"></a><a name="getsilence"></a><a name="getsneak"></a>
<a name="getspear"></a><a name="getspeechcraft"></a><a name="getspeed"></a>
<a name="getstrength"></a><a name="getsuperjump"></a><a name="getswimspeed"></a>
<a name="getunarmored"></a><a name="getwaterbreathing"></a>
<a name="getwaterlevel"></a><a name="getwaterwalking"></a>
<a name="getwillpower"></a><span class="title2">
<table cellSpacing="0" cellPadding="2" border="0">
<tr>
<td><span class="title2">GetAcrobatics</span></td>
<td><span class="title2">GetAgility</span></td>
<td><span class="title2">GetAlarm</span></td>
<td><span class="title2">GetAlchemy</span></td>
<td><span class="title2">GetAlteration</span></td>
<td><span class="title2">GetArmorBonus</span></td>
<td><span class="title2">GetArmorer</span></td>
</tr>
<tr>
<td><span class="title2">GetAthletics</span></td>
<td><span class="title2">GetAttackBonus</span></td>
<td><span class="title2">GetAxe</span></td>
<td><span class="title2">GetBlindness</span></td>
<td><span class="title2">GetBlock</span></td>
<td><span class="title2">GetBluntWeapon</span></td>
<td><span class="title2">GetCastPenalty</span></td>
</tr>
<tr>
<td><span class="title2">GetChameleon</span></td>
<td><span class="title2">GetConjuration</span></td>
<td><span class="title2">GetDefendBonus</span></td>
<td><span class="title2">GetDestruction</span></td>
<td><span class="title2">GetDisposition</span></td>
<td><span class="title2">GetEnchant</span></td>
<td><span class="title2">GetEndurance</span></td>
</tr>
<tr>
<td><span class="title2">GetFatigue</span></td>
<td><span class="title2">GetFight</span></td>
<td><span class="title2">GetFlee</span></td>
<td><span class="title2">GetFlying</span></td>
<td><span class="title2">GetHandToHand</span></td>
<td><span class="title2">GetHealth</span></td>
<td><span class="title2">GetHeavyArmor</span></td>
</tr>
<tr>
<td><span class="title2">GetHello</span></td>
<td><span class="title2">GetIllusion</span></td>
<td><span class="title2">GetIntelligence</span></td>
<td><span class="title2">GetInvisible</span></td>
<td><span class="title2">GetLevel</span></td>
<td><span class="title2">GetLightArmor</span></td>
<td><span class="title2">GetLongBlade</span></td>
</tr>
<tr>
<td><span class="title2">GetLuck</span></td>
<td><span class="title2">GetMarksman</span></td>
<td><span class="title2">GetMediumArmor</span></td>
<td><span class="title2">GetMagicka</span></td>
<td><span class="title2">GetMercantile</span></td>
<td><span class="title2">GetMysticism</span></td>
<td><span class="title2">GetParalysis</span></td>
</tr>
<tr>
<td><span class="title2">GetPCCrimeLevel</span></td>
<td><span class="title2">GetPCVisionBonus</span></td>
<td><span class="title2">GetPersonality</span></td>
<td><span class="title2">GetReputation</span></td>
<td><span class="title2">GetResistBlight</span></td>
<td><span class="title2">GetResistCorprus</span></td>
<td><span class="title2">GetResistDisease</span></td>
</tr>
<tr>
<td><span class="title2">GetResistFire</span></td>
<td><span class="title2">GetResistFrost</span></td>
<td><span class="title2">GetResistMagicka</span></td>
<td><span class="title2">GetResistNormalWeapons</span></td>
<td><span class="title2">GetResistParalysis</span></td>
<td><span class="title2">GetResistPoison</span></td>
<td><span class="title2">GetResistShock</span></td>
</tr>
<tr>
<td><span class="title2">GetRestoration</span></td>
<td><span class="title2">GetScale</span></td>
<td><span class="title2">GetSecurity</span></td>
<td><span class="title2">GetShortblade</span></td>
<td><span class="title2">GetSilence</span></td>
<td><span class="title2">GetSneak</span></td>
<td><span class="title2">GetSpear</span></td>
</tr>
<tr>
<td><span class="title2">GetSpeechcraft</span></td>
<td><span class="title2">GetSpeed</span></td>
<td><span class="title2">GetStrength</span></td>
<td><span class="title2">GetSuperJump</span></td>
<td><span class="title2">GetSwimSpeed</span></td>
<td><span class="title2">GetUnarmored</span></td>
<td><span class="title2">GetWaterBreathing</span></td>
</tr>
<tr>
<td><span class="title2">GetWaterLevel</span></td>
<td><span class="title2">GetWaterWalking</span></td>
<td><span class="title2">GetWillpower</span></td>
</tr>
</table>
</span><b>
<pre> Get____</b>
Type: Stats
Retourne: float
Exemple: if ( player->GetHealth < 10 )
set MyStr to GetStrength
Scripts: ouch_keening
puzzlecanal
</pre>
<p>These functions are used to return the various statistics of the calling
actor or player. There are several special cases of the Get___ functions as
described below. </p>
<ul>
<li><b>GetScale</b> - New in Tribunal </li>
<li><b>GetWaterLevel</b> - New in Tribunal </li>
<li><b>GetPCCrimeLevel</b> - Joueur only </li>
<li><b>GetPCVisionBonus</b> - Joueur only, Inconnue </li>
</ul>
<p>Note that the GetInvisible was incorrectly spelled as GetInvisibile in the
original Morrowind game (fixed in a later patch or Tribunal?). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modstrength">Mod____</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setstrength">Set____</a>
</p>
<p></p>
<hr noShade>
<p><a name="gettarget"></a><span class="title2">GetTarget</span> <b></p>
<pre> GetTarget, IDActeur</b>
Détail: IDActeur = PNJ ID to check against the source actor's current target.
Type: Combat
Retourne: short
Exemple: if ( GetTarget, "taren andoren" == 1 )
if ( GetTarget Joueur == 1 )
Scripts: nartiseGuards
nemindaScript
</pre>
<p>Retourne 1 if the target of the PNJ is the given actor. Retourne 0 otherwise.
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getweapondrawn"></a><span class="title2">GetWeaponDrawn</span> <b>
</p>
<pre> GetWeaponDrawn</b>
Type: Objet, Tribunal
Retourne: short
Exemple: if ( GetWeaponDrawn == 1 )
set sValue to ( "shat gro-shazog"->GetWeaponDrawn )
Scripts: BladeScript
</pre>
<p>Retourne 1 if the calling actor has a weapon drawn ready to attack, or 0
otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getweapontype"></a><span class="title2">GetWeaponType</span> <b></p>
<pre> GetWeaponType</b>
Type: Objet, Tribunal
Retourne: short (-1 to 13)
Unarmed -1
Short blade, 1-Hand 0
Long blade, 1-Hand 1
Long blade, 2-Hand 2
Blunt, 1-Hand 3
Blunt, 2-Hand Close 4
Blunt, 2-Hand Wide 5
Spear, 2-Hand Wide 6
Axe, 1-Hand 7
Axe, 2-Hand Close 8
Bow 9
Crossbow 10
Thrown Arme 11
Arrow 12
Bolt 13
Exemple: if ( GetWeaponType == 1 )
if ( "addarnat assardidairan"->GetWeaponType == -1 )
if ( player->GetWeaponType == 10 )
Scripts: Inusité
</pre>
<p>Retourne the weapon type of the actor's current weapon. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getarmortype">
GetArmorType</a> </p>
<p></p>
<hr noShade>
<p><a name="getwerewolfkills"></a><span class="title2">GetWerewolfKills</span>
<b></p>
<pre> GetWerewolfKills</b>
Type: Loup-garou, Bloodmoon
Retourne: float?
Exemple: if ( GetWerewolfKills > 1 )
Scripts:
</pre>
<p>Retourne the number of kills the player (?) has done since they last turned
into a werewolf (unconfirmed). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="getwindspeed"></a><span class="title2">GetWindSpeed</span> <b></p>
<pre> GetWindSpeed</b>
Type: Météo, Undocumentated
Retourne: float
Exemple: if ( GetWindSpeed > 0.5 )
Scripts: Inusité
</pre>
<p>Inconnue function that returns the current wind speed. Generally values are
around 0 to 2 for average conditions. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="goodbye"></a><span class="title2">Goodbye</span> <b></p>
<pre> Goodbye</b>
Type: Dialogue
Retourne: rien
Exemple: Goodbye
Scripts: Only in dialogue results
</pre>
<p>This function immediately ends the players conversation with the PNJ, forcing
the user to click the Goodbye option to end dialogue. Used only in dialogue
results (unsure if it can be used in a regular script or not). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="gotojail"></a><span class="title2">GotoJail</span> <b></p>
<pre> GotoJail</b>
Type: Divers
Retourne: rien
Exemple: GotoJail
Scripts: GotoJailWhenDone
</pre>
<p>Sends the player to prison. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="hasitemequipped"></a><span class="title2">HasItemEquipped</span> <b>
</p>
<pre> HasItemEquipped, IDObjet</b>
Détail: IDObjet = Objet to check being equipped on the calling actor.
Type: Objet, Tribunal
Retourne: short
Exemple: if ( HasItemEquipped, "ebony spear" == 1 )
if ( player->HasItemEquipped, fireblade != 0 )
if ( "alvis teri"->HasItemEquipped, "expensive_belt_01" == 1 )
Scripts: Inusité
</pre>
<p>Retourne 1 if the given item is currently equipped on the calling actor, or 0
otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="hassoulgem"></a><span class="title2">HasSoulgem</span> <b></p>
<pre> HasSoulgem, IDCréature</b>
Détail: IDCréature = Creature to check for a soul gem
Type: Magie
Retourne: short
Exemple: if ( Joueur->HasSoulGem, "atronach_storm" > 1 )
set sValue to ( HasSoulGem, lich_relvel )
Scripts: SkinkSoul1
StrongSoulCheck
</pre>
<p>Retourne 1 if the calling object has the given creature's soulgem in their
inventory, or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="help"></a><span class="title2">Help</span> <b></p>
<pre> Help</b>
Type: Console
Exemple:
Scripts:
</pre>
<p>Console only command that lists some of the console specific functions. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="hitattemptonme"></a><a name="hitonme"></a><span class="title2">
HitAttemptOnMe</span><br>
<span class="title2">HitOnMe</span> <b></p>
<pre> HitAttemptOnMe, IDObjet
HitOnMe, IDObjet</b>
Détail: IDObjet = Number of hit points per second to damage any colliding actor (float).
Type: Combat
Retourne: short
Exemple: Set keeningHit to HitOnMe Keening
player->HitOnMe, "chitin dagger"
Scripts: LorkhanHeart (HitOnMe)
Inusité (HitAttemptOnMe)
</pre>
<p>Retourne 1 if a hit on the calling PNJ is attempted (HitAttemptOnMe) or hit (HitOnMe)
by IDObjet in melee. For example, <i>player->HitOnMe, "chitin dagger"</i> will
return 1 if the player is hit by a chitin dagger. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="hurtcollidingactor"></a><span class="title2">HurtCollidingActor</span>
<b></p>
<pre> HurtCollidingActor, Valeur</b>
Détail: Valeur = Number of hit points per second to damage any colliding actor (float).
Type: Collison, Tribunal
Retourne: rien
Exemple: HurtCollidingActor 100
HurtCollidingActor 9999999 (kill any NPCs that collide with it)
Scripts: Collide_damage_100
Collide_damage_kill
</pre>
<p>Damages colliding actor the given number of health points per second. This
function requires Tribunal. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hurtstandingactor">
HurtStandingActor</a> </p>
<p></p>
<hr noShade>
<p><a name="hurtstandingactor"></a><span class="title2">HurtStandingActor</span>
<b></p>
<pre> HurtStandingActor, Valeur</b>
Détail: Valeur = Number of hit points per second to damage any actor standing on it (float).
Valeur should be negative for damage, or positive for healing. This value
can be literal or a variable.
Type: Collison
Retourne: rien
Exemple: HurtStandingActor, 1 (heal 1 hitpoint per second)
HurtStandingActor, -20.0 (hurt 10 hitpoints per second)
HurtStandingActor, fDmgValue (use a variable value)
Scripts: lava
SothaHotOil
</pre>
<p>Damages any actor standing on the object the given number of health points
per second. As mentioned above, a positive value will heal the actor, and a
negative value will damage them. The value can not only be a literal number, but
also a variable (local or global). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hurtcollidingactor">
HurtCollidingActor</a> </p>
<p></p>
<hr noShade>
<p>A NAME="iswerewolf"></a> <span class="title2">IsWerewolf</span> <b></p>
<pre> IsWerewolf</b>
Type: Loup-garou, Bloodmoon
Retourne: short?
Exemple:
Scripts:
</pre>
<p>Retourne 1 if the player (or other PNJ?) is currently in Loup-garou form, or
0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#becomewerewolf">
BecomeWerewolf</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#undowerewolf">
UndoWerewolf</a> </p>
<p></p>
<hr noShade>
<p><a name="journal"></a><span class="title2">Journal</span> <b></p>
<pre> Journal, ID, Index</b>
Détail: ID = Journal ID to add.
Index = Valeur of the journal entry to add. Can be a literal value or also a
local or global short variable.
Type: Dialogue
Retourne: rien
Exemple: Journal, "A2_4_MiloGone", 10
Journal, C3_DestroyDagoth, 50
Journal, C3_DestroyDagoth, sSumValue (use a variable value)
Scripts: amayaJournal
AzuraEnd
</pre>
<p>Adds a journal entry to the player's journal using the given value to
determine which entry to add. Generally the a single ID will refer to a single
quest, with multiple index values to indicate various parts of the quest. The
index starts low and ends high. For instance, 10 for the starting journal entry,
20 and 30 for two middle quest journal entries, and 50 for the last, end of
quest, journal entry. </p>
<p>This is one of the few functions that can accept a variable for the index
parametrr. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="lock"></a><span class="title2">Lock</span> <b></p>
<pre> Lock, Valeur</b>
Détail: Valeur = Niveau of the lock to set (0 to 100, shor)
Type: Divers
Retourne: rien
Exemple: Lock
"chest_ashurninibi_01"->Lock, 50
Scripts: OvisScript
Pub_Vivec_Black
</pre>
<p>Locks the calling object to the given lock value. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#unlock">Unlock</a>
</p>
<p></p>
<hr noShade>
<p><a name="long"></a><span class="title2">Long</span><br>
<b></p>
<pre> Long</b>
Type: Système
Exemple: long LocalVar
Scripts:
</pre>
<p>This is one of the three types of the scripting language. Long variables are
signed and can range from -2,147,483,648 to 2,147,483,647. While these are the
correct logical ranges, the editor appears to only accept values up to
2,147,483,520. </p>
<p>Although local variables can start with an underscore character (_), this
seems to cause strange problems in some functions. Therefore it is reccommended
that you do not name variables starting with the underscore. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#float">Float</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#short">Short</a>
</p>
<p></p>
<address>
Avec la Contribution de Argent and DinkumThinkum.
</address>
<p></p>
<hr noShade>
<p><a name="loopgroup"></a><span class="title2">loopgroup</span> <b></p>
<pre> Loopgroup, GroupName, Number, [Attributs]</b>
Détail: GroupName = Animation group to play.
Number = The number of times to play the animation.
Attributs = Optional parameter indicating when the animation should start.
0 = Normal, the current animation will finish it’s full
cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop
regardless of the frame it is on, and the new
animation will start from its beginning.
2 = Immediate Loop, the current animation will stop
regardless of the frame it is on, and the new
animation will start at the beginning of its loop cycle.
Type: Animation
Retourne: rien
Exemple: LoopGroup, Idle3, 5
Scripts: OutsideBanner
sotha_machine1
</pre>
<p>Plays the animation group defined by GroupName the number of times specified.
Optional flags can be used to start the group in different ways. The various
group names for NPCs can be found by viewing the animation menu options in the
Personnage menu in the Construction Set. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playgroup">
PlayGroup</a> </p>
<p></p>
<hr noShade>
<p><a name="lowerrank"></a><span class="title2">LowerRank</span> <b></p>
<pre> LowerRank</b>
Type: Faction
Retourne: rien
Exemple: LowerRank
player->LowerRank
"tedryn brenur"->LowerRank
Scripts: Inusité, only used in dialogue?
</pre>
<p>Lowers the object’s rank in its current faction. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#raiserank">
RaiseRank</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pclowerrank">
PCLowerRank</a> </p>
<p></p>
<hr noShade>
<p><a name="menumode"></a><span class="title2">MenuMode</span> <b></p>
<pre> MenuMode</b>
Type: Divers
Retourne: short
Exemple: if ( MenuMode == 1 )
Scripts: anoScript
AzuraEnd
</pre>
<p>Retourne 1 if the player is currently in menu mode (i.e., has any inventory/magic
menus open thus pausing the game). It is a good idea to separate your script
logic into processing of commands in and out of menumode. Certain actions like
using items are done when in menu mode. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="menutest"></a><span class="title2">menutest</span> <b></p>
<pre> menutest</b>
Type: Console, Inconnue
Retourne: rien
Exemple:
Scripts:
</pre>
<p>It seems to close is variations on inventory menus (player, PNJ, container).
It does not work on dialogue, enchanting, alchemy, spell or armorer menus. It
Marche from the console as well as from a script. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Includes Contributions Argent.
</address>
<p></p>
<hr noShade>
<p><a name="messagebox"></a><span class="title2">MessageBox</span> <b></p>
<pre> MessageBox, "Message", [Var1], [Var2, ...], ["button1"], ["button2"], ...</b>
Détail: Message = String message to display
Var1, 2, ... = Optional variables to insert into message
Button1, ... = Optional button texts for displaying choices
Type: Divers
Retourne: rien
Exemple:
Scripts:
</pre>
<p>The MessageBox function has too main abilities, to display simple text
messages to the player at the bottom of the screen and to display a list of
choices to the player. To display a message use the function like the following:
</p>
<pre> MessageBox, "This is a simple message" ; Simple text message
MessageBox, "GameHour = %.2f", GameHour ; Display a float value with 2 decimal points
MessageBox, "Long/Short = %G", 101 ; Display a short/long value, not %D as in the help file!
MessageBox, "String = %S", "SomeString" ; Display a string value, kinda useless, might not work
</pre>
<p>Use the optional variables to display numbers/strings in the message text.
When displaying float values you must specify the number of decimals places to
use. You can also use the %.0f format to display short/long variables. Although
the help file only shows 1 or 2 optional variables, there can be more than 2.
</p>
<p>To display a list of choices to the user, use the format: </p>
<pre> MessageBox, "Press ok to continue...", "Ok" ; One choice
MessageBox, "What is your answer?", "Yes", "No" ; Two choices
MessageBox, "Choose a number", "1", "2", "3", "4", "5" ; Five choices
</pre>
<p>There are also a number of special strings which can be used within the
MessageBox string. They all begin with the ^ and not the % character as written
in the help file: </p>
<pre> ^PCName The player's name.
^PCClass The player's class.
^PCRace The player's race.
^PCRank The player's rank in the speaker's faction.
^NextPCRank The player's next rank in the speaker's faction.
^Cell The cell the player is currently in.
^Global Any global variable value (ex: ^Day). Floats display with 1 decimal.
^PNJ.Name The NPC's name.
^PNJ.Race The NPC's race.
^PNJ.Class The NPC's class.
^PNJ.Faction The NPC's faction. If they have no faction, it will be blank.
^PNJ.Rank The NPC's rank.
</pre>
<p>This is the same format used in dialogue info texts although for dialogue you
can omit the PNJ. to use the speaker by default (if you omit the PNJ. in scripts
the player is used by default). </p>
<p>To return the user's choice, use the GetButtonPressed function, for example:
</p>
<pre>begin TestMessageScript
short MessageOn
short Button
; Display message when the player activates the object
if ( OnActivate == 1 )
set MessageOn to 1
endif
; Display the choices to the user
if ( messageOn == 1 )
MessageBox, "Do you wish to drink from the Bitter Cup or to pick it up?", "Drink", "Pick it up"
Set messageOn to 2
endif
if ( messageOn == 2 )
set Button to GetButtonPressed
if ( Button == -1 ) ; Nothing
return;
endif
if ( Button == 0 ) ; drink it
Disable
player->ModStrength, 20
Set MessageOn to 0
return
endif
if ( Button == 1 ) ; pick it up
Activate
Set MessageOn to 0
return
endif
endif
end
</pre>
<p>Use a similar setup for asking the user other choices. </p>
<p>If you pop up a message box with an 'ok' button when a saved game is loaded
immediately after running Morrowind, you won't have a mouse pointer to click on
the 'ok' button to get rid of the message box. The game also keeps running while
the message box is displayed; it doesn't pause as it normally does. You can
right-click to get into Menu mode, and then you'll have a mouse pointer to clear
the box with. This only happens the first time you load a save after running
Morrowind; if you load a save from within the game, you do get a mouse pointer
to click the 'ok' button with. So apparently it's some sort of initialization
problem. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getbuttonpressed">
GetButtonPressed</a> </p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum.
</address>
<p></p>
<hr noShade><a name="modacrobatics"></a><a name="modagility"></a>
<a name="modalarm"></a><a name="modalchemy"></a><a name="modalteration"></a>
<a name="modarmorbonus"></a><a name="modarmorer"></a><a name="modathletics"></a>
<a name="modattackbonus"></a><a name="modaxe"></a><a name="modblindness"></a>
<a name="modblock"></a><a name="modbluntweapon"></a><a name="modcastpenalty">
</a><a name="modchameleon"></a><a name="modconjuration"></a>
<a name="modcurrentfatigue"></a><a name="modcurrenthealth"></a>
<a name="modcurrentmagicka"></a><a name="moddefendbonus"></a>
<a name="moddestruction"></a><a name="moddisposition"></a><a name="modenchant">
</a><a name="modendurance"></a><a name="modfatigue"></a><a name="modfight"></a>
<a name="modflee"></a><a name="modflying"></a><a name="modhandtohand"></a>
<a name="modhealth"></a><a name="modheavyarmor"></a><a name="modhello"></a>
<a name="modillusion"></a><a name="modintelligence"></a><a name="modinvisible">
</a><a name="modlightarmor"></a><a name="modlongblade"></a><a name="modluck">
</a><a name="modmarksman"></a><a name="modmediumarmor"></a><a name="modmagicka">
</a><a name="modmercantile"></a><a name="modmysticism"></a>
<a name="modparalysis"></a><a name="modpccrimelevel"></a>
<a name="modpcvisionbonus"></a><a name="modpersonality"></a>
<a name="modreputation"></a><a name="modresistblight"></a>
<a name="modresistcorprus"></a><a name="modresistdisease"></a>
<a name="modresistfire"></a><a name="modresistfrost"></a>
<a name="modresistmagicka"></a><a name="modresistnormalweapons"></a>
<a name="modresistparalysis"></a><a name="modresistpoison"></a>
<a name="modresistshock"></a><a name="modrestoration"></a><a name="modscale">
</a><a name="modsecurity"></a><a name="modshortblade"></a><a name="modsilence">
</a><a name="modsneak"></a><a name="modspear"></a><a name="modspeechcraft"></a>
<a name="modspeed"></a><a name="modstrength"></a><a name="modsuperjump"></a>
<a name="modswimspeed"></a><a name="modunarmored"></a>
<a name="modwaterbreathing"></a><a name="modwaterlevel"></a>
<a name="modwaterwalking"></a><a name="modwillpower"></a><span class="title2">
<table cellSpacing="0" cellPadding="2" border="0">
<tr>
<td><span class="title2">ModAcrobatics</span></td>
<td><span class="title2">ModAgility</span></td>
<td><span class="title2">ModAlarm</span></td>
<td><span class="title2">ModAlchemy</span></td>
<td><span class="title2">ModAlteration</span></td>
<td><span class="title2">ModArmorBonus</span></td>
<td><span class="title2">ModArmorer</span></td>
</tr>
<tr>
<td><span class="title2">ModAthletics</span></td>
<td><span class="title2">ModAttackBonus</span></td>
<td><span class="title2">ModAxe</span></td>
<td><span class="title2">ModBlindness</span></td>
<td><span class="title2">ModBlock</span></td>
<td><span class="title2">ModBluntWeapon</span></td>
<td><span class="title2">ModCastPenalty</span></td>
</tr>
<tr>
<td><span class="title2">ModChameleon</span></td>
<td><span class="title2">ModConjuration</span></td>
<td><span class="title2">ModCurrentFatigue</span></td>
<td><span class="title2">ModCurrentHealth</span></td>
<td><span class="title2">ModCurrentMagicka</span></td>
<td><span class="title2">ModDefendBonus</span></td>
<td><span class="title2">ModDestruction</span></td>
</tr>
<tr>
<td><span class="title2">ModDisposition</span></td>
<td><span class="title2">ModEnchant</span></td>
<td><span class="title2">ModEndurance</span></td>
<td><span class="title2">ModFatigue</span></td>
<td><span class="title2">ModFight</span></td>
<td><span class="title2">ModFlee</span></td>
<td><span class="title2">ModFlying</span></td>
</tr>
<tr>
<td><span class="title2">ModHandToHand</span></td>
<td><span class="title2">ModHealth</span></td>
<td><span class="title2">ModHeavyArmor</span></td>
<td><span class="title2">ModHello</span></td>
<td><span class="title2">ModIllusion</span></td>
<td><span class="title2">ModIntelligence</span></td>
<td><span class="title2">ModInvisible</span></td>
</tr>
<tr>
<td><span class="title2">ModLightArmor</span></td>
<td><span class="title2">ModLongBlade</span></td>
<td><span class="title2">ModLuck</span></td>
<td><span class="title2">ModMarksman</span></td>
<td><span class="title2">ModMediumArmor</span></td>
<td><span class="title2">ModMagicka</span></td>
<td><span class="title2">ModMercantile</span></td>
</tr>
<tr>
<td><span class="title2">ModMysticism</span></td>
<td><span class="title2">ModParalysis</span></td>
<td><span class="title2">ModPCCrimeLevel</span></td>
<td><span class="title2">ModPCVisionBonus</span></td>
<td><span class="title2">ModPersonality</span></td>
<td><span class="title2">ModReputation</span></td>
<td><span class="title2">ModResistBlight</span></td>
</tr>
<tr>
<td><span class="title2">ModResistCorprus</span></td>
<td><span class="title2">ModResistDisease</span></td>
<td><span class="title2">ModResistFire</span></td>
<td><span class="title2">ModResistFrost</span></td>
<td><span class="title2">ModResistMagicka</span></td>
<td><span class="title2">ModResistNormalWeapons</span></td>
<td><span class="title2">ModResistParalysis</span></td>
</tr>
<tr>
<td><span class="title2">ModResistPoison</span></td>
<td><span class="title2">ModResistShock</span></td>
<td><span class="title2">ModRestoration</span></td>
<td><span class="title2">ModScale</span></td>
<td><span class="title2">ModSecurity</span></td>
<td><span class="title2">ModShortblade</span></td>
<td><span class="title2">ModSilence</span></td>
</tr>
<tr>
<td><span class="title2">ModSneak</span></td>
<td><span class="title2">ModSpear</span></td>
<td><span class="title2">ModSpeechcraft</span></td>
<td><span class="title2">ModSpeed</span></td>
<td><span class="title2">ModStrength</span></td>
<td><span class="title2">ModSuperJump</span></td>
<td><span class="title2">ModSwimSpeed</span></td>
</tr>
<tr>
<td><span class="title2">ModUnarmored</span></td>
<td><span class="title2">ModWaterBreathing</span></td>
<td><span class="title2">ModWaterLevel</span></td>
<td><span class="title2">ModWaterWalking</span></td>
<td><span class="title2">ModWillpower</span></td>
</tr>
</table>
</span><b>
<pre> Mod____, Valeur</b>
Détail: Valeur = Valeur to modify the stat by. Can be a literal value or a
variable (float).
Type: Stats
Retourne: rien
Exemple: player->ModCurrentHealth, -10
ModSuperJump, LocalVar
Scripts: darksunScript
puzzlecanal
</pre>
<p>These Mod____ functions will modify the actor's statistic by the given amount.
The functions will also accept a float variable instead of a literal number
value. There are several special cases of the Mod___ functions as described
below. </p>
<ul>
<li><b>ModScale</b> - New in Tribunal </li>
<li><b>ModWaterLevel</b> - New in Tribunal </li>
<li><b>ModPCCrimeLevel</b> - Joueur only </li>
<li><b>ModPCVisionBonus</b> - Joueur only, Inconnue </li>
<li><b>ModLevel</b> - No such function, only
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getlevel">
GetLevel</a> and
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setlevel">
SetLevel</a> exist. </li>
<li><b>ModAlarm</b> </li>
<li><b>ModFight</b> </li>
<li><b>ModFlee</b> </li>
<li><b>ModHello</b> - When you use these functions you change the AI settings
for ALL references of the actor, not just the calling reference. </li>
<li><b>ModCurrentHealth</b> </li>
<li><b>ModCurrentMagicka</b> </li>
<li><b>ModCurrentFatigue</b> - Special Mod functions. There are no matching
Get/Set functions for these. </li>
</ul>
<p>Note that the ModInvisible was incorrectly spelled as ModInvisibile in the
original Morrowind game (fixed in a later patch or Tribunal?). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstrength">Get____</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setstrength">Set____</a>
</p>
<p></p>
<hr noShade>
<p><a name="modfactionreaction"></a><span class="title2">ModFactionReaction</span>
<b></p>
<pre> ModFactionReaction, FactionID1, FactionID2, Valeur</b>
Détail: FactionID1 = FactionID source
FactionID2 = FactionID target
Valeur = Valeur to modify the faction reaction by.
Type: Faction
Retourne: rien
Exemple: ModFactionReaction, "Thieves Guild", "Temple", -2
modFactionReaction, "Redoran", "Nerevarine", 4
Scripts: MoonAndStar
</pre>
<p>Modifies the reaction of one faction towards members of another faction.
Positive value indicate more like, while negative values indicate dislike. For
example, </p>
<pre> ModFactionReaction, "Thieves Guild", "Temple", -2
</pre>
<p>will cause all thieves guild members to increase their dislike of all temple
members (it is not reversible so you would have to also set the Temple faction
reaction to the Thieves guild). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getfactionreaction">
GetFactionReaction</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setfactionreaction">
SetFactionReaction</a> </p>
<p></p>
<hr noShade>
<p><a name="modpcfacrep"></a><span class="title2">ModPCFacRep</span> <b></p>
<pre> ModPCFacRep, Valeur, [FactionID]</b>
Détail: Valeur = Valeur to modify the faction reputation by.
FactionID = Optional faction ID to modify.
Type: Faction
Retourne: rien
Exemple: ModPCFacRep, 10, "Thieves Guild"
ModPCFacRep, 25, "Temple"
"tedryn brenur"->ModPCFacRep, -5
Scripts: MaduraFollow
shrineAldDaedroth
</pre>
<p>Modifies the reaction modifier for members of the specified faction towards
the PC. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcfacrep">
GetPCFacRep</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpcfacrep">
SetPCFacRep</a> </p>
<p></p>
<hr noShade>
<p><a name="modregion"></a><span class="title2">ModRegion</span> <b></p>
<pre> ModRegion, RegionID, Clear, Cloudy, Foggy, Overcast, Rain, Thunder, Ash, Blight, Unknown1, Unknown2</b>
Détail: RegionID = Region to change the weather in
Clear = Chance of clear weather (percent, 0 to 100, float)
Cloudy = Chance of cloudy weather (percent, 0 to 100, float)
Foggy = Chance of fog (percent, 0 to 100, float)
Overcast = Chance of overcast weather (percent, 0 to 100, float)
Rain = Chance of rain (percent, 0 to 100, float)
Thunder = Chance of thunder storms (percent, 0 to 100, float)
Ash = Chance of ash storms (percent, 0 to 100, float)
Blight = Chance of blight storms (percent, 0 to 100, float)
Unknown1 = Chance of snow (percent, 0 to 100, float) (Bloodmoon)
Unknown2 = Chance of blizzard (percent, 0 to 100, float) (Bloodmoon)
Type: Météo
Retourne: rien
Exemple: ModRegion, "Météo Machine", 0, 100, 0, 0, 0, 0, 0, 0, 0, 0
ModRegion, "Red Mountain Region", 50, 50, 0, 0, 0, 0, 0, 0, 0, 0
Scripts: weatherScript
Endgame
</pre>
<p>Changes the weather chances for the RegionID. Used to get rid of, or add
weathers to an area permanently. The values must add up to 100 or you will get
odd results. Note that the last two weather types are Inconnue and currently
unknown but assumably are the two new snow/blizzard weather types added with
Bloodmoon. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#changeweather">
ChangeWeather</a> </p>
<p></p>
<hr noShade>
<p><a name="month"></a><span class="title2">Month</span> <b></p>
<pre> Month</b>
Type: Global, Temps
Retourne: short
Exemple: set CurrentMonth to Month
Scripts:
</pre>
<p>Assumably the current month which ranges from 0 to 11. You can use the SET
command to change the current month. </p>
<p>The Month variable ranges from 0-11, where 0 is the first month of the year (Morning
Star), 1 is the second month of the year (Sun's Dawn), etc. The game starts in
Last Seed, which is month 7 (the eighth month of the year). Morrowind does have
a bug where after a year ends, the month is rolled over to 1 (which is the
second month of the year). There is a plugin-based fix for it, which you can
download off of <a href="http://www.rpgplanet.com/morrowind/"><b>Morrowind
Summit</b></a>, but of course the best fix is for Bethesda to repair the problem.
</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#day">Day</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gamehour">
GameHour</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#year">Year</a>
</p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<p><a name="moto"></a><a name="moveonetoone"></a><span class="title2">
MoveOneToOne (MOTO)</span> <b></p>
<pre> MoveOneToOne (MOTO)</b>
Type: Console
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Unknown console function that appears to have something to do with animation.
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="move"></a><a name="moveworld"></a><span class="title2">Move</span><br>
<span class="title2">MoveWorld</span> <b></p>
<pre> Move, Axes, Speed
MoveWorld, Axes, Speed</b>
Détail: Axes = X, Y or Z
Speed = Mouvement speed in world units per second.
Type: Mouvement
Retourne: rien
Exemple: Move, X, 10
MoveWorld, Y, 12
Scripts:
</pre>
<p>These functions cause the referenced object to move at the given speed. The
Move function uses the object's axes while the MoveWorld always uses the world
axes (positive Z is upwards). Note that the exact speed is affected slightly by
the speed of the system the game is being played. Thus, where an exact final
position is required it is recommended to test for distance rather than time.
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onactivate"></a><span class="title2">OnActivate</span> <b></p>
<pre> OnActivate</b>
Type: Objet
Retourne: short
Exemple: if ( OnActivate == 1 )
Activate
endif
Scripts: Alen_note
BarDoor
</pre>
<p>Retourne 1 if calling object is activated, or 0 otherwise. An object is
activated when you approach it in the game and press the spacebar (by default).
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="ondeath"></a><span class="title2">OnDeath</span> <b></p>
<pre> OnDeath</b>
Type: Combat
Retourne: short
Exemple: if ( OnDeath == 1 )
Scripts: anoScript
BILL_MT_WritGuril
</pre>
<p>Retourne 1 for one frame when the actor is killed (0 otherwise). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onknockout">
OnKnockout</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onmurder">
OnMurder</a> </p>
<p></p>
<hr noShade>
<p><a name="onknockout"></a><span class="title2">OnKnockout</span> <b></p>
<pre> OnKnockout</b>
Type: Combat
Retourne: short
Exemple: if ( OnKnockout == 1 )
Scripts: girasScript
gardingScript
</pre>
<p>Retourne 1 for one frame when the actor is knocked out (0 otherwise). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#ondeath">OnDeath</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onmurder">
OnMurder</a> </p>
<p></p>
<hr noShade>
<p><a name="onmurder"></a><span class="title2">OnMurder</span> <b></p>
<pre> OnMurder</b>
Type: Combat
Retourne: short
Exemple: if ( OnMurder == 1 )
Scripts: alvisTeriScript
RedoranCouncillor
</pre>
<p>Retourne 1 for one frame when the actor is murdered (0 otherwise). Both this
and OnDeath will return 1 at the same time, so you can do something like this:
</p>
<pre> if ( OnDeath == 1 )
if ( OnMurder == 1 )
Set RedoranMurdered to 2
else
Set RedoranMurdered to 1
endif
endif
</pre>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#ondeath">OnDeath</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onknockout">
OnKnockout</a> </p>
<p></p>
<hr noShade>
<p><a name="onpcadd"></a><span class="title2">OnPCAdd</span> <b></p>
<pre> OnPCAdd</b>
Type: Inventory, Variable
Retourne: short
Exemple: short OnPCAdd
if ( OnPCAdd == 1 )
Scripts: CharGenStatsSheet
CharGen_ring_keley
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
When defined, it will be set to 1 when the player adds the calling item to their
inventory. Should be manually reset if you wish to check for additional item
additions. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onpcdrop"></a><span class="title2">OnPCDrop</span> <b></p>
<pre> OnPCDrop</b>
Type: Inventory, Variable
Retourne: short
Exemple: short OnPCDrop
if ( OnPCDrop == 1 )
Scripts: Inusité
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
When defined, it will be set to 1 when the player drops the calling item from
their inventory. Should be manually reset if you wish to check for additional
item drops. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onpcequip"></a><span class="title2">OnPCEquip</span> <b></p>
<pre> OnPCEquip</b>
Type: Inventory, Variable
Retourne: short
Exemple: short OnPCEquip
if ( OnPCEquip == 1 )
set OnPCEquip to 0
endif
Scripts: bladeScript
disguisedArmor
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
When defined, it will be set to 1 when the player equips the item, and remain 1
while the player has it equipped (unless manually reset) and is 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onpchitme"></a><span class="title2">OnPCHitMe</span> <b></p>
<pre> OnPCHitMe</b>
Type: Combat, Variable
Retourne: short
Exemple: short OnPCHitMe
if ( OnPCHitMe == 1 )
StartCombat Joueur
Set OnPCHitMe to 0
endif
Scripts: almaScript
cattleScript
</pre>
<p>This is not a function but must be defined as a short variable in the script
to be used. When the player hits the object, the variable will be set to 1. It
must be reset to 0 when testing for it, such as in the above example script. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onpcrepair"></a><span class="title2">OnPCRepair</span> <b></p>
<pre> OnPCRepair</b>
Type: Inventory, Variable
Retourne: short
Exemple: short OnPCRepair
if ( OnPCRepair == 1 )
Scripts: Inusité
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
When defined, it will be set to 1 when the player repairs the calling item.
Should be manually reset if you wish to check for additional item repairs. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onpcsoulgemuse"></a><span class="title2">OnPCSoulGemUse</span> <b>
</p>
<pre> OnPCSoulGemUse</b>
Type: Inventory, Variable
Retourne: short
Exemple: short OnPCSoulGemUse
if ( OnPCSoulGemUse == 1 )
Joueur->additem, "Misc_soulgem_Azura", 1
endif
Scripts: AzuraStarScript
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
When defined, it will be set to 1 when the player uses a soul gem for enchanting
or recharging an item. Should be manually reset if you wish to check for
additional soul gem uses. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="onrepair"></a><span class="title2">OnRepair</span> <b></p>
<pre> OnRepair</b>
Type: Objet, Broken
Retourne: short
Exemple: short OnRepair
if ( OnRepair == 1 )
Scripts: Inusité
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
Retourne 1 if calling object has been attempted to be repaired, or 0 otherwise.
This function is currently broken and does not work. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpcrepair">
OnPCRepair</a> </p>
<p></p>
<hr noShade>
<p><a name="outputobjcounts"></a><a name="outputrefcounts"></a>
<a name="outputrefinfo"></a><span class="title2">OutputObjNombres</span><br>
<span class="title2">OutputRefNombres</span><br>
<span class="title2">OutputRefInfos</span> <b></p>
<pre> OutputObjNombres
OutputRefNombres
OutputRefInfo</b>
Type: Console, Inconnue
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Console only commands that output object/reference info. Further testing is
required. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="payfine"></a><a name="payfinethief"></a><span class="title2">PayFine</span><br>
<span class="title2">PayFineThief</span> <b></p>
<pre> PayFine
PayFineThief (Inconnue)</b>
Type: Divers
Retourne: rien
Exemple: PayFine
Scripts: TGDisNombreScript
</pre>
<p>Pays the player's fine for committing any crimes and resets the game's AI so
that guards and NPCs don't hate the player any more. PayFine is used by the game
to clear the AI after the player pays a fine to a guard or other law enforced.
It removes any stolen merchandise from the player's inventory and puts it into
the evidence chests around the island. PayFineThief is similarily used when the
player uses the Thieves Guild to remove any bounty on their head but does not
remove any stolen items. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Spuzzum and Tim Martin.
</address>
<p></p>
<hr noShade>
<p><a name="pcclearexpelled"></a><span class="title2">PCClearExpelled</span> <b>
</p>
<pre> PCClearExpelled, [FactionID]</b>
Détail: FactionID = Optional faction to clear the player's expelled flag.
Type: Faction
Retourne: rien
Exemple: PCClearExpelled, "Mages Guild"
PCClearExpelled (call from a dialogue, uses the actor's faction)
Scripts: expelledMG
</pre>
<p>Clears the player's expelled flag for the given faction. If no faction is
specified, the caller's faction is used. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcexpell">
PCExpell</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcexpelled">
PCExpelled</a> </p>
<p></p>
<hr noShade>
<p><a name="pcexpell"></a><span class="title2">PCExpell</span> <b></p>
<pre> PCExpell, [FactionID]</b>
Détail: FactionID = Optional faction to expell the player from.
Type: Faction
Retourne: rien
Exemple: PCExpell, "Mages Guild"
PCExpell (call from a dialogue, uses the actor's faction)
Scripts: Inusité (only in dialogue)
</pre>
<p>Expells the player from the given faction. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcclearexpelled">
PCClearExpelled</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcexpelled">
PCExpelled</a> </p>
<p></p>
<hr noShade>
<p><a name="pcexpelled"></a><span class="title2">PCExpelled</span> <b></p>
<pre> PCExpelled, [FactionID]</b>
Détail: FactionID = Optional faction to check the player's expelled flag.
Type: Faction
Retourne: rien
Exemple: if (PCExpelled, "Mages Guild" == 1)
if (PCExpelled == 1 ) ( uses the caller's faction)
Scripts: Inusité (only in dialogue)
</pre>
<p>Retourne 1 if the player is currently expelled from the given faction, or 0
otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcclearexpelled">
PCClearExpelled</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcexpell">
PCExpell</a> </p>
<p></p>
<hr noShade>
<p><a name="pcget3rdperson"></a><span class="title2">PCGet3rdPerson</span> <b>
</p>
<pre> PCGet3rdPerson</b>
Type: Joueur Controls
Retourne: short
Exemple: if (PCGet3rdPerson == 1)
set sValue to PCGet3rdPerson
Scripts: Inusité
</pre>
<p>Retourne 1 if in 3rd person mode, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcforce3rdperson">
PCForce3rdPerson</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcforce1stperson">
PCForce1stPerson</a> </p>
<p></p>
<hr noShade>
<p><a name="pcforce3rdperson"></a><span class="title2">PCForce3rdPerson</span>
<b></p>
<pre> PCForce3rdPerson</b>
Type: Joueur Controls
Retourne: rien
Exemple: PCForce3rdPerson
Scripts: Inusité
</pre>
<p>Queue the change to 3rd person mode (this may have to wait for the current
animation to finish). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#PCGet3rdPerson">
PCGet3rdPerson</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcforce1stperson">
PCForce1stPerson</a> </p>
<p></p>
<hr noShade>
<p><a name="pcforce1stperson"></a><span class="title2">PCForce1stPerson</span>
<b></p>
<pre> PCForce1stPerson</b>
Type: Joueur Controls
Retourne: rien
Exemple: PCForce1stPerson
Scripts: Inusité
</pre>
<p>Queue the change to 1st person mode (this may have to wait for the current
animation to finish). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#PCGet3rdPerson">
PCGet3rdPerson</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#PCGet3rdPerson">
PCGet3rdPerson</a> </p>
<p></p>
<hr noShade>
<p><a name="pcjoinfaction"></a><span class="title2">PCJoinFaction</span> <b></p>
<pre> PCJoinFaction, [FactionID]</b>
Détail: FactionID = Optional faction for the player to join.
Type: Faction
Retourne: rien
Exemple: PCJoinFaction, "Mages Guild"
PCJoinFaction, Nerevarine
PCJoinFaction (uses the caller's faction)
Scripts: MoonAndStar
</pre>
<p>Joins the player to the given (or the caller's) faction. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pclowerrank">
PCLowerRank</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcraiserank">
PCRaiseRank</a> </p>
<p></p>
<hr noShade>
<p><a name="pclowerrank"></a><span class="title2">PCLowerRank</span> <b></p>
<pre> PCLowerRank, [FactionID]</b>
Détail: FactionID = Optional faction for the player to join.
Type: Faction
Retourne: rien
Exemple: PCLowerRank, "Mages Guild"
PCLowerRank, Nerevarine
PCLowerRank (uses the caller's faction)
Scripts: Inusité
</pre>
<p>Lowers the player's rank in the given faction. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#lowerrank">
LowerRank</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcjoinfaction">
PCJoinFaction</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcraiserank">
PCRaiseRank</a> </p>
<p></p>
<hr noShade>
<p><a name="pcrace"></a><span class="title2">PCRace</span> <b></p>
<pre> PCRace</b>
Type: Global
Retourne: short
Exemple:
Scripts:
</pre>
<p>A global variable that holds a numeric value for the player's race. </p>
<pre> 1 = Agonian
2 = Breton
3 = Dark Elf
4 = High Elf
5 = Imperial
6 = Khajiit
7 = Nord
8 = Orc
9 = Redguard
10 =Woodelf
</pre>
<p>It is unknown what happens for a newly created race. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="pcraiserank"></a><span class="title2">PCRaiseRank</span> <b></p>
<pre> PCRaiseRank, [FactionID]</b>
Détail: FactionID = Optional faction for the player to join.
Type: Faction
Retourne: rien
Exemple: PCRaiseRank, "Mages Guild"
PCRaiseRank, Nerevarine
PCRaiseRank (uses the caller's faction)
Scripts: sjoringScript
</pre>
<p>Raises the player's rank in the given faction. If the player is not a member
of the faction, the player is joined and their rank set to 1. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcjoinfaction">
PCJoinFaction</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pclowerrank">
PCLowerRank</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#raiserank">
RaiseRank</a> </p>
<p></p>
<hr noShade>
<p><a name="pcskipequip"></a><span class="title2">PCSkipEquip</span> <b></p>
<pre> PCSkipEquip</b>
Type: Inventory
Retourne: rien
Exemple: short PCSkipEquip
set PCSkipEquip to 1
set PCSkipEquip to 0
Scripts: sealedTreasuryOrders
sealedTreasuryReport
</pre>
<p>Not a function but must be defined as a short variable in order to be used.
When defined, set this to 1 to skip equipping the object, or 0 otherwise. Good
for popping up messages for breaking seals on books and such. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="pcvampire"></a><span class="title2">PCVampire</span> <b></p>
<pre> PCVampire</b>
Type: Global
Retourne: short
Exemple:
Scripts:
</pre>
<p>A global variable that gives the state of the player's vampire status. </p>
<pre> -1 = Has been cured
0 = Not a vampire
1 = Currently a vampire
</pre>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="pcwerewolf"></a><span class="title2">PCWerewolf</span> <b></p>
<pre> PCWerewolf</b>
Type: Global, Bloodmoon
Retourne: short
Exemple:
Scripts:
</pre>
<p>A global variable that gives the state of the player's werewolf status. </p>
<pre> -1 = Has been cured (immune to lycanthropy)
0 = Not a Loup-garou
1 = Currently a Loup-garou
</pre>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de LDones.
</address>
<p></p>
<hr noShade>
<p><a name="placeatme"></a><a name="placeatpc"></a><span class="title2">
PlaceAtMe</span> <span class="title2">PlaceAtPC</span> <b></p>
<pre> PlaceAtMe, IDObjet, Nombre, Distance, Direction
PlaceAtPC, IDObjet, Nombre, Distance, Direction</b>
Détail: IDObjet = Objet to place into world
Nombre = Number of the object to add
Distance = Distance from the player in game units
Direction = Initial orientation of the object
0 = front
1 = back
2 = left
3 = right
Type: Mouvement
PlaceAtMe, Bloodmoon
Retourne: rien
Exemple: PlaceAtPC, "delte fyr", 1, 120, 0 (just in front of player)
PlaceAtPC, "Dremora_lord", 1, 128, 1 (sneak attack behind player)
PlaceAtMe, "activator_01", 1, 500, 3
Scripts: karrodScript
BILL_MarksDaedraSummon
</pre>
<p>Places the object at the player (PlaceAtPC) or another object/activator (PlaceAtMe),
in the direction you specify and the distance. If that location is not safe (in
the air, in a wall, etc), the object will be placed at one of the other axis or
at the player’s exact location (feet). It is used most often to spawn NPCs/creatures
near the player/object for a coordinated and timed attack. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeitem">
PlaceItem</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeitemcell">
PlaceItemCell</a> </p>
<p></p>
<hr noShade>
<p><a name="position"></a><a name="positioncell"></a><span class="title2">
Position</span><br>
<span class="title2">PositionCell</span> <b></p>
<pre> Position, X, Y, Z, ZRot
PositionCell, X, Y, Z, ZRot, "IDCell"</b>
Détail: X,Y,Z = Exterior/interior location to move to the object to (float).
ZRot = World Z-axis orientation of the object (degrees, 0=North, 180=South, float)
IDCell = Interior cell name
Type: Mouvement
Retourne: rien
Exemple: Joueur->Position, -1005, 165018, 100
"Salyni Nelvayn"->PositionCell, 106, 1241, -105, "Assurdirapal, Shrine"
PositionCell, 8090, 698, -500, 270, "Vivec, St. Olms Haunted Manor"
Scripts: CharGen
gardingScript
</pre>
<p>Sets the position of the calling object to the given exterior (Position) or
interior (PositionCell) location. If you try to teleport to an unsafe place (clipping
with an object or out in the void), you will instead be placed at the next safe
location. Some people have noticed bugs using the Position function (NPCs
disappearing) and reccommend using the PositionCell function instead, which can
be outside if an exterior cell name is given. </p>
<p>Note that the ZRot parameter does not appear to work when PositionCell is
used on NPCs. It seems to work fine on the player and other objects though. Also,
if you PositionCell something you have never met into your current cell then its
local script will not start running (until you leave the area and return anyways).
</p>
<p>A common application of this function is to create a teleportation item (though,
since variables are not accepted, you can only teleport to set locations), for
example: </p>
<pre>Begin TestTeleport_Script
short button
short messageOn
short reset
short OnPcEquip
if ( OnPCEquip == 0 )
set reset to 0
endif
if ( reset == 1 )
return
endif
if ( OnPCEquip == 1 )
if ( reset == 0 )
Set OnPCEquip to 0
MessageBox "Use the Mazedband to teleport where?" "Vivec" "Mournhold" "Sotha Sil" "Nowhere"
set messageOn to 1
endif
endif
if ( messageOn == 1 )
set button to GetButtonPressed
if ( button >= 0 )
set messageOn to 0
endif
; Vivec
if ( button == 0 )
playsound "conjuration hit"
Joueur->PositionCell 12, 219, -501, 0 "Vivec, High Fane"
set reset to 1
; Mournhold
elseif ( button == 1 )
playsound "conjuration hit"
Joueur->PositionCell 0, -478, -645, 0 "Mournhold Temple: High Chapel"
set reset to 1
; Sotha sil
elseif ( button == 2 )
playsound "conjuration hit"
Joueur->PositionCell 3976, 4179, 12310, 0 "Sotha Sil, Dome of Sotha Sil"
set reset to 1
return
; Nothing
elseif ( button == 3 )
set reset to 1
return
endif
endif
End
</pre>
<p>You should not use either function from dialogue results as it can cause the
game to crash. Instead, create a script to peform the teleporting and use a
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startscript"><b>
StartScript</b></a> to start it from the dialogue result. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeitem">
PlaceItem</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeitemcell">
PlaceItemCell</a> </p>
<p></p>
<address>
Avec la Contribution de Cortex and DinkumThinkum.
</address>
<p></p>
<hr noShade>
<p><a name="placeitem"></a><a name="placeitemcell"></a><span class="title2">
PlaceItem</span><br>
<span class="title2">PlaceItemCell</span> <b></p>
<pre> PlaceItem, IDObjet, X, Y, Z, ZRot
PlaceItemCell, IDObjet, CelID, X, Y, Z, ZRot</b>
Détail: IDObjet = Objet to place into world
CelID = Cell name where to place the item
X,Y,Z = Exterior/interior location to place the item, can be a literal value
as well as float variables.
ZRot = World Z-axis orientation of the item (in degrees)
Type: Mouvement, Tribunal
Retourne: rien
Exemple: PlaceItem, "false_sunder", 10, -5006, 0, 0
PlaceItemCell, "daedric_god_helm", "Assernerairan, Shrine", NewX, NewY, NewZ, 45
Scripts: dulniScript
projectileMine
</pre>
<p>New functions added in Tribunal to create new item references into the world.
PlaceItem will create a new item in the exterior while PlaceItemCell does the
same for an interior cell. With either function, if the target cell for the
reference is an exterior cell and the given coordinate is outside of that cell,
then the reference will be added to the cell containing the coordinate. This is
a nice addition that allows you to add things to the world without previously
placing them in the editor. </p>
<p>There seems to be a bug with PlaceItemCell in that items added with the
function disappear if you save, exit, and reload. This seems to depend on the
order in which things occur. For instance if you add an PNJ to the clothier to a
cell that the player has never visited the PNJ will be there. However, if you
save the game after the PNJ has been added, reload that save and then visit the
cell the PNJ will not be there. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeatpc">
PlaceAtPC</a> </p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum.
</address>
<hr noShade>
<p><a name="playbink"></a><span class="title2">PlayBink</span> <b></p>
<pre> PlayBink, "Nom du fichier", Attribut</b>
Détail: Nom du fichier = Movie filename
Attribut = 0 or 1 (1 if you want player to be able to escape movie)
Type: Divers
Retourne: rien
Exemple: PlayBink, "mw_cavern.bik", 1
Scripts: AzuraEnd
MoonAndStar
</pre>
<p>Plays the given BIK movie file. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum and Klinn.
</address>
<p></p>
<hr noShade>
<p><a name="playgroup"></a><span class="title2">PlayGroup</span> <b></p>
<pre> PlayGroup, GroupName, [Attributs]</b>
Détail: GroupName = Animation group to play.
Attributs = Optional parameter indicating when the animation should start.
0 = Normal, the current animation will finish it’s full
cycle, and the new animation will start from its beginning.
1 = Immediate Start, the current animation will stop
regardless of the frame it is on, and the new
animation will start from its beginning.
2 = Immediate Loop, the current animation will stop
regardless of the frame it is on, and the new
animation will start at the beginning of its loop cycle.
Type: Animation
Retourne: rien
Exemple: PlayGroup, Idle2
"taren andoren"->PlayGroup, Idle, 0
"Black Dart Malar"->PlayGroup "Death1"
Scripts: AzuraEnd
rockSlide
drowned
</pre>
<p>Plays the animation group defined by GroupName. Optional flags can be used to
start the group in different ways. The various group names can be found by
viewing the animation menu options in the Personnage menu in the Construction
Set. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#loopgroup">
LoopGroup</a> </p>
<p></p>
<hr noShade>
<p><a name="playloopsound3d"></a><a name="playloopsound3dvp"></a>
<a name="playsound"></a><a name="playsoundvp"></a><a name="playsound3d"></a>
<a name="playsound3dvp"></a><span class="title2">PlayLoopSound3D</span><br>
<span class="title2">PlayLoopSound3DVP</span><br>
<span class="title2">PlaySound</span><br>
<span class="title2">PlaySoundVP</span><br>
<span class="title2">PlaySound3D</span><br>
<span class="title2">PlaySound3DVP</span> <b></p>
<pre> PlayLoopSound3D, "SoundID"
PlayLoopSound3DVP, "SoundID", Volume, Pitch
PlaySound, "SoundID"
PlaySoundVP, "SoundID", Volume, Pitch
PlaySound3D, "SoundID"
PlaySound3DVP, "SoundID", Volume, Pitch</b>
Détail: SoundID = The sound to play
Volume = Float value to adjust the volume, 0 is rien, 1 is full
Pitch = Float value to adjust the pitch
Type: Son
Retourne: rien
Exemple: PlaySound, "Crowd Boo"
PlayLoopSound3DVP. "Son Test Loop", 1.0, 1.0
Scripts: SoundTest
GG_OpenGate1
</pre>
<p>These functions play sound with a variety of options. The PlaySound function
will play the sound at full volume, sounding like it comes from directly at the
player's location. The 3D functions will cause the sound to be played from the
calling object's location in the game (so it will be dimmer the farther the
player is away from it). The VP functions allow you to adjust the volume and
pitch of the sound, although whenever the functions are used only 1 for both
volume and pitch are used. The PlayLoop functions will play the sound
continuously until a StopSound function is called. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopsound">
StopSound</a> </p>
<p></p>
<hr noShade>
<p><a name="pt"></a><a name="purgetextures"></a><span class="title2">
PurgeTextures (PT)</span> <b></p>
<pre> PurgeTextures
PT</b>
Type: Console, Inconnue
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Console command that assumably unloads all textures currently being used. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="raiserank"></a><span class="title2">RaiseRank</span> <b></p>
<pre> RaiseRank</b>
Type: Faction
Retourne: rien
Exemple: RaiseRank
player->RaiseRank
"tedryn brenur"->RaiseRank
Scripts: Inusité, only used in dialogue?
</pre>
<p>Raises the object’s rank in its current faction. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#lowerrank">
LowerRank</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcraiserank">
PCRaiseRank</a> </p>
<p></p>
<hr noShade>
<p><a name="random"></a><span class="title2">Random</span> <b></p>
<pre> Random, Valeur</b>
Détail: Valeur = One more than the maximum random number you want to generate
Type: Divers
Retourne: short
Exemple: if ( Random, 10 == 5 )
set sValue to Random, 100 ; Random number between 0 and 99
Scripts: Main
ouch_sunder
</pre>
<p>Generates a random number between 0 and (Valeur - 1). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="removeeffects"></a><span class="title2">RemoveEffects</span> <b></p>
<pre> RemoveEffects, EffectID</b>
Détail: EffectID = Magie effect to remove, use the following number values:
85 = sEffectAbsorbAttribute 20 = sEffectDrainFatigue 77 = sEffectRestoreFatigue
88 = sEffectAbsorbFatigue 18 = sEffectDrainHealth 75 = sEffectRestoreHealth
86 = sEffectAbsorbHealth 21 = sEffectDrainSkill 78 = sEffectRestoreSkill
89 = sEffectAbsorbSkill 19 = sEffectDrainSpellpoints 76 = sEffectRestoreSpellPoints
87 = sEffectAbsorbSpellPoints 126 = sEffectExtraSpell 42 = sEffectSanctuary
63 = sEffectAlmsiviIntervention 8 = sEffectFeather 3 = sEffectShield
47 = sEffectBlind 14 = sEffectFireDamage 15 = sEffectShockDamage
123 = sEffectBoundBattleAxe 4 = sEffectFireShield 46 = sEffectSilence
129 = sEffectBoundBoots 117 = sEffectFortifyAttackBonus 11 = sEffectSlowFall
127 = sEffectBoundCuirass 79 = sEffectFortifyAttribute 58 = sEffectSoultrap
120 = sEffectBoundDagger 82 = sEffectFortifyFatigue 48 = sEffectSound
131 = sEffectBoundGloves 80 = sEffectFortifyHealth 67 = sEffectSpellAbsorption
128 = sEffectBoundHelm 84 = sEffectFortifyMagickaMultiplier 136 = sEffectStuntedMagicka
125 = sEffectBoundLongbow 83 = sEffectFortifySkill 106 = sEffectSummonAncestralGhost
121 = sEffectBoundLongsword 81 = sEffectFortifySpellpoints 110 = sEffectSummonBonelord
122 = sEffectBoundMace 52 = sEffectFrenzyCreature 134 = sEffectSummonCenturionSphere
130 = sEffectBoundShield 51 = sEffectFrenzyHumanoid 103 = sEffectSummonClannfear
124 = sEffectBoundSpear 16 = sEffectFrostDamage 104 = sEffectSummonDaedroth
7 = sEffectBurden 6 = sEffectFrostShield 105 = sEffectSummonDremora
50 = sEffectCalmCreature 39 = sEffectInvisibility 114 = sEffectSummonFlameAtronach
49 = sEffectCalmHumanoid 9 = sEffectJump 115 = sEffectSummonFrostAtronach
40 = sEffectChameleon 10 = sEffectLevitate 113 = sEffectSummonGoldensaint
44 = sEffectCharm 41 = sEffectLight 109 = sEffectSummonGreaterBonewalker
118 = sEffectCommandCreatures 5 = sEffectLightningShield 112 = sEffectSummonHunger
119 = sEffectCommandHumanoids 12 = sEffectLock 108 = sEffectSummonLeastBonewalker
132 = sEffectCorpus 60 = sEffectMark 102 = sEffectSummonScamp
70 = sEffectCureBlightDisease 43 = sEffectNightEye 107 = sEffectSummonSkeletalMinion
69 = sEffectCureCommonDisease 13 = sEffectOpen 116 = sEffectSummonStormAtronach
71 = sEffectCureCorprusDisease 45 = sEffectParalyze 111 = sEffectSummonWingedTwilight
73 = sEffectCureParalyzation 27 = sEffectPoison 135 = sEffectSunDamage
72 = sEffectCurePoison 56 = sEffectRallyCreature 1 = sEffectSwiftSwim
22 = sEffectDamageAttribute 55 = sEffectRallyHumanoid 59 = sEffectTelekinesis
25 = sEffectDamageFatigue 61 = sEffectRecall 101 = sEffectTurnUndead
23 = sEffectDamageHealth 68 = sEffectReflect 133 = sEffectVampirism
24 = sEffectDamageMagicka 100 = sEffectRemoveCurse 0 = sEffectWaterBreathing
26 = sEffectDamageSkill 95 = sEffectResistBlightDisease 2 = sEffectWaterWalking
54 = sEffectDemoralizeCreature 94 = sEffectResistCommonDisease 33 = sEffectWeaknessToBlightDisease
53 = sEffectDemoralizeHumanoid 96 = sEffectResistCorprusDisease 32 = sEffectWeaknessToCommonDisease
64 = sEffectDetectAnimal 90 = sEffectResistFire 34 = sEffectWeaknessToCorprusDisease
65 = sEffectDetectEnchantment 91 = sEffectResistFrost 28 = sEffectWeaknessToFire
66 = sEffectDetectKey 93 = sEffectResistMagicka 29 = sEffectWeaknessToFrost
38 = sEffectDisintegrateArmor 98 = sEffectResistNormalWeapons 31 = sEffectWeaknessToMagicka
37 = sEffectDisintegrateWeapon 99 = sEffectResistParalysis 36 = sEffectWeaknessToNormalWeapons
57 = sEffectDispel 97 = sEffectResistPoison 35 = sEffectWeaknessToPoison
62 = sEffectDivineIntervention 92 = sEffectResistShock 30 = sEffectWeaknessToShock
17 = sEffectDrainAttribute 74 = sEffectRestoreAttribute
Type: Magie
Retourne: rien
Exemple: RemoveEffects, 56
player->RemoveEffects, 1
Scripts: Inusité
</pre>
<p>Removes all spells currently affecting the calling actor that include the
given effect. Note that this is slightly different from the
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#geteffect">
GetEffect</a> function which accepts the sEffect___ ID rather than the numeric
value. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#geteffect">
GetEffect</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespell">
RemoveSpell</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespelleffects">
RemoveSpellEffects</a> </p>
<p></p>
<hr noShade>
<p><a name="removeitem"></a><span class="title2">RemoveItem</span> <b></p>
<pre> RemoveItem, IDObjet, Nombre</b>
Détail: IDObjet = Objet to remove from the calling item's inventory.
Nombre = Number of the object to remove (short).
Type: Objet
Retourne: rien
Exemple: Joueur->RemoveItem, "Daedric_special", 1
Fargoth->RemoveItem, "ring_keley", 1
Scripts: lookoutScript
MagasScript
</pre>
<p>Removes the give number of the item from the calling object but does not drop
it. There is a potential for crashing the game if you attempt to remove an item
within it's own script, i.e., </p>
<pre>begin test_CrashScript
if (OnActivate == 1)
MessageBox "The item disappears before your eyes"
player->RemoveItem, "some_unique_item", 1
endif
end
</pre>
<p>If this script was attached to the <i>some_unique_item</i> and the only
instance of it was removed from the player's inventory, the game would crash. In
order to successfully remove the item you will have to use a global script or
from another object. You can successfully remove items that do not exist in the
calling object's inventory. The RemoveItem function accepts a short Nombre value
which limits the number of items you can remove at a time to 65535 (or possibly
65534). </p>
<p>It appears that if you use RemoveItem from the player, the player's
encumberence is modified, whether or not they actually have the object. An
interesting way to modify the amount the player can carry, especially in
situations where uninstalled mods have caused the player to carry around 'missing
items' (i.e., the player's encumberence does not reach 0 when naked). Generally,
though, you will not want to modify the player's encumberence so check for the
existence of items with the
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getitemcount"><b>
GetItemNombre</b></a> before you remove them. </p>
<p>There is a bug related to this function when adding/removing items from a
container causing the container's contents to not be updated the second time
items are added/removed. See
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#additem"><b>
AddItem</b></a> for information on this. </p>
<p>Note that this function does accept global variables but only in dialogue
results, not scripts. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#additem">AddItem</a>
</p>
<p></p>
<address>
Avec la Contribution de Spuzzum and Argent.
</address>
<p></p>
<hr noShade>
<p><a name="removefromlevcreature"></a><a name="removefromlevitem"></a>
<span class="title2">RemoveFromLevCreature</span><br>
<span class="title2">RemoveFromLevItem</span> <b></p>
<pre> RemoveFromLevCreature, LevCreature, Creature, Niveau
RemoveFromLevItem, LevItem, objet, Niveau</b>
Détail LevCreature = Levelled creature list ID to modify
LevItem = Levelled item list ID to modify
Creature = IDActeur to add to levelled creature list
objet = ItemID to add to levelled item list
Niveau = Minimum level of player to activate the item/creature.
Type: Liste de niveaus, Tribunal
Retourne: rien
Exemple: RemoveFromLevCreature, "ex_azurascoast_sleep", "ash_ghoul", 25
RemoveFromLevItem, "l_m_amulets", "amulet of 6th house", 15
Scripts: Inusité
</pre>
<p>Allows the user to modify the levelled item/creature lists while the game is
running. The functions will remove the given object/level pair to the Liste de
niveau (assuming that it exists in the list). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addtolevcreature">
AddToLevCreature</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addtolevitem">
AddToLevItem</a> </p>
<p></p>
<hr noShade>
<p><a name="removesoulgem"></a><span class="title2">RemoveSoulgem</span> <b></p>
<pre> RemoveSoulgem, IDCréature</b>
Détail IDCréature = Creature whose soulgem we wish to remove
Type: Magie
Retourne: rien
Exemple: Joueur->RemoveSoulGem, "atronach_storm"
RemoveSoulGem, "golden saint_staada"
Scripts: SkinkSoul2
StrongSoulRemove
</pre>
<p>Removes one soulgem containing the given creature's soul from the calling
actor's inventory. Note that some references incorrectly mention an optional
'Nombre' argument where you can specify the number of the soulgem to remove (confirmed
in script output with Bloodmoon and latest patch). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="removespell"></a><span class="title2">RemoveSpell</span> <b></p>
<pre> RemoveSpell, IDSort</b>
Détail IDSort = Sort to remove
Type: Magie
Retourne: rien
Exemple: Joueur->>RemoveSpell, "Vampire Attributes"
RemoveSpell, stamina
Scripts: Vampire_Cure_PC
diseaseAshChancre
</pre>
<p>Removes the spell from the calling actors known spell list or affecting
spells. If the spell is a normal spell, it is removed from the actor's list of
known spells. If the spell is a curse/disease it is removed from the list of
spells currently affecting the actor. </p>
<p>A bug vaguely related to this function is that if a creature dies with a
curse type spell on it, then any other creature of that type you enNombreer from
that point on will also be effected by that curse. To fix this simply call
RemoveSpell in an
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#ondeath"><b>
OnDeath</b></a> clause in a script attached to the creature. The fact that this
happens in the first place suggests to me that the spell is added to the
creature definition, and not just that particular instance of the creature. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeeffects">
RemoveEffects</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespelleffects">
RemoveSpellEffects</a> </p>
<p></p>
<address>
Avec la Contribution de Argent.
</address>
<p></p>
<hr noShade>
<p><a name="removespelleffects"></a><span class="title2">RemoveSpellEffects</span>
<b></p>
<pre> RemoveSpellEffects, IDSort</b>
Détail IDSort = Sort to remove
Type: Magie
Retourne: rien
Exemple: Joueur->>RemoveSpellEffects, "shock shield"
RemoveSpellEffects, shield
Scripts: Inusité
</pre>
<p>Removes the spell from the calling actors list of affecting spells. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeeffects">
RemoveEffects</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removespell">
RemoveSpell</a> </p>
<p></p>
<hr noShade>
<p><a name="repairedonme"></a><span class="title2">RepairedOnMe</span> <b></p>
<pre> RepairedOnMe, IDObjet</b>
Détail: IDObjet = The repair object to check for
Type: Objet
Retourne: short
Exemple: if ( daedric_shield->RepairedOnMe, repair_master_01 == 1 )
if ( "DarkBrotherhood Boots"->RepairedOnMe, "repair_grandmaster_01" == 1 )
Scripts: Inusité
</pre>
<p>Retourne 1 if the calling object is repaired by given object, or 0 otherwise.
For example, </p>
<pre> if ( "banhammer_unique"->RepairedOnMe, "repair_journeyman_01" == 1 )
</pre>
<p>checks against a Banhammer being repaired by a journeyman's hammer. Obviously,
the IDObjet should be a valid repair item and the calling item should be a
weapon or armor. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="ra"></a><a name="resetactors"></a><span class="title2">ResetActors
(RA)</span> <b></p>
<pre> ResetActors
RA</b>
Type: Console, Inconnue
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Console command that moves all actors to their starting positions and sets
their AI package to the default. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<p><a name="resurrect"></a><span class="title2">Resurrect</span> <b></p>
<pre> Resurrect</b>
Type: Stats
Retourne: rien
Exemple: gateway_haunt->Resurrect
Scripts: KarrodScript
ResurrectHaunt
</pre>
<p>Brings actor back to life. When you do this any changes made to the actor in
game (stats, inventory, etc...) will be reset to their original value. I have
experienced game crashes when using this function from the console sometimes
(not consistent). </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="return"></a><span class="title2">Return</span> <b></p>
<pre> Return</b>
Type: Système
Retourne: rien
Exemple: return
Scripts:
</pre>
<p>Use this to stop processing a script before the end. This is particularily
useful for long scripts that may take some time to fully process. For example:
</p>
<pre>begin TestScript
if ( MenuMode == 1 )
return
endif
; Do stuff
end
</pre>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="rotate"></a><a name="rotateworld"></a><span class="title2">Rotate</span><br>
<span class="title2">RotateWorld</span> <b></p>
<pre> Rotate, Axes, Angle/sec
RotateWorld, Axes, Angle/sec</b>
Détail: Axes = The world or object axis to rotate about (X, Y, or Z).
Angle/sec = The rotation speed to rotate the object (degrees per second).
Type: Mouvement
Retourne: rien
Exemple: Rotate, X, 0.5
"Act_banner_Khuul"->RotateWorld, Z, 1
Scripts: float
BarDoor
</pre>
<p>Rotates the object along the specified world (RotateWorld) or object (Rotate)
axis at the specified number of degrees per second. To be used properly, the
function should be called continuously while rotation is desired, for example:
</p>
<pre>begin test_RotateScript
short RotatingItem
if ( OnActivate == 1 )
if ( RotatingItem == 0 )
set RotatingItem to 1
else
set RotatingItem to 0
endif
endif
if ( RotatingItem == 1 )
RotateWorld, Z, 0.5
endif
end
</pre>
<p>which should start rotating an object up when it is activated and stop when
it is activated again. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="samefaction"></a><span class="title2">SameFaction</span> <b></p>
<pre> SameFaction</b>
Type: Faction
Retourne: short
Exemple: if ( "Shunari Eye-Fly"->SameFaction == 1 )
Scripts: Inusité, only used in dialogue
</pre>
<p>Retourne 1 if player is in the faction of the calling PNJ, or 0 otherwise.
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="say"></a><span class="title2">Say</span> <b></p>
<pre> Say, "Nom du fichier", "Text"</b>
Détail: Nom du fichier = WAV Son file to play
Text = Text used for dialog captions.
Type: Son
Retourne: rien
Exemple: Say, "Vo\Divers\tr_almgreet1.mp3", "Many Blessings upon you, my loyal servant."
"hels_assassin1"->Say, "Vo\Divers\helsass1.wav", "...supposed to be here somewhere..."
Scripts: almaScript
barassScript
</pre>
<p>Makes the subject say the given WAV file, only Marche on animating objects.
</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#saydone">SayDone</a>
</p>
<p></p>
<hr noShade>
<p><a name="saydone"></a><span class="title2">SayDone</span> <b></p>
<pre> SayDone</b>
Type: Son
Retourne: short
Exemple: if ( SayDone == 1 )
if ( Joueur->SayDone == 1 )
Scripts: DaedraAzura
TribEnd
</pre>
<p>Retourne 1 if the object is not saying anything, or 0 otherwise. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#say">Say</a> </p>
<p></p>
<hr noShade>
<p><a name="scriptrunning"></a><span class="title2">ScriptRunning</span> <b></p>
<pre> ScriptRunning, ScriptName</b>
Détail: ScriptName = Name of the script to check
Type: Script
Retourne: short
Exemple: if ( ScriptRunning, CharGen == 1 )
Scripts: Main
</pre>
<p>Retourne 1 if the given script is running as a global script, or 0 otherwise.
</p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startscript">
StartScript</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopscript">
StopScript</a> </p>
<p></p>
<hr noShade>
<p><a name="set"></a><span class="title2">Set</span> <b></p>
<pre> Set <variable> to <expression> </b>
Détail: <variable> = Local, global, or external variable to set
<expression> = Mathematical expression which can include locals, globals
literal numbers, functions and the operators +, -, *, and /.
Type: Système
Retourne: rien
Exemple: set LocalVar to ( 3.14159 * Radius * Radius )
set GlobalVar to ( ( player->GetStrength ) / 10 + 1 )
set GlobalScript.LocalVar to GlobalVar
set Objet.LocalVar to ( -60 + ( GetPos, X ) / 1024 )
Scripts: -
</pre>
<p>Use set to store a value or expression to a variable. The expression can be a
complex mathematical expression including numbers, functions, and variables.
When using the set command you should make use of spaces surround all operators
and variables. You should also surrounding all functions with brackets (if you
do not use brackets some functions will not compile correctly). </p>
<p>Note that you can have multiple functions in the set expression, however they
will all apply to the same object reference. For example: </p>
<pre> set LocalVar to ( player->GetPos, X ) + ( player->GetPos, Y )
set LocalVar to ( player->GetPos, X ) + ( GetPos, Y ) ; Same as the previous set
set LocalVar to ( player->GetPos, X ) + ( aengoth->GetPos, Y ) ; Will not work, use two seperate set commands
</pre>
<p>Voir Aussi: </p>
<p></p>
<hr noShade><a name="setacrobatics"></a><a name="setagility"></a>
<a name="setalarm"></a><a name="setalchemy"></a><a name="setalteration"></a>
<a name="setarmorbonus"></a><a name="setarmorer"></a><a name="setathletics"></a>
<a name="setattackbonus"></a><a name="setaxe"></a><a name="setblindness"></a>
<a name="setblock"></a><a name="setbluntweapon"></a><a name="setcastpenalty">
</a><a name="setchameleon"></a><a name="setconjuration"></a>
<a name="setdefendbonus"></a><a name="setdestruction"></a>
<a name="setdisposition"></a><a name="setenchant"></a><a name="setendurance">
</a><a name="setfatigue"></a><a name="setfight"></a><a name="setflee"></a>
<a name="setflying"></a><a name="sethandtohand"></a><a name="sethealth"></a>
<a name="setheavyarmor"></a><a name="sethello"></a><a name="setillusion"></a>
<a name="setintelligence"></a><a name="setinvisible"></a><a name="setlevel"></a>
<a name="setlightarmor"></a><a name="setlongblade"></a><a name="setluck"></a>
<a name="setmarksman"></a><a name="setmediumarmor"></a><a name="setmagicka"></a>
<a name="setmercantile"></a><a name="setmysticism"></a><a name="setparalysis">
</a><a name="setpccrimelevel"></a><a name="setpcvisionbonus"></a>
<a name="setpersonality"></a><a name="setreputation"></a>
<a name="setresistblight"></a><a name="setresistcorprus"></a>
<a name="setresistdisease"></a><a name="setresistfire"></a>
<a name="setresistfrost"></a><a name="setresistmagicka"></a>
<a name="setresistnormalweapons"></a><a name="setresistparalysis"></a>
<a name="setresistpoison"></a><a name="setresistshock"></a>
<a name="setrestoration"></a><a name="setscale"></a><a name="setsecurity"></a>
<a name="setshortblade"></a><a name="setsilence"></a><a name="setsneak"></a>
<a name="setspear"></a><a name="setspeechcraft"></a><a name="setspeed"></a>
<a name="setstrength"></a><a name="setsuperjump"></a><a name="setswimspeed"></a>
<a name="setunarmored"></a><a name="setwaterbreathing"></a>
<a name="setwaterlevel"></a><a name="setwaterwalking"></a>
<a name="setwillpower"></a><span class="title2">
<table cellSpacing="0" cellPadding="2" border="0">
<tr>
<td><span class="title2">SetAcrobatics</span></td>
<td><span class="title2">SetAgility</span></td>
<td><span class="title2">SetAlarm</span></td>
<td><span class="title2">SetAlchemy</span></td>
<td><span class="title2">SetAlteration</span></td>
<td><span class="title2">SetArmorBonus</span></td>
<td><span class="title2">SetArmorer</span></td>
</tr>
<tr>
<td><span class="title2">SetAthletics</span></td>
<td><span class="title2">SetAttackBonus</span></td>
<td><span class="title2">SetAxe</span></td>
<td><span class="title2">SetBlindness</span></td>
<td><span class="title2">SetBlock</span></td>
<td><span class="title2">SetBluntWeapon</span></td>
<td><span class="title2">SetCastPenalty</span></td>
</tr>
<tr>
<td><span class="title2">SetChameleon</span></td>
<td><span class="title2">SetConjuration</span></td>
<td><span class="title2">SetDefendBonus</span></td>
<td><span class="title2">SetDestruction</span></td>
<td><span class="title2">SetDisposition</span></td>
<td><span class="title2">SetEnchant</span></td>
<td><span class="title2">SetEndurance</span></td>
</tr>
<tr>
<td><span class="title2">SetFatigue</span></td>
<td><span class="title2">SetFight</span></td>
<td><span class="title2">SetFlee</span></td>
<td><span class="title2">SetFlying</span></td>
<td><span class="title2">SetHandToHand</span></td>
<td><span class="title2">SetHealth</span></td>
<td><span class="title2">SetHeavyArmor</span></td>
</tr>
<tr>
<td><span class="title2">SetHello</span></td>
<td><span class="title2">SetIllusion</span></td>
<td><span class="title2">SetIntelligence</span></td>
<td><span class="title2">SetInvisible</span></td>
<td><span class="title2">SetLevel</span></td>
<td><span class="title2">SetLightArmor</span></td>
<td><span class="title2">SetLongBlade</span></td>
</tr>
<tr>
<td><span class="title2">SetLuck</span></td>
<td><span class="title2">SetMarksman</span></td>
<td><span class="title2">SetMediumArmor</span></td>
<td><span class="title2">SetMagicka</span></td>
<td><span class="title2">SetMercantile</span></td>
<td><span class="title2">SetMysticism</span></td>
<td><span class="title2">SetParalysis</span></td>
</tr>
<tr>
<td><span class="title2">SetPCCrimeLevel</span></td>
<td><span class="title2">SetPCVisionBonus</span></td>
<td><span class="title2">SetPersonality</span></td>
<td><span class="title2">SetReputation</span></td>
<td><span class="title2">SetResistBlight</span></td>
<td><span class="title2">SetResistCorprus</span></td>
<td><span class="title2">SetResistDisease</span></td>
</tr>
<tr>
<td><span class="title2">SetResistFire</span></td>
<td><span class="title2">SetResistFrost</span></td>
<td><span class="title2">SetResistMagicka</span></td>
<td><span class="title2">SetResistNormalWeapons</span></td>
<td><span class="title2">SetResistParalysis</span></td>
<td><span class="title2">SetResistPoison</span></td>
<td><span class="title2">SetResistShock</span></td>
</tr>
<tr>
<td><span class="title2">SetRestoration</span></td>
<td><span class="title2">SetScale</span></td>
<td><span class="title2">SetSecurity</span></td>
<td><span class="title2">SetShortblade</span></td>
<td><span class="title2">SetSilence</span></td>
<td><span class="title2">SetSneak</span></td>
<td><span class="title2">SetSpear</span></td>
</tr>
<tr>
<td><span class="title2">SetSpeechcraft</span></td>
<td><span class="title2">SetSpeed</span></td>
<td><span class="title2">SetStrength</span></td>
<td><span class="title2">SetSuperJump</span></td>
<td><span class="title2">SetSwimSpeed</span></td>
<td><span class="title2">SetUnarmored</span></td>
<td><span class="title2">SetWaterBreathing</span></td>
</tr>
<tr>
<td><span class="title2">SetWaterLevel</span></td>
<td><span class="title2">SetWaterWalking</span></td>
<td><span class="title2">SetWillpower</span></td>
</tr>
</table>
</span><b>
<pre> Set____</b>
Détail: Valeur = Valeur to set the stat by. Can be a literal value or a
variable (float).
Type: Stats
Retourne: rien
Exemple: player->SetFatigue, 0
SetStrength, LocalVar
Scripts: ouch_keening
puzzlecanal
</pre>
<p>These Set functions will set the exact value of the statistic. The functions
will also accept a float variable instead of a literal numeric value. There are
several special cases of the Set___ functions as described below. </p>
<ul>
<li><b>SetScale</b> - New in Tribunal </li>
<li><b>SetWaterLevel</b> - New in Tribunal </li>
<li><b>SetPCCrimeLevel</b> - Joueur only </li>
<li><b>SetPCVisionBonus</b> - Joueur only, Inconnue </li>
<li><b>SetAlarm</b> </li>
<li><b>SetFight</b> </li>
<li><b>SetFlee</b> </li>
<li><b>SetHello</b> - When you use these functions you change the AI settings
for ALL references of the actor, not just the calling reference. </li>
<li><b>SetScale</b> - You can exceed the 0.5 to 2.0 scale limits imposed by
the editor. You shouldn't call SetScale in every frame, at least not in
exteriors or other FPS-critical situations. Keep in mind that the scale will
be reset to the 0.5 - 2.0 range when you reload. Either call it regularly
(about every 10 frames) or test for GetScale and reset the scale when it
doesn't fit. </li>
</ul>
<p>Note that the SetInvisible was incorrectly spelled as SetInvisibile in the
original Morrowind game (fixed in a later patch or Tribunal?). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstrength">Get____</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modstrength">Mod____</a>
</p>
<p></p>
<address>
Avec la Contribution de Jog.
</address>
<p></p>
<hr noShade>
<p><a name="setangle"></a><span class="title2">SetAngle</span> <b></p>
<pre> SetAngle, Axes, Angle</b>
Détail: Axes = World axis to set the object's angle (X, Y, or Z)
Angle = Angle in degrees to set (float). In Tribunal the function can accept
variable floats as well as literal values.
Type: Mouvement
Retourne: rien
Exemple: SetAngle, X, 45.0
"Act_banner_Tel_Vos"->SetAngle, Z, 90
SetAngle, Y, GetStartingAngle, Y
SetAngle, Y, fValue (Tribunal only)
Scripts: SignRotate
Dagoth_doors
</pre>
<p>Sets the angle of the object in degrees using the given world axis. In
Tribunal the function also accepts float variables in addition to literal
values. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="setatstart"></a><span class="title2">SetAtStart</span> <b></p>
<pre> SetAtStart</b>
Type: Mouvement
Retourne: rien
Exemple: SetAtStart
"ex_gg_portcullis_01"->SetAtStart
Scripts: BarDoor
GG_OpenGate1
</pre>
<p>This resets the object to the original position and orientation it was given
in the editor, before any movement or rotation occurred. Be warned that this
function doesn't always seem to do exactly as it should. Objects are not
nessecarily reset to its editor defined position. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Includes Contributions fron CaveRat.
</address>
<p></p>
<hr noShade>
<p><a name="setdelete"></a><span class="title2">SetDelete</span> <b></p>
<pre> SetDelete, Attribut</b>
Détail: Attribut = 1 to delete object, 0 to clear
Type: Divers, Tribunal
Retourne: rien
Exemple: SetDelete, 1
Scripts: trapProjScript
explosion_pushout
</pre>
<p>The SetDelete function can be used in combination with Disable to remove an
object more completely. SetDelete 1 marks a reference for deletion while
SetDelete, 0 clears that flag. If the reference came from the master file, it is
still there but knows it shouldn’t be so has no art and no scripting. If was
created in game, it will actually be deleted. </p>
<p>Use "SetDelete, 1" to mark on object to be deleted/not saved in a save game.
Objects that have been put in the world with the editor (or perhaps those
already saved in the game) seem to stay in place when it's used on them, until a
save/load has happened, and a "SetDelete, 0" could be used on them to undo the
effect. Items that are placed however, using PlaceAtPC, or PlaceItem, are
immediately deleted from the world. </p>
<p>There are a couple of things that should be done to make this work, as I had
some problems with using it crashing the game otherwise. If you use this on an
object, give it a bit of time of inactivity before you delete it, and Disable it
ahead of time. So you could put something like this in your script near the top,
as an example: </p>
<pre>if ( deleteobj = 1 ) ;Local variable, set when you want to delete
if ( deletetimer == 0 )
Disable
endif
if ( deletetimer < 10 )
set deletetimer to ( deletetimer + 1 )
endif
if ( deletetimer == 10 )
"my_object_01"->SetDelete, 1
endif
Return
endif
</pre>
<p>That way, with the return, it stops the rest of the script if it's up near
the top of it (below where you setup the variables though), and disables it, and
gives it a bit of time before it's deleted. It may not need 10 frames, but
that's not long, and it worked in my scripts It can be quite a useful function
in scripting things, as it allows for a script to use PlaceAtPC or PlaceItem
scripts or such to create items within the world, at different locations, or
different situations, where you may want to delete such items after. </p>
<p>Other useful tips for successfully using SetDelete are: </p>
<ol>
<li>Always call setDelete from a local script. </li>
<li>Give at least 2 seconds if you've used Cast or ExplodeSpell, otherwise it
is perfectly OK to Disable one frame then SetDelete the next. </li>
<li>Never SetDelete if the object is in an inventory. </li>
<li>Always Disable first. </li>
</ol>
<p>Voir Aussi: <a href="http://www.uesp.net/dontsaveobject">DontSaveObject</a>
</p>
<p></p>
<address>
Avec la Contribution de Soralis, Dan_Wheeler and Accido.
</address>
<p></p>
<hr noShade>
<p><a name="setfactionreaction"></a><span class="title2">SetFactionReaction</span>
<b></p>
<pre> SetFactionReaction, FactionID1, FactionID2, Valeur</b>
Détail: FactionID1 = FactionID source
FactionID2 = FactionID target
Valeur = Valeur to modify the faction reaction by.
Type: Faction
Retourne: rien
Exemple: SetFactionReaction, "Thieves Guild", "Temple", -2
SetFactionReaction, "Redoran", "Nerevarine", 4
Scripts: MoonAndStar
</pre>
<p>Defines the reaction of one faction towards members of another faction.
Positive value indicate more like, while negative values indicate dislike. For
example, </p>
<pre> SetFactionReaction, "Thieves Guild", "Temple", -2
</pre>
<p>will cause all thieves guild members to dislike all temple members (it is not
reversible so you would have to also set the Temple faction reaction to the
Thieves guild). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#Getfactionreaction">
GetFactionReaction</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modfactionreaction">
ModFactionReaction</a>. </p>
<p></p>
<hr noShade>
<p><a name="setjournalindex"></a><span class="title2">SetJournalIndex</span> <b>
</p>
<pre> SetJournalIndex, JournalID, Index</b>
Détail: JournalID = Journal entry to add or modify.
Index = Valeur to set the journal entry to.
Type: Dialogue
Retourne: rien
Exemple: SetJournalIndex, "A2_4_MiloGone", 10 (???)
Scripts: Inusité
</pre>
<p>Sets the Journal to that index. Can move up or down. Inusité so I'm not sure
what purpose or use this function is. Although it is supposedly included in the
original game, it only Marche in Tribunal or later versions. </p>
<p>SetJournalIndex is primarily useful to set a Journal to an entry without
displaying any journal text. This can be used as a form of a quest variable
without being forced to actually create a global variable to govern that quest
-- for example, to display something to the player, and then set a special flag
for that quest you can set the index to 46, and then check to see if the
dialogue entry is 46 instead of 45 to have the PNJ do something different when
reacting to the player. Essentially, it's a way of tracking the player's
shenanigans without tipping off the player with a journal entry. </p>
<p>You can set the journal index to values where a journal index doesn't
actually exist, as well. Whether or not you can use SetJournalIndex to
repeatedly display the same journal entry over and over, I haven't tried. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#journal">Journal</a>
</p>
<p></p>
<address>
Avec la Contribution de Spuzzum and Melian.
</address>
<p></p>
<hr noShade>
<p><a name="setpcfacrep"></a><span class="title2">SetPCFacRep</span> <b></p>
<pre> SetPCFacRep, Valeur, [FactionID]</b>
Détail: Valeur = Valeur to set the faction reputation to.
FactionID = Optional faction ID to modify.
Type: Faction
Retourne: rien
Exemple: SetPCFacRep, 10, "Thieves Guild"
SetPCFacRep, 25, "Temple"
"tedryn brenur"->ModPCFacRep, 5
Scripts: Inusité
</pre>
<p>Defines the reaction modifier for members of the specified faction towards
the PC. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcfacrep">
GetPCFacRep</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#modpcfacrep">
ModPCFacRep</a> </p>
<p></p>
<hr noShade>
<p><a name="setpos"></a><span class="title2">SetPos</span> <b></p>
<pre> SetPos, Axes, Position</b>
Détail: Axes = World axis to set the object's position (X, Y, or Z)
Position = Position in game units to set (float). In Tribunal the function can accept
variable floats as well as literal values.
Type: Mouvement
Retourne: rien
Exemple: SetPos, X, 45.0
"Act_banner_Tel_Vos"->SetPos, Z, -1002.0
SetPos, Y, GetStartingPos, Y
SetPos, Y, fValue (Tribunal only)
Scripts: shrineGnisisSecret
PlagueRock1
</pre>
<p>Sets the position of the object in game units (70 units per meter) using the
given world axis. In Tribunal the function also accepts local float variables in
addition to literal values (does not accept globals). This function does modify
the player's position. Unfortunately there are problems when you use SetPos to
change the current cell. The cell's contents are not always loaded correctly. In
this case you may need to use the COE (CenterOnExterior) function to change the
current cell and then the SetPos to modify the player's position. An easier
method is to use a
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fixme"><b>FixMe</b></a>
function call after the player's position has changed. </p>
<p>A related problem is in exteriors the function will only work in the
currently loaded area (the current cell plus 2-3 cells around the current cell).
It can't be used to move something to an arbitrary exterior cell. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpos">GetPos</a>
</p>
<p></p>
<address>
Avec la Contribution de Srikandi, and AfterShock_81.
</address>
<p></p>
<hr noShade>
<p><a name="setwerewolfacrobatics"></a><span class="title2">
SetWerewolfAcrobatics</span> <b></p>
<pre> SetWerewolfAcrobatics, Valeur</b>
Détail: Valeur = New acrobatics skill value/bonus
Type: Statistic
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Sets the acrobatics skill value/bonus when the player is in Loup-garou form (unconfirmed).
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="short"></a><span class="title2">Short</span><br>
<b></p>
<pre> Short</b>
Type: Système
Exemple: short LocalVar
Scripts:
</pre>
<p>This is one of the three types of the scripting language. Short variables are
signed and can range from -32,768 to 32,767. </p>
<p>Although local variables can start with an underscore character (_), this
seems to cause strange problems in some functions. Therefore it is reccommended
that you do not name variables starting with the underscore. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#float">Float</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#long">Long</a>
</p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum.
</address>
<p></p>
<hr noShade>
<p><a name="show"></a><span class="title2">Show</span><br>
<b></p>
<pre> Show nomvariable
IDObjet->show nomvariable</b>
Détail: nomvarible = <span class="postbody"> variable de script ou variable globale dont on veut connaître la valeur</span></pre>
<pre> Type: Console
Exemple: show chargenstate
Scripts:
</pre>
<p><span class="postbody">Nomvariable doit etre une variable de script ou une
variable globale. Affiche la valeur de la variable passée en paramètre. Ssi la
variable est dans un script attaché à un objet, il faut appeler show depuis
l'objet. Tout comme showvars, sert surtout à débugger les scripts.</span></p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="sa"></a><a name="showanim"></a><span class="title2">ShowAnim (SA)</span><br>
<b></p>
<pre> ShowAnim
SA</b>
Type: Console, Inconnue
Exemple:
Scripts:
</pre>
<p>Unknown console command. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="sg"></a><a name="showgroup"></a><span class="title2">ShowGroup (SG)</span><br>
<b></p>
<pre> ShowGroup
SG</b>
Type: Console
Exemple:
Scripts:
</pre>
<p>Unknown console command. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="showmap"></a><span class="title2">ShowMap</span> <b></p>
<pre> ShowMap, IDCell</b>
Détail: IDCell = Partial or complete cell name to show on world map
Type: Divers
Retourne: rien
Exemple: ShowMap "Gnisis"
ShowMap "Vivec"
Scripts: BookPilgrimsPath
</pre>
<p>Shows the given cell name on the world map. Will match complete or partial
cells, so <i>ShowMap, "Vivec"</i> will show cells <i>Vivec</i> and <i>Vivec,
Fred's House</i> as well. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="showrestmenu"></a><span class="title2">ShowRestMenu</span> <b></p>
<pre> ShowRestMenu</b>
Type: Console
Retourne: rien
Exemple: ShowRestMenu
Scripts: BedStandard
CharGenBed
</pre>
<p>Displays the standard rest/sleep menu allowing the player to choose the
amount of time they wish to rest. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="ssg"></a><a name="showscenegraph"></a><span class="title2">
ShowSceneGraph (SSG)</span><br>
<b></p>
<pre> ShowSceneGraph
SSG</b>
Type: Console
Exemple:
Scripts: n/a
</pre>
<p>When you use this command the game will freeze for a short time (30 seconds
or so). When the command is finished it will actually create a new Window on the
desktop with all the game renderer's information (use Alt-Tab or Alt-Esc to
temporarily exit the game and view the other window). The information is
displayed via a tree control and those familiar with hacking NIF files may
recognize some of the information. The world objects can be found under the
World Scene Graph--WorldRoot--WorldObjectRoot and then under the currently
loaded cells. You can view the various rendering information under each object.
This probably won't be much use to most people but only those performing
low-level hacking/editting of Morrowind or it's data files (such as NIF files).
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="st"></a><a name="showtargets"></a><span class="title2">ShowTargets
(ST)</span><br>
<b></p>
<pre> ShowTargets
ST</b>
Type: Console
Exemple:
Scripts:
</pre>
<p>Console command that shows the selected actor's target group members. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="sv"></a><a name="showvars"></a><span class="title2">ShowVars (SV)</span><br>
<b></p>
<pre> ShowVars
SV</b>
Type: Console
Exemple: sv
Scripts:
</pre>
<p>Commande de console qui affiche la liste de toutes les variables locales
et/ou globales. Si aucun objet n'est sélectionné dans la console (référence en
haut de la fenêtre de la console) SV va lister toutes les variables globales. Si
un objet est sélectionné SV va lister toutes les variables de scripts attachés à
l'objet (s'il en a). <span class="postbody">Trés utile pour débugger un script
qui ne semble pas fonctionner.</span></p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<p><a name="skipanim"></a><span class="title2">SkipAnim</span> <b></p>
<pre> SkipAnim</b>
Type: Animation
Retourne: rien
Exemple: SkipAnim
"taren andoren"->SkipAnim
Scripts: Inusité
</pre>
<p>Causes the current animation to not be played for this frame. One of the
useful things to do with this is to create armor dummies for displaying armour
and clothing. Simply create a new PNJ, set its health to 0, and attach to it a
script like the following: </p>
<pre> begin test_dummy
SkipAnim;
end
</pre>
<p>When you insert the PNJ into the game it will die (since it has no hitpoints)
but it will not 'fall over' since all its animations are disabled. You can then
access its inventory (since its dead) and any armour that you place in the dead
body will be automatically equipped. Unfortunately it appears that weapons are
not automatically equipped in the same manner. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#loopgroup">
LoopGroup</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playgroup">
PlayGroup</a> </p>
<p></p>
<hr noShade>
<p><a name="startcombat"></a><span class="title2">StartCombat</span> <b></p>
<pre> StartCombat, IDActeur</b>
Détail: IDActeur = The actor with which to start combat with.
Type: Combat
Retourne: rien
Exemple: "drals indobar"->StartCombat Joueur
StartCombat Joueur
Scripts: almaScript
avSlaveHunter
</pre>
<p>The calling PNJ will start combat with the given IDActeur. Should only be
called once (not continuously) or you may experience unintended results (such as
the PNJ not attacking at all). Once combat is started, the PNJ is subject to the
usual AI rules (such as fleeing). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopcombat">
StopCombat</a> </p>
<p></p>
<hr noShade>
<p><a name="startscript"></a><span class="title2">StartScript</span> <b></p>
<pre> StartScript, ScriptName</b>
Détail: ScriptName = Name of the script to start
Type: Script
Retourne: rien
Exemple: StartScript, CharGen
Scripts: Main
MoonAndStar
</pre>
<p>This function starts a script running as a global script. It is not attached
to any object, so functions like moving, rotating, checking distances and such
have no bearing in a global script (which means you must specify object IDs
explicity). Note this isn't exactly true as if you start a global script it will
use the calling script object by default (i.e., if you started a global script
from within the PNJ Bob's script, the global script would use Bob as the default
object). Global scripts are good for running complex quests, checking variables,
or setting timers. Each global script is run every frame so take care not to run
too many at one or the game's speed will be reduced. </p>
<p>You can target a global script using either IDObjet->StartScript, or calling
StartScript from the dialogue results box. While both are true, they don't quite
work as expected when used together. From the results box, IDObjet->StartScript
seems to attach the script to the PNJ calling the dialogue and not the
referenced object. When you use a targetted global script any function call in
the script will use the target object (you don't need to explicitly specify the
object unless you need/want to). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#scriptrunning">
ScriptRunning</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopscript">
StopScript</a> </p>
<p></p>
<address>
Avec la Contribution de Argent.
</address>
<p></p>
<hr noShade>
<p><a name="stayoutside"></a><span class="title2">StayOutside</span><br>
<b></p>
<pre> StayOutside</b>
Type: Undocuments, Variable, Bloodmoon
Exemple: short StayOutside
set StayOutside to 1
Scripts: Inusité
</pre>
<p>When used in script, it causes whoever it's assigned to to automatically
remain (and wait) outside of any interior the player may enter (automatically
rejoins upon return). </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Grumpy. </addres>
</address>
<p></p>
<hr noShade>
<address>
<a name="sct"></a><a name="stopcelltest"></a><span class="title2">StopCellTest
(SCT)</span><br>
<b>
</address>
<pre> StopCellTest
SCT</b>
Type: Console
Exemple:
Scripts:
</pre>
<p>Assumably this console command stops a cell test previously started by the
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testcells">
TestCells</a> console command. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testcells">
TestCells</a>. </p>
<p></p>
<hr noShade>
<address>
<a name="stopcombat"></a><span class="title2">StopCombat</span> <b>
</address>
<pre> StopCombat</b>
Type: Combat
Retourne: rien
Exemple: "Drores Arvel"->StopCombat
StopCombat
Scripts: cattleScript
fightStopOrdinators
</pre>
<p>The calling actor will stop attacking (whether or not they actually are
currently attacking anything). Note that using this function can result in NPCs
not to defend themselves or attack at all. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startcombat">
StartCombat</a> </p>
<p></p>
<hr noShade>
<address>
<a name="stopscript"></a><span class="title2">StopScript</span> <b>
</address>
<pre> StopScript, ScriptName</b>
Détail: ScriptName = Name of the script to stop
Type: Script
Retourne: rien
Exemple: StopScript, CharGen
Scripts: CharGen
EndGame
</pre>
<p>This stops a currently running global script started previously with
StartScript. Using StopScript resets any local variables used by that script. A
StopScript will not immediately terminate the script when it is called. Instead,
the script continues executing to the End statement, and then terminates. Use
the <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#return"><b>
Return</b></a> command to immediately stop a script for the current frame if
desired. </p>
<p>If a Tribunal Start Script is terminated with StopScript, it will start up
again the next time the game is loaded. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#scriptrunning">
ScriptRunning</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startscript">
StartScript</a> </p>
<p></p>
<address>
Avec la Contribution de DinkumThinkum.
</address>
<p></p>
<hr noShade>
<address>
<a name="stopsound"></a><span class="title2">StopSound</span> <b>
</address>
<pre> StopSound, SoundID</b>
Détail: SoundID = The sound to stop playing
Type: Son
Retourne: rien
Exemple: StopSound "Son Test Loop"
Scripts: SoundTest
PlagueRock1
</pre>
<p>Stops the given sound if it is playing and previously starting with
PlayLoopSound. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playloopsound">
PlayLoopSound</a> </p>
<p></p>
<hr noShade>
<address>
<a name="streammusic"></a><span class="title2">StreamMusic</span> <b>
</address>
<pre> StreamMusic, "Nom du fichier"</b>
Détail: Nom du fichier = Name of the music file to play
Type: Son
Retourne: rien
Exemple: StreamMusic, "conantheme.mp3"
Scripts: GnisisWarpDoor
GnisisEggmineDoor
</pre>
<p>Plays the given music file. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<address>
<a name="testcells"></a><a name="testinteriorcells"></a><a name="t3d"></a>
<a name="testmodels"></a><a name="testthreadcells"></a><span class="title2">
TestCells</span><br>
<span class="title2">TestInteriorCells</span><br>
<span class="title2">TestModels (T3D)</span><br>
<span class="title2">TestThreadCells</span> <b>
</address>
<pre> TestCells
TestInteriorCells
TestModels (T3D)
TestThreadCells (Inconnue)</b>
Type: Console
Exemple:
Scripts:
</pre>
<p>Assumably this console command tests various objects/locations in the game in
some manner. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopcelltest">
StopCellTest</a>. </p>
<p></p>
<hr noShade><a name="tai"></a><a name="toggleai"></a><a name="tb"></a>
<a name="toggleborders"></a><a name="tcl"></a><a name="togglecollision"></a>
<a name="tcb"></a><a name="togglecollisionboxes"></a><a name="tcg"></a>
<a name="togglecollisiongrid"></a><a name="tcs"></a><a name="togglecombatstats">
</a><a name="tdt"></a><a name="toggledebugtext"></a><a name="tds"></a>
<a name="toggledialoguestats"></a><a name="tfow"></a><a name="togglefogofwar">
</a><a name="tfh"></a><a name="togglefullhelp"></a><a name="tgm"></a>
<a name="togglegodmode"></a><a name="tg"></a><a name="togglegrid"></a>
<a name="tks"></a><a name="togglekillstats"></a><a name="tl"></a>
<a name="togglelights"></a><a name="tlf"></a><a name="toggleloadfade"></a>
<a name="tms"></a><a name="togglemagicstats"></a><a name="tm"></a>
<a name="togglemenus"></a><a name="tpg"></a><a name="togglepathgrid"></a>
<a name="tso"></a><a name="togglescriptoutput"></a><a name="togglescripts"></a>
<a name="ts"></a><a name="togglesky"></a><a name="tst"></a>
<a name="togglestats"></a><a name="tts"></a><a name="toggletexturestring"></a>
<a name="tvm"></a><a name="togglevanitymode"></a><a name="twa"></a>
<a name="togglewater"></a><a name="twf"></a><a name="togglewireframe"></a>
<a name="tw"></a><a name="toggleworld"></a>
<table cellSpacing="0" cellPadding="2" border="0">
<tr>
<td><span class="title2">ToggleAI (TAI)</span></td>
<td><span class="title2">ToggleBorders (TB)</span></td>
<td><span class="title2">ToggleCollision (TCL)</span></td>
<td><span class="title2">ToggleCollisionBoxes (TCB)</span></td>
</tr>
<tr>
<td><span class="title2">ToggleCollisionGrid (TCG)</span></td>
<td><span class="title2">ToggleCombatStats (TCS)</span></td>
<td><span class="title2">ToggleDebugText (TDT)</span></td>
<td><span class="title2">ToggleDialogueStats (TDS)</span></td>
</tr>
<tr>
<td><span class="title2">ToggleFogOfWar (TFOW)</span></td>
<td><span class="title2">ToggleFullHelp (TFH)</span></td>
<td><span class="title2">ToggleGodMode (TGM)</span></td>
<td><span class="title2">ToggleGrid (TG)</span></td>
</tr>
<tr>
<td><span class="title2">ToggleKillStats (TKS)</span></td>
<td><span class="title2">ToggleLights (TL)</span></td>
<td><span class="title2">ToggleLoadFade (TLF)</span></td>
<td><span class="title2">ToggleMagicStats (TMS)</span></td>
</tr>
<tr>
<td><span class="title2">ToggleMenus (TM)</span></td>
<td><span class="title2">TogglePathGrid (TPG)</span></td>
<td><span class="title2">ToggleScriptOutput (TSO)</span></td>
<td><span class="title2">ToggleScripts</span></td>
</tr>
<tr>
<td><span class="title2">ToggleSky (TS)</span></td>
<td><span class="title2">ToggleStats (TST)</span></td>
<td><span class="title2">ToggleTextureString (TTS)</span></td>
<td><span class="title2">ToggleVanityMode (TVM)</span></td>
</tr>
<tr>
<td><span class="title2">ToggleWater (TWA)</span></td>
<td><span class="title2">ToggleWireFrame (TWF)</span></td>
<td><span class="title2">ToggleWorld (TW)</span></td>
</tr>
</table>
<b>
<pre> ToggleAI (TAI)
ToggleBorders (TB)
ToggleCollision (TCL)
ToggleCollisionBoxes (TCB)
ToggleCollisionGrid (TCG)
ToggleCombatStats (TCS)
ToggleDebugText (TDT)
ToggleDialogueStats (TDS)
ToggleFogOfWar (TFOW)
ToggleFullHelp (TFH)
ToggleGodMode (TGM)
ToggleGrid (TG)
ToggleKillStats (TKS)
ToggleLights (TL)
ToggleLoadFade (TLF)
ToggleMagicStats (TMS)
ToggleMenus (TM)
TogglePathGrid (TPG)
ToggleScriptOutput (TSO)
ToggleScripts
ToggleSky (TS)
ToggleStats (TST)
ToggleTextureString (TTS)
ToggleVanityMode (TVM)
ToggleWater (TWA)
ToggleWireFrame (TWF)
ToggleWorld (TW)
</b>
Type: Console
Exemple:
Scripts:
</pre>
<p>These console commands enable/disable various modes or statistics within the
game (use once to enable and again to disable). Their descriptions are as
follows: </p>
<ul>
<li>
<address>
ToggleAI - Toggle the PNJ/creature AI?
</address>
</li>
<li>
<address>
ToggleBorders - Toggles the display of exterior cell borders.
</address>
</li>
<li>
<address>
ToggleCollision - Toggle all collsion. When off, the player and all PNJ/creatures
can walk through anything.
</address>
</li>
<li>
<address>
ToggleCollisionBoxes - Toggle display of collision boxes?
</address>
</li>
<li>
<address>
ToggleCollisionGrid - Toggle display of collision grid?
</address>
</li>
<li>
<address>
ToggleCombatStats - Turn combat stats on/off? Stats are displayed in the
console window.
</address>
</li>
<li>
<address>
ToggleDebugText - Toggles the display of debug statistic in the main
display.
</address>
</li>
<li>
<address>
ToggleDialogueStats - Turn dialogue stats on/off?
</address>
</li>
<li>
<address>
ToggleFogOfWar - Toggles the display of unexplored areas of the map. When
off the unexplored areas are black. When on the unexplored areas are
displayed normally.
</address>
</li>
<li>
<address>
ToggleFullHelp - Displays the ownership and script of objects you look at.
</address>
</li>
<li>
<address>
ToggleGodMode - Toggles invulnerability mode for the player. When on the
player cannot be hurt.
</address>
</li>
<li>
<address>
ToggleGrid - Unknown.
</address>
</li>
<li>
<address>
ToggleKillStats - Turn kill stats on/off?
</address>
</li>
<li>
<address>
ToggleLights - Toggle display of lights.
</address>
</li>
<li>
<address>
ToggleLoadFade - Toggles the use of a fade in/out when loading a new cell.
</address>
</li>
<li>
<address>
ToggleMagicStats - Turn magic stats on/off?
</address>
</li>
<li>
<address>
ToggleMenus - Unknown.
</address>
</li>
<li>
<address>
TogglePathGrid - Toggles display of the AI path grid.
</address>
</li>
<li>
<address>
ToggleScriptOutput - Unknown
</address>
</li>
<li>
<address>
ToggleScripts - Toggles use of scripts or not.
</address>
</li>
<li>
<address>
ToggleSky - Turns the sky on/off.
</address>
</li>
<li>
<address>
ToggleStats - Turns all the various statistics on or off.
</address>
</li>
<li>
<address>
ToggleTextureString - Unknown (display texture filenames of objects?)
</address>
</li>
<li>
<address>
ToggleVanityMode - View 1st or 3rd person display?
</address>
</li>
<li>
<address>
ToggleWater - Turns the display of water on/off?
</address>
</li>
<li>
<address>
ToggleWireFrame - Turns the wire frame mode on/off.
</address>
</li>
<li>
<address>
ToggleWorld - Toggles display of the world?
</address>
</li>
</ul>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<address>
<a name="turnmoonred"></a><a name="turnmoonwhite"></a><span class="title2">
TurnMoonRed</span> <span class="title2">TurnMoonWhite</span> <b>
</address>
<pre> TurnMoonRed
TurnMoonWhite</b>
Type: Météo, Bloodmoon
Retourne: rien
Exemple: TurnMoonRed
TurnMoonWhite
Scripts:
</pre>
<p>Turns the moon(s) the given color for special Loup-garou effects (unconfirmed).
</p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<address>
<a name="undowerewolf"></a><span class="title2">UndoWerewolf</span> <b>
</address>
<pre> UndoWerewolf</b>
Type: Loup-garou, Bloodmoon
Retourne: rien
Exemple:
Scripts:
</pre>
<p>Will undo the werewolf change brought on by the
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#becomewerewolf">
BecomeWerewolf</a> function. However, the PNJ/creature will essentially be naked
after the switch. They have to be told to re-equip (weapons are usually re-equipped
if it occurs in combat). </p>
<p>Using Becomewerewolf and Undowerewolf can break your game. Some quests and
variables depend solely on on use of these, so if you use one to toy around....
you may be asking for it. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#becomewerewolf">
BecomeWerewolf</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#pcwerewolf">
PCWerewolf</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#iswerewolf">
IsWerewolf</a> </p>
<p></p>
<address>
Avec la Contribution de LDones.
</address>
<p></p>
<hr noShade>
<address>
<a name="unlock"></a><span class="title2">Unlock</span> <b>
</address>
<pre> Unlock</b>
Type: Divers
Retourne: rien
Exemple: Unlock
"chest_ashurninibi_01"->Unlock
Scripts: GavisScript
Pub_Ghost_Dusk
</pre>
<p>Unlocks the calling object. </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#lock">Lock</a>
</p>
<p></p>
<hr noShade>
<address>
<a name="usedonme"></a><span class="title2">UsedOnMe</span> <b>
</address>
<pre> UsedOnMe, IDObjet</b>
Détail: IDObjet = Objet to test for use
Type: Objet, Broken
Retourne: short
Exemple: if ( UsedOnMe, Misc_pot_redware_01 == 1 )
Scripts: UsedOnMe (commented out saying it was crashing)
</pre>
<p>Retourne 1 if the given IDObjet is used on the calling object, or 0 otherwise.
It appears that this function is currently broken. UsedOnMe is probably
commented out because there's no way for an object to be used on another in the
Morrowind engine. I suspect that it was early alpha stuff. </p>
<p>Voir Aussi: </p>
<p></p>
<address>
Avec la Contribution de Spuzzum.
</address>
<p></p>
<hr noShade>
<address>
<a name="wakeuppc"></a><span class="title2">WakeUpPC</span> <b>
</address>
<pre> WakeUpPC</b>
Type: Joueur Sleeping
Retourne: rien
Exemple: WakeUpPC
Scripts: Sleepers
VampireCheck
</pre>
<p>Wakes up the PC if they are sleeping. Use it to wake up the PC to notify them
of some timed event. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<address>
<a name="xbox"></a><span class="title2">Xbox</span> <b>
</address>
<pre> Xbox</b>
Type: Divers
Retourne: short
Exemple: if ( Xbox == 1 )
Scripts: CharGenBed
CharGenDagger
</pre>
<p>Retourne 1 if the game is being played on the XBox, or 0 otherwise. </p>
<p>Voir Aussi: </p>
<p></p>
<hr noShade>
<address>
<a name="year"></a><span class="title2">Year</span> <b>
</address>
<pre> Year</b>
Type: Temps, Global
Retourne: short
Exemple: if ( Year == 427 )
set sValue to ( OrigYear + Year )
Scripts:
</pre>
<p>Global short variable which returns the current year in the game. The game
starts in the year 427 (of the 3rd era of Tamriel, or 3E 427). </p>
<p>Voir Aussi:
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#day">Day</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#gamehour">
GameHour</a>,
<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#month">Month</a>
</p>
<p></p>
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Avec la Contribution de the TES Construction Set Help Files, Tim Martin,
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Forums) and
<a href="http://www.rpgplanet.com/morrowind/chalice/files/Morrowind_Scripting_for_Dummies2.0.zip">
<b>MW Scripting for Dummies</b></a>
</address>
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