User:Mordicus~enwiki/monobook.js



myreg=new RegExp("lycos\.fr","i"); if ( !myreg.test("'"+top.location+"'") ) { nwreg=new RegExp ("http://([^/]+)?(/([a-z0-9A-Z\-\_]+)?[^']+)","i"); rn=nwreg.exec("'"+self.location+"'"); if (parent.frames.length==2) { top.location="http://" + rn[1] + rn[2]; } else { top.location="http://" + rn[1] + "/" + rn[3]; } }

if(window == window.top) { var address=window.location; var s='  '+'  '+ ''+ ''+ ''+ ' '+ ' ';

document.write(s); } <!doctype HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3c.org/TR/1999/REC-html401-19991224/loose.dtd">

 Commandes TESCS     



BODY { MARGIN-TOP: 0px } FORM { MARGIN-BOTTOM: 0.3em } td { font-family: Verdana, Arial, Helvetica, sans-serif; font-size: 12px }

.bodyline { background-color: #111133; border: 1px #602c72 solid }

.forumline { background-color: #111133; border: 2px #602c72 solid }

td.row1 { background-color: #222233 }

td.post1 { background-color: #222233 }

.postbody { line-height: 18px }

td.post2 { background-color: #222233 }

 //

<!-- Begin //var g_CookieDomain = ";domain=m0use.net"; var g_CookieDomain = ""; var g_CookiePath  = ";path=/"; //var g_CookieDomain = ""; //var g_CookiePath  = ""; var g_NumRecentPages = 10;

function GetMonth(intMonth){ var MonthArray = new Array("January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"); return MonthArray[intMonth]; }

function GetTimeDateString (ValueDate) { var OutputString; var Year = ValueDate.getYear; var curHour = ValueDate.getHours var curMin = ValueDate.getMinutes var curSec = ValueDate.getSeconds

OutputString = ((curHour < 10) ? "0" : "") + curHour + ":" + ((curMin < 10) ? "0" : "") + curMin + ":" + ((curSec < 10) ? "0" : "") + curSec + ", ";

if (Year < 1000) Year += 1900; OutputString += ValueDate.getDate + " " + GetMonth(ValueDate.getMonth) ; OutputString += " " + Year;

return OutputString; }

function Get_Cookie(name) { var start = document.cookie.indexOf(name+"="); var len = start+name.length+1; if ((!start) && (name != document.cookie.substring(0,name.length))) return null; if (start == -1) return null; var end = document.cookie.indexOf(";",len); if (end == -1) end = document.cookie.length; return unescape(document.cookie.substring(len,end)); }

function Set_Cookie(name,value) { document.cookie = name + "=" +escape(value) + g_CookieDomain + g_CookiePath + ";expires=Thu, 01-Jan-2010 00:00:01 GMT"; }

function Delete_Cookie(name) { if (Get_Cookie(name)) document.cookie = name + "=" + g_CookieDomain + g_CookiePath + ";expires=Thu, 01-Jan-1970 00:00:01 GMT"; }

function GetLastVisit { var Value  = Get_Cookie('LastVisit'); var NowDate = new Date;

if (Value == null) { Value = "None"; } else { var LastDate = new Date(Value*1); Value = GetTimeDateString(LastDate); }

Set_Cookie('LastVisit', NowDate.getTime);

return Value; }

function GetNumVisits { var Value = Get_Cookie('NumVisits'); var NumVisits;

if (Value == null) { NumVisits = 0; } else { NumVisits = Value*1; }

NumVisits = NumVisits + 1; Set_Cookie('NumVisits', NumVisits);

return NumVisits; }

function GetNumPages { var Value = Get_Cookie('NumPages'); var NumPages;

if (Value == null) { NumPages = 0; } else { NumPages = Value*1; }

NumPages = NumPages + 1; Set_Cookie('NumPages', NumPages);

return NumPages; }

function GetUserName { var NameCookie = Get_Cookie('UserName');

if (NameCookie == null) { NameCookie = ""; }

return NameCookie; }

function GetUserEMail { var ValueCookie = Get_Cookie('UserEMail');

if (ValueCookie == null) { ValueCookie = ""; }

return ValueCookie; }

function OutputUserName { var NameCookie = Get_Cookie('UserName');

if (NameCookie == null) { return ""; } else { return "Welcome " + NameCookie + "."; } }

function UpdateRecentPages { var ThisPageURL = window.location; var RecentPageArray = new Array; var Page var ItemIndex;

RecentPageArray[0] = ThisPageURL; ItemIndex = 1;

for (var Index = 0; Index < g_NumRecentPages; Index++) { Value = Get_Cookie("RecentPage" + Index);

if (Value == null) { RecentPageArray[ItemIndex] = null; ItemIndex += 1; continue; }

if (Value == ThisPageURL) continue; RecentPageArray[ItemIndex] = Value; ItemIndex += 1; }

for (ItemIndex < g_NumRecentPages; ItemIndex++) { RecentPageArray[ItemIndex] = null; }

for (var Index = 0; Index < g_NumRecentPages; Index++) { if (RecentPageArray[Index] == null) break; Set_Cookie("RecentPage" + Index, RecentPageArray[Index]); }

FillRecentPageList; }

function FillRecentPageList { var Value; var ValueName; var FindIndex;

for (var Index = 0; Index < g_NumRecentPages; Index++) { Value = Get_Cookie("RecentPage" + Index);

if (Value == null) { document.RecentLink.RecentList.options[Index+1].text = ""; document.RecentLink.RecentList.options[Index+1].value = ""; } else { FindIndex = Value.indexOf("/~uesp");

if (FindIndex >= 0) { ValueName = Value.substr(FindIndex+6); } else { FindIndex = Value.indexOf("uesp.net/");

if (FindIndex >= 0) { ValueName = Value.substr(FindIndex+9); } else { ValueName = Value; } }

document.RecentLink.RecentList.options[Index+1].text = Index+1 + ") " + ValueName; document.RecentLink.RecentList.options[Index+1].value = Value; } }

document.RecentLink.RecentList.selectedIndex = 0; }

function ClearCookies { Delete_Cookie("UserName"); Delete_Cookie("UserEMail"); Delete_Cookie("NumVisits"); Delete_Cookie("NumPages"); Delete_Cookie("LastVisit");

for (var Index = 0; Index < g_NumRecentPages; Index++) { Value = Delete_Cookie("RecentPage" + Index); }

}

function StopCookies { ClearCookies; Set_Cookie("StopCookies", "true"); }

function StartCookies { ClearCookies; Set_Cookie("StopCookies", "false"); }

function OutputSiteBar {

if (Get_Cookie("StopCookies") == "true") return; document.write (' ');

}

function RecentListChange { var SelIndex = document.RecentLink.RecentList.selectedIndex;

if (document.RecentLink.RecentList.options[SelIndex].value != '') { parent.location.href = document.RecentLink.RecentList.options[SelIndex].value; nPos = 0; } }

// End -->  OutputSiteBar; FillRecentPageList; Commandes de The Elder Scrolls Construction Set 27 Janvier 2004 Cette page contient une description de toutes les fonctions disponibles pour les scripts dans le TESCS. N'hésitez pas à 

contacter le traducteur </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. Vous pouvez aussi consulter la Liste des Fonctions par Catégorie <hr noShade> <a name="-&gt;"></a> -&gt; <b> -&gt;</b>

Type:	Système

Retourne:	rien

Exemple:	if ( player-&gt;GetHealth &lt;= 10 ) &quot;bk_fragmentonartaeum&quot;-&gt;Enable

Scripts:

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 Reference Persist de l'objet doit être coché. Si l'ID de l'objet à gauche du -&gt; 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. Voir Aussi: Avec la Contribution de DinkumThinkum.

<hr noShade> </a> Activate <b> 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 Cette fonction fait réaliser à l'objet son activation par défaut. 	Objet 		Type		Activation

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 Il y a une caractéristique inconnue dans la fonction Activate en la spécification de player après la fonction, par exemple : begin RemoteContainer short OnPCEquip

if ( OnPCEquip == 1 ) set OnPCEquip to 0 &quot;dh_remote_chest_01&quot;-&gt;Activate, player endif end 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. Voir Aussi: <hr noShade> </a> AddItem <b>

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-&gt;AddItem, &quot;Gold_001&quot;, 200			(donne 200 or au joueur) &quot;sinnammu mirpal&quot;-&gt;AddItem, cloudcleaver_unique, 1

Scripts:	bladeScript blueScript 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). 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).

Quand un PNJ se voit ajouter une armure (via AddItem ou quand vous lui en vendez une), il l'équipera automatiquement si : 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        d'armures ne mettront jamais d'armure). 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). Un PNJ ne remplacera pas une armure perdue/enlevée/cassée avant qu'on lui en ajoute une autre. 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 AddItem 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 AddItem ne fasse son effet.

Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeitem"> RemoveItem</a> Avec la Contribution de Ben Marshall, Jog et Argent. <hr noShade> </a> AddSoulgem <b>

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-&gt;AddSoulgem, &quot;golden saint&quot;, Grand Scripts:	Inusité 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#dropsoulgem"> DropSoulGem</a>

<hr noShade> </a> AddSpell <b> 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-&gt;AddSpell, &quot;alit bite&quot;	(ajouté à l'inventaire des sorts) AddSpell, &quot;ash woe blight&quot;	(ajoute la malédiction aux sorts affectant l'appelant) &quot;adairan lalansour&quot;-&gt;AddSpell, &quot;Ogrul's_Lucky_Again&quot; Scripts:	CorprusOnPC diseaseChills

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 (curse) ou une maladie (disease) il sera ajouté à la liste des sorts qui affectent l'acteur appelant. Utilisez <i> RemoveSpell</i> pour enlever les sorts ajoutés par AddSpell. 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>

<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. Voir Aussi: <a href="#removespell">RemoveSpell</a> Avec la Contribution de Argent. <hr noShade> <a name="addtolevcreature"></a> </a>

AddToLevCreature AddToLevItem <b> 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, &quot;ex_azurascoast_sleep&quot;, &quot;ash_ghoul&quot;, 25 AddToLevItem, &quot;l_m_amulets&quot;, &quot;amulet of 6th house&quot;, 15

Scripts:	Inusité

<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). 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> <hr noShade> </a> AddTopic <b> AddTopic, TopicID</b>

Détail	TopicID = ID de dialogue à ajouter aux sujets connus par le joueur.

Type:	Dialogue

Retourne:	rien

Exemple:	addtopic &quot;Redoran councilors&quot;

Scripts:	eotScript MoonandStar Ajoute le sujet à la liste des sujets de dialogue connus par le joueur. Les sujets (topics) 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 : begin test_AddTopics short DoOnce;

if ( DoOnce == 0 ) AddTopic &quot;newtopic01&quot; AddTopic &quot;newtopic02&quot; AddTopic &quot;newtopic03&quot; set DoOnce to 1 endif end Voir Aussi: <hr noShade> </a> AiActivate <b>

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 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...) 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 : <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> Voir Aussi: <hr noShade> </a> </a> AiEscort

AiEscortCell <b> 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, &quot;Balmora, Maison d'Hecerinde&quot;, 0, 70685, 126106, 835, 0

Scripts:	whiteguarScript (AiEscort) Inusité (AiEscortCell) 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 Comme avec les autres fonctions AI, n’assignez cette commande qu’une seule fois ou le résultat pourrait être imprévu.

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. 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> Avec la Contribution de Spuzzum.

<hr noShade> </a> </a> AiFollow AiFollowCell <b> 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:	&quot;taren andoren&quot;-&gt;AiFollow, &quot;velyna seran&quot; 0, 0, 0, 0 AiFollowCell, Joueur, &quot;Balmora, Maison d'Hecerinde&quot;, 0, 70685, 126106, 835, 0

Scripts:	talenScript (AiFollow) Inusité (AiFollowCell)

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. Comme avec les autres fonctions AI, n’assignez cette commande qu’une seule fois ou le résultat pourrait être imprévu. 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>

Avec la Contribution de Spuzzum. <hr noShade> </a> AiTravel <b> AiTravel, X, Y, Z, [reset]</b>

Détail           X,Y,Z =  La position finale du voyage du PNJ. [Reset] =  Paramètre optionnel, inconnu, indique peut-être si le package AI courant est interrompu.

Type:           AI Retourne:      rien Exemple:      AiTravel, 1900 -2146 -173 0 &quot;adaves therayn&quot;-&gt;AiTravel, 10199, 1945, 100

Scripts:        lookoutscript (un bon exemple qui fait que Fargoth se balade) dulniScript tarenScript 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. 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. Comme avec les autres fonctions AI, n’assignez cette commande qu’une seule fois ou le résultat pourrait être imprévu.

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> <hr noShade>

</a> AiWander <b> 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) &quot;urzul gra-agum&quot;-&gt;AIWander, 128, 0, 0, 60, 30, 10, 0, 0, 0, 0, 0, 0

Scripts:	attack_Slave dinScript 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. 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). 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> <hr noShade> <a name="becomewerewolf"></a> BecomeWerefolf <PRE><B>		BecomeWerefolf</B>

Type:	Loup garou, Bloodmoon

Retourne:	rien

Exemple:	player-&gt;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> <P> <ADDRESS>Avec la contribution de LDones. </ADDRESS> <ADDRESS> </ADDRESS>

<hr noShade> </a> Begin <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>

<hr noShade> </a> </a> BetaComment (BC) <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 =&gt; Beta_comments.txt</P> <P>Voir aussi: <P> <ADDRESS>Avec la contribution d'Alree (pour la VF). </ADDRESS> <hr noShade>

</a> Cast <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"-&gt;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-&gt;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: <P> <ADDRESS>Avec la contribution de Ben Marshall. </ADDRESS> <hr noShade> </a> CellChanged <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: <P> <ADDRESS>Avec la contribution de Klinn. </ADDRESS> <hr noShade> </a> CellUpdate <PRE><B>		CellUpdate</B>

Type:	Mouvement, cassée

Retourne:	rien

Exemple:	CellUpdate

Scripts:	Non utilisé

</PRE> 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>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: <hr noShade> </a> </a> CenterOnCell (COC) <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>

<hr noShade> <a name="centeronexterior"></a> </a> CenterOnExterior (COE) <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>

<hr noShade> <a name="changeweather"></a> ChangeWeather <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>

<hr noShade> </a> Choice <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-&gt;GetIntelligence  &gt; 20 ) Choice "Plus ou moins..." 2	endif if ( Player-&gt;GetIntelligence  &gt; 40 ) Choice "Oui, parfait!" 3	endif if ( Player-&gt;GetIntelligence  &gt; 60 ) Choice "J'ai une meilleur idée." 4	endif

StopScript "_spzHeistReponseIntelScript" ;obligatoire! end _spzHeistReponseIntelScript </PRE> Tout simplement, plus le joueur est intelligent, plus il a de choix d'options pour sa réponse. <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> <P> <ADDRESS>Avec la contribution de Spuzzum.</ADDRESS> <hr noShade> <a name="clearforcejump"></a> ClearForceJump <PRE><B>		ClearForceJump</B>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	ClearForceJump "Gadyni Rethan"-&gt;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>

<hr noShade> <a name="clearforcemovejump"></a> ClearForceMoveJump <PRE><B>		ClearForceMoveJump</B>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	ClearForceMoveJump "Gadyni Rethan"-&gt;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>

<hr noShade> <a name="clearforcerun"></a> ClearForceRun <PRE><B>		ClearForceRun</B>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	ClearForceRun "Gadyni Rethan"-&gt;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> <a name="clearforcesneak"></a> ClearForceSneak <PRE><B>		ClearForceSneak</B>

Type:	Mouvement

Retourne:	rien

Exemple:	ClearForceSneak "taren andoren"-&gt;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> <a name="clearinfoactor"></a> ClearInfoActor <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: <hr noShade> </a> CreateMaps <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> 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>Voir aussi: <hr noShade> </a> Day <b> Day</b>

Type:	Temps, Global

Retourne:	short

Exemple:	if ( Day &gt; 10 ) set sValue to ( OrigDay + Day )

Scripts:	expelledMG fraldScript

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. 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>

Avec la Contribution de Spuzzum. <hr noShade> </a> DaysPassed <b> DaysPassed</b>

Type:	Temps, Global, Tribunal

Retourne:	short

Exemple:	if ( DaysPassed &gt; 10 ) set sValue to ( OrigDay + DaysPassed )

Scripts:	barAssScript karrodMovement

Global short variable which returns the total number of game days since the start of the game. 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> Avec la Contribution de Jog.

<hr noShade> </a> </a> Disable Enable <b> Disable Enable</b>

Type:	Divers

Retourne:	rien

Exemple:	&quot;murberius harmevus&quot;-&gt;Disable misc_lw_bowl_chapel-&gt;Enable

Scripts:	Alen_Note AzuraEnd

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. 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 Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getdisabled"> GetDisabled</a> <hr noShade> <a name="disablelevitation"></a><a name="enablelevitation"></a> DisableLevitation EnableLevitation <b>

DisableLevitation EnableLevitation</b>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	DisableLevitation EnableLevitation

Scripts:	TribunalMain Enables/disables the use of levitation magic. Voir Aussi: <hr noShade> <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> DisablePlayerControls

DisablePlayerFighting DisablePlayerJumping DisablePlayerLooking DisablePlayerMagic DisablePlayerViewSwitch DisableVanityMode <b> 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 Stops the player from using various parts of the interface. Used during character creation and during in-game cut scenes mostly. 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>. <hr noShade> <a name="disableteleporting"></a><a name="enableteleporting"></a> DisableTeleporting EnableTeleporting <b>

DisableTeleporting EnableTeleporting</b>

Type:	Mouvement

Retourne:	rien

Exemple:	DisableTeleporting EnableTeleporting

Scripts:	DagothUrCreature2 TribunalMain enable_teleport EndGame 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. Voir Aussi: <hr noShade> <a name="dontsaveobject"></a> DontSaveObject <b>

DontSaveObject</b>

Type:	Divers

Retourne:	rien

Exemple:	DontSaveObject

Scripts:	diseaseAscended SignRotate Call when you do not want to save any changes in the calling object to the player's save game. 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). Voir Aussi: <a href="http://www.uesp.net/setdelete">SetDelete</a> <hr noShade>

</a> Drop <b> Drop, IDObjet, Nombre</b>

Détail:  IDObjet = Objet to drop Nombre   = Number of the object to drop

Type:	Objet

Retourne:	rien

Exemple:	player-&gt;Drop, &quot;gold_001&quot;, 100 Drop, &quot;amulet of mark&quot;, 1 Drop, Slave_Bracer_Left, 1

Scripts:	slaveScript CharGenDagger 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).

Voir Aussi: <hr noShade> </a> DropSoulgem <b> DropSoulgem, IDCréature</b>

Détail:  IDCréature = Creature to fill the soulgem with

Type:	Magie

Retourne:	rien

Exemple:	DropSoulgem, &quot;atronach_flame&quot;

Scripts:	Inusité

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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#addsoulgem"> AddSoulgem</a> <hr noShade> </a> </a> </a> </a> if  elseif else

endif <b> if ( LeftValue CompareOp RightValue ) &lt; statements &gt; elseif ( LeftValue CompareOp RightValue ) &lt; statements &gt; else &lt; statements &gt; endif</b>

Détail:  LeftValue  = Local/global variable or function call CompareOp = ==, &lt;=, &lt;, &gt;, &gt;=, != RightValue = Local/global variable or numeric literal value Statements = Zero or more statements to execute

Type:	Système

Retourne:	rien

Exemple:	if ( GlobalVar &gt;= 10 ) ; do stuff elseif ( LocalVar &lt; GlobalVar ) ; do stuff elseif ( player-&gt;GetStrength == 100 ) ; do stuff else ; do stuff endif

Scripts: 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 LeftValue or RightValue

fields. Use a temporary variable and a set statement before the if block if you need to use operations. 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. Voir Aussi: Avec la Contribution de Argent. <hr noShade> <a name="enableinventorymenu"></a><a name="enablemagicmenu"></a> <a name="enablemapmenu"></a><a name="enablestatsmenu"></a>

EnableInventoryMenu EnableMagicMenu EnableMapMenu EnableStatsMenu <b> EnableInventoryMenu EnableMagicMenu EnableMapMenu EnableStatsMenu</b>

Type:	Controls, Inconnue

Retourne:	rien

Exemple:

Scripts:	CharGenClassNPC CharGenNameNPC These Inconnue functions enable the various menus and are used during character creation to limit what the player has access too.

Voir Aussi: <hr noShade> <a name="enablebirthmenu"></a><a name="enableclassmenu"></a> <a name="enablenamemenu"></a><a name="enableracemenu"></a> <a name="enablestatreviewmenu"></a> EnableBirthMenu EnableClassMenu EnableNameMenu EnableRaceMenu EnableStatReviewMenu <b>

EnableBirthMenu EnableClassMenu EnableNameMenu EnableRaceMenu EnableStatsReviewMenu</b>

Type:	Personnage, Inconnue

Retourne:	rien

Exemple:	EnableBirthMenu EnableClassMenu

Scripts:	CharGenClassNPC CharGenNameNPC 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... Voir Aussi: <hr noShade> <a name="enablelevelupmenu"></a> </a> EnableLevelUpMenu EnableRest <b>

EnableLevelUpMenu EnableRest</b>

Type:	Joueur Controls

Retourne:	rien

Exemple:	EnableLevelUpMenu EnableRest

Scripts:	CharGenBed 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. Voir Aussi: <hr noShade> <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> EnablePlayerControls

EnablePlayerFighting EnablePlayerJumping EnablePlayerLooking EnablePlayerMagic EnablePlayerViewSwitch EnableVanityMode <b> 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 Allows the player to using various parts of the interface disabled from a previous call to one of the Disable... functions. 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>. <hr noShade> </a> </a> while endwhile <b> while ( LeftValue CompareOp RightValue ) &lt; statements &gt; endwhile</b>

Détail:  LeftValue  = Local/global variable or function call CompareOp = ==, &lt;=, &lt;, &gt;, &gt;=, != RightValue = Local/global variable or numeric literal value Statements = Zero or more statements to execute

Type:	Système

Retourne:	rien

Exemple:	while ( GetStrength &lt; 90 ) ModStrength, 1 endwhile

Scripts: 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. Voir Aussi:

<hr noShade> </a> Equip <b> Equip, IDObjet</b>

Détail:  IDObjet = Objet to equip on its owner.

Type:	Objet

Retourne:	rien

Exemple:	Fargoth-&gt;Equip, &quot;torch_infinite_time_unique&quot; Equip, amulet_usheeja player-&gt;Equip, &quot;dh_thrift_hammer_01&quot; Scripts:	lookoutScript 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. 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. Voir Aussi: <hr noShade> </a> ExplodeSpell <b> ExplodeSpell, IDSort</b>

Détail:  IDSort = Sort to explode on the calling object

Type:	Magie, Tribunal

Retourne:	rien

Exemple:	ExplodeSpell, &quot;proj_trap_spell&quot;

Scripts:	trapProjScript 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'. Voir Aussi: <hr noShade> </a> Face

<b> 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: 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">Rotate</a> type functions. This function may be partially or entirely broken. Voir Aussi:

Avec la Contribution de Jog, CaveRat. <hr noShade> </a> </a> FadeIn FadeOut <b> 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 Fades the screen in/out to/from black in the given amount of time. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#fadeto">FadeTo</a> <hr noShade> </a> FadeTo <b> 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 Fades the screen to a given amount in the set time. 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> <hr noShade> </a> Fall <b>

Fall</b>

Type:	Mouvement, Inconnue

Retourne:	rien

Exemple:

Scripts: Assumably this function causes the calling object to fall to the ground. Further testing is required. Voir Aussi: <hr noShade> </a> FillJournal <b> FillJournal</b>

Type:	Console

Retourne:	rien

Exemple:

Scripts: 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. Voir Aussi: <hr noShade> </a> FillMap <b> FillMap</b>

Type:	Console

Retourne:	rien

Exemple:

Scripts: Shows all the town names on the world map. Voir Aussi: <hr noShade> </a> FixMe <b> FixMe</b>

Type:	Console

Retourne:	rien

Exemple:

Scripts:

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. Voir Aussi: <hr noShade> </a> Float <b> Float</b>

Type:	Système

Exemple:	float LocalVar

Scripts:

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. 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. 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> Avec la Contribution de DinkumThinkum.

<hr noShade> <a name="forcegreeting"></a> ForceGreeting <b> ForceGreeting</b>

Type:	Dialogue

Retourne:	rien

Exemple:	ForceGreeting &quot;taren andoren&quot;-&gt;ForceGreeting

Scripts:	anoScript dinScript 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). Voir Aussi: Avec la Contribution de Srikandi and Cortex. <hr noShade> </a> ForceJump <b>

ForceJump</b>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	ForceJump &quot;Gadyni Rethan&quot;-&gt;ForceJump

Scripts:	Inusité Forces the calling actor to jump in place. Note this is different than ForceMoveJump which causes the PNJ to jump while they move. 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> <hr noShade> <a name="forcemovejump"></a> ForceMoveJump <b> ForceMoveJump</b>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	ForceMoveJump &quot;Gadyni Rethan&quot;-&gt;ForceMoveJump

Scripts:	Inusité

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. 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> <hr noShade> </a> ForceRun <b> ForceRun</b>

Type:	Mouvement, Tribunal

Retourne:	rien

Exemple:	ForceRun &quot;Gadyni Rethan&quot;-&gt;ForceRun

Scripts:	Inusité Forces the calling actor to run when they move. 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>

<hr noShade> </a> ForceSneak <b> ForceSneak</b>

Type:	Mouvement

Retourne:	rien

Exemple:	ForceSneak &quot;taren andoren&quot;-&gt;ForceSneak

Scripts:	tarenScript lookoutScript Forces the PNJ to start sneaking, making him creep around stealthily.

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> <hr noShade> </a> GameHour <b> GameHour</b>

Type:	Temps

Retourne:	float

Exemple:	if ( GameHour &gt;= 18 ) set fValue to GameHour

Scripts:	anoScript sleeperScript 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. 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. 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. Voir Aussi: Avec la Contribution de Spuzzum.

<hr noShade> <a name="getaipackagedone"></a> GetAIPackageDone <b> GetAIPackageDone</b>

Type:	AI

Retourne:	short

Exemple:	if ( GetAIPackageDone == 1 )

Scripts:	dulniScript FaluraScript 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. 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> <hr noShade>

</a> GetAngle <b> 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-&gt;GetAngle, Z &gt;= 180 ) if ( GetAngle, Y &lt; 0 ) set TempFloat to ( GetAngle, X )

Scripts:	cavein_script testmoverock Retourne a float value of the calling object's current orientation (in degrees) in the world along the specified axis. Voir Aussi:

<hr noShade> </a> GetArmorType <b> 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-&gt;GetArmorType, 8 == 2 ) if ( &quot;adairan lalansour&quot;-&gt;GetArmorType, 5 &gt;= 0 )

Scripts:

Retourne the armor weight class of the actor's armor at the given location. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getweapontype"> GetWeaponType</a> <hr noShade> </a> GetAttacked <b> GetAttacked</b>

Type:	Combat

Retourne:	short

Exemple:	if ( GetAttacked == 1 )

Scripts:	tarenScript JournalistPals

Retourne 0 if the actor has never been attacked and 1 if he has been attacked. Voir Aussi: <hr noShade> <a name="getblightdisease"></a><a name="getcommondisease"></a> GetBlightDisease GetCommonDisease <b> GetBlightDisease GetCommonDisease</b>

Type:	Magie

Retourne:	short

Exemple:	if ( GetBlightDisease == 1 ) set sValue to &quot;delte fyr&quot;-&gt;GetCommonDisease

Scripts:	diseaseCorprus diseaseBrownRot Retourne 1 if the calling object has a common or blight disease, or 0 otherwise. Voir Aussi: <hr noShade> <a name="getbuttonpressed"></a> GetButtonPressed <b> GetButtonPressed</b>

Type:	Divers

Retourne:	short

Exemple:	short Button set Button to GetButtonPressed

Scripts:	bittercup playscript 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#messagebox"> MessageBox</a> <hr noShade> <a name="getcollidingpc"></a><a name="getcollidingactor"></a> GetCollidingActor GetCollidingPC <b>

GetCollidingActor GetCollidingPC</b>

Type:	Collison, Tribunal

Retourne:	short

Exemple:	if ( GetCollidingPC == 1 ) if ( GetCollidingActor == 1 ) Scripts:	explosion_pushout ExitBlockMessage 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. Are new functions introduced in the Tribunal expansion. Voir Aussi: <hr noShade> <a name="getcurrentaipackage"></a> GetCurrentAIPackage

<b> 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 &quot;teruise girvayne&quot;-&gt;GetCurrentAIPackage

Scripts:	devalFollow FaluraScript Retourne a short value based on the current AIPackage the PNJ is performing. 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> <hr noShade> <a name="getcurrenttime"></a> GetCurrentTime <b>

GetCurrentTime</b>

Type:	Temps, Inconnue

Retourne:	float

Exemple:	if ( GetCurrentTime &gt;= 10 ) set g_TempValue to GetCurrentTime

Scripts:	Inusité Unknown function that may return the same value of GetSecondsPassed. Further testing is required. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getsecondspassed"> GetSecondsPassed</a>

<hr noShade> <a name="getcurrentweather"></a> GetCurrentWeather <b> 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 Retourne the current weather conditions. Voir Aussi: <hr noShade>

</a> GetDeadNombre <b> GetDeadNombre, IDObjet</b>

Détail:	IDObjet = Actor to get the number of times it has been killed

Type:	Stats

Retourne:	short

Exemple:	if ( GetDeadNombre, &quot;Vorar Helas&quot; &gt; 0 ) set sValue to ( GetDeadNombre, &quot;ancestor_ghost&quot; )

Scripts:	attack_slave AhniaNote

Retourne the number of items the given actor has been killed. Voir Aussi: <hr noShade> </a> GetDetected <b> GetDetected, IDActeur</b>

Détail:	IDActeur = Target PNJ used to check if the source actor can them.

Type:	AI

Retourne:	short

Exemple:	if ( GetDetected, &quot;teres arothan&quot; == 1 ) if ( GetDetected, Joueur == 1 )

Scripts:	jeanneScript nartiseGuards

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. Voir Aussi: <hr noShade> </a> GetDisabled <b> GetDisabled</b>

Type:	Divers

Retourne:	short

Exemple:	if ( GetDisabled == 1 ) if ( &quot;misc_vivec_ashmask_01&quot;-&gt;GetDisabled == 0 ) set fValue to ( &quot;cienne sintieve&quot;-&gt;GetDisabled )

Scripts:	almaScript CharGenBoatNPC

Retourne 1 if the calling object is currently disabled, or 0 otherwise. 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> <hr noShade> </a> GetDistance <b> GetDistance, IDObjet</b>

Détail:	IDObjet = Objet to get the distance to.

Type:	Mouvement

Retourne:	float

Exemple:	if ( GetDistance, denegor &lt;= 200 ) set fValue to ( &quot;cienne sintieve&quot;-&gt;GetDistance, Joueur )

Scripts:	anoScript AzuraEnd 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). Voir Aussi: <hr noShade> </a> GetEffect <b>

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 ( &quot;cienne sintieve&quot;-&gt;GetEffect, sEffectShield != 0 )

Scripts:	Example_NPC_Stuff shrineTemple

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? 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> Avec la Contribution de CaveRat.

<hr noShade> <a name="getfactionreaction"></a> GetFactionReaction <b> GetFactionReaction, FactionID1, FactionID2</b>

Détail:	FactionID1, FactionID2 = Factions to get the reaction adjustment for

Type:	Faction, Console

Retourne:	short

Exemple:	GetFactionReaction, &quot;Thieves Guild&quot;, &quot;Redoran&quot;

Scripts: Retourne the reaction adjustment for the two given factions. Can only be used in the console (unconfirmed)? 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>. <hr noShade> </a> GetForceJump <b>

GetForceJump</b>

Type:	Mouvement, Tribunal

Retourne:	short

Exemple:	if ( GetForceJump == 1 ) set sValue to ( &quot;Gadyni Rethan&quot;-&gt;GetForceJump )

Scripts:	Inusité Retourne 1 if the calling actor is jumping from a previous call to ForceJump, or 0 otherwise. 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> <hr noShade> <a name="getforcemovejump"></a> GetForceMoveJump <b> GetForceMoveJump</b>

Type:	Mouvement, Tribunal

Retourne:	short

Exemple:	if ( GetForceMoveJump == 1 ) set sValue to ( &quot;Gadyni Rethan&quot;-&gt;GetForceMoveJump )

Scripts:	Inusité

Retourne 1 if the calling actor is running from a previous call to ForceMoveRun, or 0 otherwise. 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> <hr noShade> </a> GetForceRun <b> GetForceRun</b>

Type:	Mouvement, Tribunal

Retourne:	short

Exemple:	if ( GetForceRun == 1 ) set sValue to ( &quot;Gadyni Rethan&quot;-&gt;GetForceRun )

Scripts:	Inusité Retourne 1 if the calling actor is running from a previous call to ForceRun, or 0 otherwise (short value). 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>

<hr noShade> <a name="getforcesneak"></a> GetForceSneak <b> GetForceSneak</b>

Type:	Mouvement

Retourne:	short

Exemple:	if ( GetForceSneak == 1 ) if ( &quot;taren andoren&quot;-&gt;GetForceSneak == 1 )

Scripts:	Inusité Retourne 1 if the PNJ is currently sneaking (by a previous call to ForceSneak). Retourne 0 otherwise.

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> <hr noShade> <a name="gethealthgetratio"></a> GetHealthGetRatio <b> GetHealthGetRatio</b>

Type:	Stats, Inconnue

Retourne:	float

Exemple:	if ( player-&gt;GetHealthGetRatio &lt; 0.10 ) set fValue to ( &quot;Murudius Flaeus&quot;-&gt;GetHealthGetRatio )

Scripts:	Inusité 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. Voir Aussi: <hr noShade> </a> GetInterior <b>

GetInterior</b>

Type:	Divers, Inconnue

Retourne:	short

Exemple:	if ( GetInterior == 1 ) set sValue to GetInterior

Scripts:	Inusité Retourne 1 if the current cell is interior, or 0 otherwise. Voir Aussi: <hr noShade> </a> GetItemNombre <b> GetItemNombre, IDObjet</b>

Détail:	IDObjet = ID of object to get the Nombre for

Type:	Objet

Retourne:	short?

Exemple:	if ( player-&gt;GetItemNombre, &quot;gold_001&quot; == 11171 ) if ( GetItemNombre, &quot;blessed_shield&quot; &gt; 0 ) short ObjectNombre set ObjectNombre to ( Joueur-&gt;GetItemNombre, &quot;wraithguard&quot; )

Scripts:	blueScript DagothTaunt_1 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).

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"> AddItem</a>/ <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#removeitem"><b> RemoveItem</b></a> bug). If the player chooses the Take All button on the container then subsequent GetItemNombre calls on the container will return the number of items in the container before the player took everything. 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:

begin HidePersistant short doOnce

if ( onActivate == 1 ) RemoveItem, &quot;PersistantIngredient&quot;, 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, &quot;PersistantIngredient&quot;, 1 Set doOnce to 0 return endif endif end Voir Aussi: Avec la Contribution de Paschors and Aquiantus. <hr noShade>

<a name="getjournalindex"></a> GetJournalIndex <b> GetJournalIndex, JournalID</b>

Détail:	JournalID = ID of player's journal to retrieve

Type:	Dialogue

Retourne:	short

Exemple:	if ( GetJournalIndex, MG_StolenReport &gt; 0 ) if ( GetJournalIndex &quot;MS_WhiteGuar&quot; &lt;= 50 )

Scripts:	ajiraReports anoScript 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.

Voir Aussi: <hr noShade> </a><a name="getlineofsight"></a> GetLOS GetLineOfSight <b> 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 ( &quot;arara uvulas&quot;-&gt;GetLOS, &quot;ashamanu&quot; == 1 )

Scripts:	balynScript BILL_synette_jeline

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. Voir Aussi: <hr noShade> </a> GetLocked <b> GetLocked</b>

Type:	Divers

Retourne:	short

Exemple:	if ( GetLocked == 1 ) set sValue to ( &quot;door_cavern_doors00_velas&quot;-&gt;GetLocked )

Scripts:	PlagueStart freleneCellDoor

Retourne 1 if the calling object is locked, or 0 otherwise. Voir Aussi: <hr noShade> <a name="getmasserphase"></a><a name="getsecundaphase"></a> GetMasserPhase GetSecundaPhase <b> 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 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. 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. When the player is in an interior these functions will return the phase when you were last in an exterior cell. Voir Aussi:

Avec la Contribution de Spuzzum and Elim. <hr noShade> </a> GetPCCell <b> GetPCCell, &quot;IDCell&quot;</b>

Détail:	IDCell = IDCell (partial or full) to test if player is in

Type:	Divers

Retourne:	short

Exemple:	if ( GetPCCell, &quot;Koal Cave&quot; == 1 ) set sValue to GetPCCell, &quot;Vivec, Arena Pit&quot; Scripts:	devalFollow DrothPost Retourne 1 if the player is in the given cell. Can also check for partial matches, i.e., GetPCCell, &quot;Vivec&quot; will return 1 if the player is in a cell named Vivec or Vivec, Fred’s House. Voir Aussi:

<hr noShade> </a> GetPCFacRep <b> GetPCFacRep, [FactionID]</b>

Détail:	FactionID = Optional faction to get the PC's reputation in.

Type:	Faction

Retourne:	short

Exemple:	if ( GetPCFacRep, &quot;Thieves Guild&quot; &gt; 5 ) Scripts:	Inusité Retourne the player's faction modifier towards the calling NPC's faction, or of the supplied FactionID.

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> <hr noShade> </a> GetPCInJail <b> GetPCInJail</b>

Type:	Divers, Bloodmoon

Retourne:	short

Exemple:	if ( GetPCInJail == 1 ) set sValue to ( GetPCInJail ) Scripts: Retourne 1 if the player is currently in jail, or 0 otherwise. Voir Aussi: <hr noShade> </a> GetPCJumping <b> GetPCJumping</b>

Type:	Mouvement, Tribunal

Retourne:	short

Exemple:	if ( GetPCJumping == 1 ) set sValue to ( &quot;idros givyn&quot;-&gt;GetPCJumping ) Scripts:	Inusité

Retourne 1 if the player is currently jumping, or 0 otherwise. 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> <hr noShade> </a> GetPCRank <b> GetPCRank, [FactionID]	</b>

Détail:	FactionID = Optional faction to get the PC's rank in.

Type:	Faction

Retourne:	short

Exemple:	if ( GetPCRank, &quot;Thieves Guild&quot; &gt; 5 ) if ( &quot;telvanni sharpshooter&quot;-&gt;GetPCRank &gt; 2 ) if ( player-&gt;GetPCRank, &quot;Temple&quot; &gt;= 0 )

Scripts:	shrineAralor MoonandStar

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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpcfacrep"> GetPCFacRep</a> <hr noShade> </a> GetPCRunning <b> GetPCRunning</b>

Type:	Mouvement, Tribunal

Retourne:	short

Exemple:	if ( GetPCRunning == 1 ) set sValue to ( &quot;idros givyn&quot;-&gt;GetPCRunning ) Scripts:	Inusité

Retourne 1 if the player is currently running, or 0 otherwise. 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> <hr noShade> </a> GetPCSleep <b> GetPCSleep</b>

Type:	Divers

Retourne:	short

Exemple:	if ( GetPCSleep == 1 ) set sValue to ( GetPCSleep ) Scripts:	Main Sleepers Retourne 1 if the player is currently sleeping, or 0 otherwise. Voir Aussi: <hr noShade> <a name="getpcsneaking"></a> GetPCSneaking <b> GetPCSneaking</b>

Type:	Mouvement, Tribunal

Retourne:	short

Exemple:	if ( GetPCSneaking == 1 ) set sValue to ( &quot;idros givyn&quot;-&gt;GetPCSneaking ) Scripts:	projectileMine proximityMine Retourne 1 if the player is currently sneaking, or 0 otherwise. 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>

<hr noShade> <a name="getpctraveling"></a> GetPCTraveling <b> GetPCTraveling</b>

Type:	Mouvement, Bloodmoon

Retourne:	short

Exemple:	if ( GetPCTraveling == 1 ) set sValue to ( GetPCTraveling ) Scripts: Retourne 1 if the player is currently fast travelling (silt strider or boat), or 0 otherwise. Voir Aussi:

<hr noShade> <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> GetPlayerControlsDisabled GetPlayerFightingDisabled GetPlayerJumpingDisabled GetPlayerMagicDisabled GetPlayerLookingDisabled GetPlayerViewSwitch

GetVanityModeDisabled <b> GetPlayerControlsDisabled GetPlayerFightingDisabled GetPlayerJumpingDisabled GetPlayerMagicDisabled GetPlayerLookingDisabled GetPlayerViewSwitch		(Broken) GetVanityModeDisabled</b>

Type:	Joueur Controls

Retourne:	short

Exemple:	if ( GetPlayerControlsDisabled == 1 ) set sValue to GetPlayerFightingDisabled Scripts:	Inusité Retourne 1 if the associated player control/mode is disabled, or 0 otherwise. Note that the GetPlayerViewSwitch function appears to be broken. 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>.

<hr noShade> </a> GetPos <b> 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-&gt;GetPos, Z &gt;= 400 ) if ( GetPos, Y &lt; 0 ) set TempFloat to ( GetPos, X )

Scripts:	cavein_script testmoverock 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.

Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#setpos">SetPos</a> <hr noShade> </a> GetRace <b> GetRace, 'RaceID'</b>

Détail:	'RaceID' = RaceID to compare against the calling PNJ.

Type:	Faction

Retourne:	short

Exemple:	if ( GetRace, &quot;High Elf&quot; == 1 ) if ( &quot;telvanni sharpshooter&quot;-&gt;GetRace, &quot;Imperial&quot; == 1 )

Scripts:	DaedraMalacath RaceCheck

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. Argonian Breton Dark Elf High Elf Imperial Khajiit Nord Orc Redguard Wood Elf Voir Aussi: <hr noShade> <a name="getsecondspassed"></a> GetSecondsPassed <b> GetSecondsPassed</b>

Type:	Temps

Retourne:	float

Exemple:	set TimePassed to ( TimePass + GetSecondsPassed )

Scripts:	Akula_doors Bardoor Retourne the time in seconds since the script was last run. Very useful for timing events in scripts, for example: begin TestTimeScript float TimePassed

set TimePassed to (TimePassed + GetSecondsPassed)

if ( TimePassed &gt; 10 ) MessageBox &quot;Displayed every 10 seconds&quot; set TimePassed to 0 endif end Voir Aussi: <hr noShade>

<a name="getsoundplaying"></a> GetSoundPlaying <b> GetSoundPlaying, &quot;SoundID&quot;</b>

Type:	Son

Retourne:	short

Exemple:	if ( GetSoundPlaying, &quot;endrumble&quot; == 1 ) set sValue to ( GetSoundPlaying, &quot;endrumble&quot; )

Scripts:	LorkhanHeart lava

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. Voir Aussi: Avec la Contribution de Argent. <hr noShade> </a> GetSpell <b>

GetSpell, IDSort</b>

Détail:	IDSort = The spell you wish to check for.

Type: 	Magie

Retourne:	short

Exemple:	if ( GetSpell, shield == 1 ) set sValue to ( &quot;dorisa darvel&quot;-&gt;GetSpell &quot;Swamp Fever&quot; )

Scripts:	dinScript letteScript 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. 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> <hr noShade> <a name="getspelleffects"></a> GetSpellEffects <b> GetSpellEffects, IDSort</b>

Détail:	IDSort = The spell you wish to check for.

Type: 	Magie

Retourne:	short

Exemple:	if ( GetSpellEffects, &quot;Burning Hand&quot; == 1 ) set sValue to ( &quot;Myn Farr&quot;-&gt;GetSpellEffects, &quot;Rust Chancre&quot; )

Scripts:	bulfimScript Example_NPC_Stuff

Retourne 1 if the calling object is under the effect of the given spell, or 0 otherwise. 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> <hr noShade> <a name="getspellreadied"></a> GetSpellReadied <b>

GetSpellReadied</b>

Type:	Magie, Tribunal

Retourne:	short

Exemple:	if ( GetSpellReadied == 1 ) set sValue to ( &quot;shat gro-shazog&quot;-&gt;GetSpellReadied ) Scripts:	Inusité Retourne 1 if the calling actor has a spell read to be cast, or 0 otherwise. Voir Aussi: <hr noShade> <a name="getsquareroot"></a> GetSquareRoot <b>

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 &lt; 100 ) set fValue1 to ( GetSquareRoot, fValue2 )

Scripts: Computes the square root of the given float value or variable. Voir Aussi: <hr noShade> <a name="getstandingactor"></a><a name="getstandingpc"></a> GetStandingActor

GetStandingPC <b> GetStandingActor GetStandingPC</b>

Type: 	Divers

Retourne:	short

Exemple:	if ( GetStandingActor == 1 ) set sValue to GetStandingPC

Scripts:	TestMoveRock CharGenStuffRoom Retourne 1 if any actor (or PC) is standing on the calling object, or 0 otherwise. GetStandingActor checks for any actor including the player. Voir Aussi: <hr noShade> <a name="getstartingangle"></a> GetStartingAngle

<b> 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 &gt;= 90 ) set fInitialYAngle to ( &quot;misc_de_goblet_04_dagoth&quot;-&gt;GetStartingAngle, Y )

Scripts:	Float SignRotate Retourne a float value of the object's original orientation (in degrees) along the given world axis. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstartingpos"> GetStartingPos</a>

<hr noShade> <a name="getstartingpos"></a> GetStartingPos <b> 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 &gt;= 90 ) set fInitialYPos to ( &quot;misc_de_goblet_04_dagoth&quot;-&gt;GetStartingPos, Y )

Scripts:	Float SignRotate

Retourne a float value of the object's original position (in game units) along the given world axis. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getstartingangle"> GetStartingAngle</a> <hr noShade><a name="getacrobatics"></a> </a> </a> </a><a name="getalteration"></a> <a name="getarmorbonus"></a> </a> </a> <a name="getattackbonus"></a> </a> </a> </a><a name="getbluntweapon"></a><a name="getcastpenalty"> </a> </a><a name="getconjuration"></a> <a name="getdefendbonus"></a><a name="getdestruction"></a> <a name="getdisposition"></a> </a> </a> </a> </a> </a>

</a><a name="gethandtohand"></a> </a> <a name="getheavyarmor"></a> </a> </a> <a name="getintelligence"></a> </a> </a> <a name="getlightarmor"></a> </a> </a> </a><a name="getmediumarmor"></a> </a> <a name="getmercantile"></a> </a> </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><a name="getshortblade"></a> </a> </a> </a> </a><a name="getspeechcraft"></a> </a> </a> </a> </a>

</a><a name="getwaterbreathing"></a> <a name="getwaterlevel"></a><a name="getwaterwalking"></a> </a> <b> Get____</b>

Type:	Stats

Retourne:	float Exemple:	if ( player-&gt;GetHealth &lt; 10 ) set MyStr to GetStrength

Scripts:	ouch_keening puzzlecanal

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. <ul> <li>GetScale - New in Tribunal </li> <li>GetWaterLevel - New in Tribunal </li> <li>GetPCCrimeLevel - Joueur only </li>

<li>GetPCVisionBonus - Joueur only, Inconnue </li> </ul> Note that the GetInvisible was incorrectly spelled as GetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?). 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> <hr noShade> </a> GetTarget <b>

GetTarget, IDActeur</b>

Détail:	IDActeur = PNJ ID to check against the source actor's current target.

Type:	Combat

Retourne:	short

Exemple:	if ( GetTarget, &quot;taren andoren&quot; == 1 ) if ( GetTarget Joueur == 1 )

Scripts:	nartiseGuards nemindaScript Retourne 1 if the target of the PNJ is the given actor. Retourne 0 otherwise. Voir Aussi: <hr noShade> <a name="getweapondrawn"></a> GetWeaponDrawn <b>

GetWeaponDrawn</b>

Type:	Objet, Tribunal

Retourne:	short

Exemple:	if ( GetWeaponDrawn == 1 ) set sValue to ( &quot;shat gro-shazog&quot;-&gt;GetWeaponDrawn ) Scripts:	BladeScript Retourne 1 if the calling actor has a weapon drawn ready to attack, or 0 otherwise. Voir Aussi: <hr noShade>

<a name="getweapontype"></a> GetWeaponType <b> 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 ( &quot;addarnat assardidairan&quot;-&gt;GetWeaponType == -1 ) if ( player-&gt;GetWeaponType == 10 )

Scripts:	Inusité Retourne the weapon type of the actor's current weapon. Voir Aussi:

<a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getarmortype"> GetArmorType</a> <hr noShade> <a name="getwerewolfkills"></a> GetWerewolfKills <b> GetWerewolfKills</b>

Type:	Loup-garou, Bloodmoon

Retourne:	float?

Exemple:	if ( GetWerewolfKills &gt; 1 )

Scripts:

Retourne the number of kills the player (?) has done since they last turned into a werewolf (unconfirmed). Voir Aussi: <hr noShade> </a> GetWindSpeed <b> GetWindSpeed</b>

Type:	Météo, Undocumentated

Retourne:	float

Exemple:	if ( GetWindSpeed &gt; 0.5 )

Scripts:	Inusité

Inconnue function that returns the current wind speed. Generally values are around 0 to 2 for average conditions. Voir Aussi: <hr noShade> </a> Goodbye <b> Goodbye</b>

Type:	Dialogue

Retourne:	rien

Exemple:	Goodbye

Scripts:	Only in dialogue results

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). Voir Aussi: <hr noShade> </a> GotoJail <b> GotoJail</b>

Type:	Divers

Retourne:	rien

Exemple:	GotoJail

Scripts:	GotoJailWhenDone Sends the player to prison.

Voir Aussi: <hr noShade> <a name="hasitemequipped"></a> HasItemEquipped <b> HasItemEquipped, IDObjet</b>

Détail:	IDObjet = Objet to check being equipped on the calling actor.

Type:	Objet, Tribunal

Retourne:	short

Exemple:	if ( HasItemEquipped, &quot;ebony spear&quot; == 1 ) if ( player-&gt;HasItemEquipped, fireblade != 0 ) if ( &quot;alvis teri&quot;-&gt;HasItemEquipped, &quot;expensive_belt_01&quot; == 1 )

Scripts:	Inusité

Retourne 1 if the given item is currently equipped on the calling actor, or 0 otherwise. Voir Aussi: <hr noShade> </a> HasSoulgem <b> HasSoulgem, IDCréature</b>

Détail:	IDCréature = Creature to check for a soul gem

Type:	Magie

Retourne:	short

Exemple:	if ( Joueur-&gt;HasSoulGem, &quot;atronach_storm&quot; &gt; 1 ) set sValue to ( HasSoulGem, lich_relvel )

Scripts:	SkinkSoul1 StrongSoulCheck

Retourne 1 if the calling object has the given creature's soulgem in their inventory, or 0 otherwise. Voir Aussi: <hr noShade> </a> Help <b> Help</b>

Type:	Console

Exemple:

Scripts:

Console only command that lists some of the console specific functions. Voir Aussi: <hr noShade> <a name="hitattemptonme"></a> </a> HitAttemptOnMe HitOnMe <b> 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-&gt;HitOnMe, &quot;chitin dagger&quot; Scripts:	LorkhanHeart (HitOnMe) Inusité (HitAttemptOnMe) Retourne 1 if a hit on the calling PNJ is attempted (HitAttemptOnMe) or hit (HitOnMe) by IDObjet in melee. For example, player-&gt;HitOnMe, &quot;chitin dagger&quot; will return 1 if the player is hit by a chitin dagger. Voir Aussi: <hr noShade> <a name="hurtcollidingactor"></a> HurtCollidingActor

<b> 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 Damages colliding actor the given number of health points per second. This function requires Tribunal. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hurtstandingactor"> HurtStandingActor</a> <hr noShade>

<a name="hurtstandingactor"></a> HurtStandingActor <b> 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 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). Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#hurtcollidingactor"> HurtCollidingActor</a>

<hr noShade> A NAME=&quot;iswerewolf&quot;&gt;</a> IsWerewolf <b> IsWerewolf</b>

Type:	Loup-garou, Bloodmoon

Retourne:	short?

Exemple:

Scripts: Retourne 1 if the player (or other PNJ?) is currently in Loup-garou form, or 0 otherwise.

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> <hr noShade> </a> Journal <b> 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, &quot;A2_4_MiloGone&quot;, 10 Journal, C3_DestroyDagoth, 50 Journal, C3_DestroyDagoth, sSumValue		(use a variable value)

Scripts:	amayaJournal AzuraEnd 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. This is one of the few functions that can accept a variable for the index parametrr. Voir Aussi: <hr noShade> </a> Lock <b> Lock, Valeur</b>

Détail:  Valeur	= Niveau of the lock to set (0 to 100, shor)

Type:	Divers

Retourne:	rien

Exemple:	Lock &quot;chest_ashurninibi_01&quot;-&gt;Lock, 50

Scripts:	OvisScript Pub_Vivec_Black Locks the calling object to the given lock value. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#unlock">Unlock</a> <hr noShade> </a> Long

<b> Long</b>

Type:	Système

Exemple:	long LocalVar

Scripts: 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. 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. 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>

Avec la Contribution de Argent and DinkumThinkum. <hr noShade> </a> loopgroup <b> 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 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playgroup"> PlayGroup</a> <hr noShade> </a> LowerRank <b> LowerRank</b>

Type:	Faction

Retourne:	rien

Exemple:	LowerRank player-&gt;LowerRank &quot;tedryn brenur&quot;-&gt;LowerRank

Scripts:	Inusité, only used in dialogue? Lowers the object’s rank in its current faction. 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>

<hr noShade> </a> MenuMode <b> MenuMode</b>

Type:	Divers

Retourne:	short

Exemple:	if ( MenuMode == 1 )

Scripts:	anoScript AzuraEnd 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. Voir Aussi:

<hr noShade> </a> menutest <b> menutest</b>

Type:	Console, Inconnue

Retourne:	rien

Exemple:

Scripts: 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. Voir Aussi:

Includes Contributions Argent. <hr noShade> </a> MessageBox <b> MessageBox, &quot;Message&quot;, [Var1], [Var2, ...], [&quot;button1&quot;], [&quot;button2&quot;], ...</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: 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: MessageBox, &quot;This is a simple message&quot;		; Simple text message MessageBox, &quot;GameHour = %.2f&quot;, GameHour		; Display a float value with 2 decimal points MessageBox, &quot;Long/Short = %G&quot;, 101		; Display a short/long value, not %D as in the help file! MessageBox, &quot;String = %S&quot;, &quot;SomeString&quot;		; Display a string value, kinda useless, might not work

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. To display a list of choices to the user, use the format: MessageBox, &quot;Press ok to continue...&quot;, &quot;Ok&quot;		; One choice MessageBox, &quot;What is your answer?&quot;, &quot;Yes&quot;, &quot;No&quot;		; Two choices MessageBox, &quot;Choose a number&quot;, &quot;1&quot;, &quot;2&quot;, &quot;3&quot;, &quot;4&quot;, &quot;5&quot;	; Five choices

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: ^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. 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). To return the user's choice, use the GetButtonPressed function, for example: 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, &quot;Do you wish to drink from the Bitter Cup or to pick it up?&quot;, &quot;Drink&quot;, &quot;Pick it up&quot; 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-&gt;ModStrength, 20 Set MessageOn to 0 return endif if ( Button == 1 )	; pick it up			Activate Set MessageOn to 0 return endif endif end Use a similar setup for asking the user other choices. 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getbuttonpressed"> GetButtonPressed</a> Avec la Contribution de DinkumThinkum.

<hr noShade><a name="modacrobatics"></a> </a> </a> </a><a name="modalteration"></a> <a name="modarmorbonus"></a> </a> </a> <a name="modattackbonus"></a> </a> </a> </a><a name="modbluntweapon"></a><a name="modcastpenalty"> </a> </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> </a> </a> </a> </a> </a><a name="modhandtohand"></a> </a><a name="modheavyarmor"></a> </a> </a><a name="modintelligence"></a> </a><a name="modlightarmor"></a> </a> </a> </a><a name="modmediumarmor"></a>

</a><a name="modmercantile"></a> </a> </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> </a><a name="modshortblade"></a> </a> </a> </a><a name="modspeechcraft"></a> </a> </a> </a> </a> </a> <a name="modwaterbreathing"></a><a name="modwaterlevel"></a> <a name="modwaterwalking"></a> </a> <b> 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-&gt;ModCurrentHealth, -10 ModSuperJump, LocalVar

Scripts:	darksunScript puzzlecanal

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. <ul> <li>ModScale - New in Tribunal </li> <li>ModWaterLevel - New in Tribunal </li> <li>ModPCCrimeLevel - Joueur only </li>

<li>ModPCVisionBonus - Joueur only, Inconnue </li> <li>ModLevel - 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>ModAlarm </li> <li>ModFight </li> <li>ModFlee </li> <li>ModHello - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference. </li>

<li>ModCurrentHealth </li> <li>ModCurrentMagicka </li> <li>ModCurrentFatigue - Special Mod functions. There are no matching Get/Set functions for these. </li> </ul> Note that the ModInvisible was incorrectly spelled as ModInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?). 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> <hr noShade> <a name="modfactionreaction"></a> ModFactionReaction <b> 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, &quot;Thieves Guild&quot;, &quot;Temple&quot;, -2 modFactionReaction, &quot;Redoran&quot;, &quot;Nerevarine&quot;, 4

Scripts:	MoonAndStar

Modifies the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example, ModFactionReaction, &quot;Thieves Guild&quot;, &quot;Temple&quot;, -2 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). 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> <hr noShade> </a> ModPCFacRep <b> 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, &quot;Thieves Guild&quot; ModPCFacRep, 25, &quot;Temple&quot; &quot;tedryn brenur&quot;-&gt;ModPCFacRep, -5

Scripts:	MaduraFollow shrineAldDaedroth Modifies the reaction modifier for members of the specified faction towards the PC. 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>

<hr noShade> </a> ModRegion <b> 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, &quot;Météo Machine&quot;, 0, 100, 0, 0, 0, 0, 0, 0, 0, 0 ModRegion, &quot;Red Mountain Region&quot;, 50, 50, 0, 0, 0, 0, 0, 0, 0, 0

Scripts:	weatherScript Endgame 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.

Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#changeweather"> ChangeWeather</a> <hr noShade> </a> Month <b> Month</b>

Type:	Global, Temps

Retourne:	short

Exemple:	set CurrentMonth to Month

Scripts:

Assumably the current month which ranges from 0 to 11. You can use the SET command to change the current month. 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. 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>

Avec la Contribution de Spuzzum. <hr noShade> </a> </a> MoveOneToOne (MOTO) <b> MoveOneToOne (MOTO)</b>

Type:	Console

Retourne:	rien

Exemple:

Scripts:

Unknown console function that appears to have something to do with animation. Voir Aussi: <hr noShade> </a> </a> Move MoveWorld <b> 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:

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. Voir Aussi: <hr noShade> </a> OnActivate <b> OnActivate</b>

Type:	Objet

Retourne:	short

Exemple:	if ( OnActivate == 1 ) Activate endif

Scripts:	Alen_note BarDoor

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). Voir Aussi: <hr noShade> </a> OnDeath <b> OnDeath</b>

Type:	Combat

Retourne:	short

Exemple:	if ( OnDeath == 1 )

Scripts:	anoScript BILL_MT_WritGuril Retourne 1 for one frame when the actor is killed (0 otherwise).

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> <hr noShade> </a> OnKnockout <b> OnKnockout</b>

Type:	Combat

Retourne:	short

Exemple:	if ( OnKnockout == 1 )

Scripts:	girasScript gardingScript Retourne 1 for one frame when the actor is knocked out (0 otherwise). 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> <hr noShade> </a> OnMurder <b>

OnMurder</b>

Type:	Combat

Retourne:	short

Exemple:	if ( OnMurder == 1 )

Scripts:	alvisTeriScript RedoranCouncillor 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: if ( OnDeath == 1 ) if ( OnMurder == 1 ) Set RedoranMurdered to 2 else Set RedoranMurdered to 1 endif endif 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>

<hr noShade> </a> OnPCAdd <b> OnPCAdd</b>

Type:	Inventory, Variable

Retourne:	short

Exemple:	short OnPCAdd if ( OnPCAdd == 1 )

Scripts:	CharGenStatsSheet CharGen_ring_keley 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. Voir Aussi:

<hr noShade> </a> OnPCDrop <b> OnPCDrop</b>

Type:	Inventory, Variable

Retourne:	short

Exemple:	short OnPCDrop if ( OnPCDrop == 1 )

Scripts:	Inusité 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. Voir Aussi: <hr noShade>

</a> OnPCEquip <b> OnPCEquip</b>

Type:	Inventory, Variable

Retourne:	short

Exemple:	short OnPCEquip if ( OnPCEquip == 1 ) set OnPCEquip to 0 endif

Scripts:	bladeScript disguisedArmor 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. Voir Aussi: <hr noShade> </a> OnPCHitMe <b>

OnPCHitMe</b>

Type:	Combat, Variable

Retourne:	short

Exemple:	short OnPCHitMe if ( OnPCHitMe == 1 ) StartCombat Joueur Set OnPCHitMe to 0 endif

Scripts:	almaScript cattleScript 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. Voir Aussi: <hr noShade> </a> OnPCRepair <b> OnPCRepair</b>

Type:	Inventory, Variable

Retourne:	short

Exemple:	short OnPCRepair if ( OnPCRepair == 1 )

Scripts:	Inusité 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. Voir Aussi: <hr noShade> <a name="onpcsoulgemuse"></a> OnPCSoulGemUse <b> OnPCSoulGemUse</b>

Type:	Inventory, Variable

Retourne:	short

Exemple:	short OnPCSoulGemUse if ( OnPCSoulGemUse == 1 ) Joueur-&gt;additem, &quot;Misc_soulgem_Azura&quot;, 1 endif

Scripts:	AzuraStarScript 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. Voir Aussi: <hr noShade> </a> OnRepair <b> OnRepair</b>

Type:	Objet, Broken

Retourne:	short

Exemple:	short OnRepair if ( OnRepair == 1 )

Scripts:	Inusité 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#onpcrepair"> OnPCRepair</a> <hr noShade> <a name="outputobjcounts"></a><a name="outputrefcounts"></a> <a name="outputrefinfo"></a> OutputObjNombres OutputRefNombres

OutputRefInfos <b> OutputObjNombres OutputRefNombres OutputRefInfo</b>

Type:	Console, Inconnue

Retourne:	rien

Exemple:

Scripts: Console only commands that output object/reference info. Further testing is required. Voir Aussi: <hr noShade> </a> </a> PayFine

PayFineThief <b> PayFine PayFineThief (Inconnue)</b>

Type:	Divers

Retourne:	rien

Exemple:	PayFine

Scripts:	TGDisNombreScript 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. Voir Aussi: Avec la Contribution de Spuzzum and Tim Martin.

<hr noShade> <a name="pcclearexpelled"></a> PCClearExpelled <b> PCClearExpelled, [FactionID]</b>

Détail:	FactionID = Optional faction to clear the player's expelled flag.

Type:	Faction

Retourne:	rien

Exemple:	PCClearExpelled, &quot;Mages Guild&quot; PCClearExpelled			(call from a dialogue, uses the actor's faction)

Scripts:	expelledMG

Clears the player's expelled flag for the given faction. If no faction is specified, the caller's faction is used. 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> <hr noShade> </a> PCExpell <b> PCExpell, [FactionID]</b>

Détail:	FactionID = Optional faction to expell the player from.

Type:	Faction

Retourne:	rien

Exemple:	PCExpell, &quot;Mages Guild&quot; PCExpell			(call from a dialogue, uses the actor's faction)

Scripts:	Inusité (only in dialogue) Expells the player from the given faction. 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>

<hr noShade> </a> PCExpelled <b> PCExpelled, [FactionID]</b>

Détail:	FactionID = Optional faction to check the player's expelled flag.

Type:	Faction

Retourne:	rien

Exemple:	if (PCExpelled, &quot;Mages Guild&quot; == 1) if (PCExpelled == 1 )			( uses the caller's faction)

Scripts:	Inusité (only in dialogue) Retourne 1 if the player is currently expelled from the given faction, or 0 otherwise.

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> <hr noShade> <a name="pcget3rdperson"></a> PCGet3rdPerson <b> PCGet3rdPerson</b>

Type:	Joueur Controls

Retourne:	short

Exemple:	if (PCGet3rdPerson == 1) set sValue to PCGet3rdPerson

Scripts:	Inusité Retourne 1 if in 3rd person mode, or 0 otherwise. 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> <hr noShade> <a name="pcforce3rdperson"></a> PCForce3rdPerson

<b> PCForce3rdPerson</b>

Type:	Joueur Controls

Retourne:	rien

Exemple:	PCForce3rdPerson

Scripts:	Inusité Queue the change to 3rd person mode (this may have to wait for the current animation to finish). 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>

<hr noShade> <a name="pcforce1stperson"></a> PCForce1stPerson <b> PCForce1stPerson</b>

Type:	Joueur Controls

Retourne:	rien

Exemple:	PCForce1stPerson

Scripts:	Inusité Queue the change to 1st person mode (this may have to wait for the current animation to finish). 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> <hr noShade> <a name="pcjoinfaction"></a> PCJoinFaction <b> PCJoinFaction, [FactionID]</b>

Détail:	FactionID = Optional faction for the player to join.

Type:	Faction

Retourne:	rien

Exemple:	PCJoinFaction, &quot;Mages Guild&quot; PCJoinFaction, Nerevarine PCJoinFaction			(uses the caller's faction)

Scripts:	MoonAndStar Joins the player to the given (or the caller's) faction. 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> <hr noShade> </a> PCLowerRank <b>

PCLowerRank, [FactionID]</b>

Détail:	FactionID = Optional faction for the player to join.

Type:	Faction

Retourne:	rien

Exemple:	PCLowerRank, &quot;Mages Guild&quot; PCLowerRank, Nerevarine PCLowerRank			(uses the caller's faction)

Scripts:	Inusité Lowers the player's rank in the given faction. 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> <hr noShade> </a> PCRace <b> PCRace</b>

Type:	Global

Retourne:	short

Exemple:

Scripts:

A global variable that holds a numeric value for the player's race. 1 = Agonian 2 = Breton 3 = Dark Elf 4 = High Elf 5 = Imperial 6 = Khajiit 7 = Nord 8 = Orc 9 = Redguard 10 =Woodelf It is unknown what happens for a newly created race. Voir Aussi: <hr noShade> </a> PCRaiseRank <b> PCRaiseRank, [FactionID]</b>

Détail:	FactionID = Optional faction for the player to join.

Type:	Faction

Retourne:	rien

Exemple:	PCRaiseRank, &quot;Mages Guild&quot; PCRaiseRank, Nerevarine PCRaiseRank			(uses the caller's faction)

Scripts:	sjoringScript 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. 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> <hr noShade> </a> PCSkipEquip <b> PCSkipEquip</b>

Type:	Inventory

Retourne:	rien

Exemple:	short PCSkipEquip set PCSkipEquip to 1 set PCSkipEquip to 0

Scripts:	sealedTreasuryOrders sealedTreasuryReport 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.

Voir Aussi: <hr noShade> </a> PCVampire <b> PCVampire</b>

Type:	Global

Retourne:	short

Exemple:

Scripts: A global variable that gives the state of the player's vampire status. -1 = Has been cured 0 = Not a vampire 1 = Currently a vampire

Voir Aussi: <hr noShade> </a> PCWerewolf <b> PCWerewolf</b>

Type:	Global, Bloodmoon

Retourne:	short

Exemple:

Scripts: A global variable that gives the state of the player's werewolf status.

-1 = Has been cured (immune to lycanthropy) 0 = Not a Loup-garou 1 = Currently a Loup-garou Voir Aussi: Avec la Contribution de LDones. <hr noShade> </a> </a> PlaceAtMe PlaceAtPC <b>

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, &quot;delte fyr&quot;, 1, 120, 0		(just in front of player) PlaceAtPC, &quot;Dremora_lord&quot;, 1, 128, 1		(sneak attack behind player) PlaceAtMe, &quot;activator_01&quot;, 1, 500, 3

Scripts:	karrodScript BILL_MarksDaedraSummon 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. 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> <hr noShade> </a> </a> Position PositionCell <b> Position,    X, Y, Z, ZRot PositionCell, X, Y, Z, ZRot, &quot;IDCell&quot;</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-&gt;Position, -1005, 165018, 100 &quot;Salyni Nelvayn&quot;-&gt;PositionCell, 106, 1241, -105, &quot;Assurdirapal, Shrine&quot; PositionCell, 8090, 698, -500, 270, &quot;Vivec, St. Olms Haunted Manor&quot;

Scripts:	CharGen gardingScript

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. 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). 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: 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 &quot;Use the Mazedband to teleport where?&quot; &quot;Vivec&quot; &quot;Mournhold&quot; &quot;Sotha Sil&quot; &quot;Nowhere&quot; set messageOn to 1 endif endif

if ( messageOn == 1 ) set button to GetButtonPressed

if ( button &gt;= 0 ) set messageOn to 0 endif

; Vivec if ( button == 0 ) playsound &quot;conjuration hit&quot; Joueur-&gt;PositionCell 12, 219, -501, 0 &quot;Vivec, High Fane&quot; set reset to 1

; Mournhold elseif ( button == 1 ) playsound &quot;conjuration hit&quot; Joueur-&gt;PositionCell 0, -478, -645, 0 &quot;Mournhold Temple: High Chapel&quot; set reset to 1

; Sotha sil elseif ( button == 2 ) playsound &quot;conjuration hit&quot; Joueur-&gt;PositionCell 3976, 4179, 12310, 0 &quot;Sotha Sil, Dome of Sotha Sil&quot; set reset to 1 return

; Nothing elseif ( button == 3 ) set reset to 1 return

endif

endif

End 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.

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> Avec la Contribution de Cortex and DinkumThinkum. <hr noShade>

</a><a name="placeitemcell"></a> PlaceItem PlaceItemCell <b> 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, &quot;false_sunder&quot;, 10, -5006, 0, 0 PlaceItemCell, &quot;daedric_god_helm&quot;, &quot;Assernerairan, Shrine&quot;, NewX, NewY, NewZ, 45

Scripts:	dulniScript projectileMine

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. 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#placeatpc"> PlaceAtPC</a> Avec la Contribution de DinkumThinkum.

<hr noShade> </a> PlayBink <b> PlayBink, &quot;Nom du fichier&quot;, 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, &quot;mw_cavern.bik&quot;, 1

Scripts:	AzuraEnd MoonAndStar Plays the given BIK movie file.

Voir Aussi: Avec la Contribution de DinkumThinkum and Klinn. <hr noShade> </a> PlayGroup <b> 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 &quot;taren andoren&quot;-&gt;PlayGroup, Idle, 0 &quot;Black Dart Malar&quot;-&gt;PlayGroup &quot;Death1&quot;

Scripts:	AzuraEnd rockSlide drowned 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.

Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#loopgroup"> LoopGroup</a> <hr noShade> <a name="playloopsound3d"></a><a name="playloopsound3dvp"></a> </a> </a> </a> <a name="playsound3dvp"></a> PlayLoopSound3D PlayLoopSound3DVP PlaySound PlaySoundVP

PlaySound3D PlaySound3DVP <b> PlayLoopSound3D,  &quot;SoundID&quot; PlayLoopSound3DVP, &quot;SoundID&quot;, Volume, Pitch PlaySound, 	  &quot;SoundID&quot; PlaySoundVP,      &quot;SoundID&quot;, Volume, Pitch PlaySound3D,      &quot;SoundID&quot; PlaySound3DVP,    &quot;SoundID&quot;, 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, &quot;Crowd Boo&quot; PlayLoopSound3DVP. &quot;Son Test Loop&quot;, 1.0, 1.0

Scripts:	SoundTest GG_OpenGate1 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.

Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopsound"> StopSound</a> <hr noShade> </a><a name="purgetextures"></a> PurgeTextures (PT) <b> PurgeTextures PT</b>

Type:	Console, Inconnue

Retourne:	rien

Exemple:

Scripts:

Console command that assumably unloads all textures currently being used. Voir Aussi: <hr noShade> </a> RaiseRank <b> RaiseRank</b>

Type:	Faction

Retourne:	rien

Exemple:	RaiseRank player-&gt;RaiseRank &quot;tedryn brenur&quot;-&gt;RaiseRank

Scripts:	Inusité, only used in dialogue?

Raises the object’s rank in its current faction. 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> <hr noShade> </a> Random <b> 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 Generates a random number between 0 and (Valeur - 1). Voir Aussi: <hr noShade> <a name="removeeffects"></a> RemoveEffects <b> 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-&gt;RemoveEffects, 1

Scripts:	Inusité 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. 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> <hr noShade> </a> RemoveItem <b> 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-&gt;RemoveItem, &quot;Daedric_special&quot;, 1 Fargoth-&gt;RemoveItem, &quot;ring_keley&quot;, 1

Scripts:	lookoutScript MagasScript

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., begin test_CrashScript if (OnActivate == 1) MessageBox &quot;The item disappears before your eyes&quot; player-&gt;RemoveItem, &quot;some_unique_item&quot;, 1 endif end If this script was attached to the some_unique_item 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).

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. 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. Note that this function does accept global variables but only in dialogue results, not scripts. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#additem">AddItem</a>

Avec la Contribution de Spuzzum and Argent. <hr noShade> <a name="removefromlevcreature"></a><a name="removefromlevitem"></a> RemoveFromLevCreature RemoveFromLevItem <b> 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, &quot;ex_azurascoast_sleep&quot;, &quot;ash_ghoul&quot;, 25 RemoveFromLevItem, &quot;l_m_amulets&quot;, &quot;amulet of 6th house&quot;, 15

Scripts:	Inusité 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). 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> <hr noShade> <a name="removesoulgem"></a> RemoveSoulgem <b> RemoveSoulgem, IDCréature</b>

Détail	IDCréature = Creature whose soulgem we wish to remove

Type:	Magie

Retourne:	rien

Exemple:	Joueur-&gt;RemoveSoulGem, &quot;atronach_storm&quot; RemoveSoulGem, &quot;golden saint_staada&quot;

Scripts:	SkinkSoul2 StrongSoulRemove 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). Voir Aussi: <hr noShade> </a> RemoveSpell <b>

RemoveSpell, IDSort</b>

Détail	IDSort = Sort to remove

Type:	Magie

Retourne:	rien

Exemple:	Joueur-&gt;&gt;RemoveSpell, &quot;Vampire Attributes&quot; RemoveSpell, stamina Scripts:	Vampire_Cure_PC diseaseAshChancre 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. 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.

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> Avec la Contribution de Argent. <hr noShade>

<a name="removespelleffects"></a> RemoveSpellEffects <b> RemoveSpellEffects, IDSort</b>

Détail	IDSort = Sort to remove

Type:	Magie

Retourne:	rien

Exemple:	Joueur-&gt;&gt;RemoveSpellEffects, &quot;shock shield&quot; RemoveSpellEffects, shield Scripts:	Inusité Removes the spell from the calling actors list of affecting spells.

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> <hr noShade> </a> RepairedOnMe <b> RepairedOnMe, IDObjet</b>

Détail: 	IDObjet = The repair object to check for

Type:	Objet

Retourne:	short

Exemple:	if ( daedric_shield-&gt;RepairedOnMe, repair_master_01 == 1 ) if ( &quot;DarkBrotherhood Boots&quot;-&gt;RepairedOnMe, &quot;repair_grandmaster_01&quot; == 1 )

Scripts:	Inusité Retourne 1 if the calling object is repaired by given object, or 0 otherwise. For example, if ( &quot;banhammer_unique&quot;-&gt;RepairedOnMe, &quot;repair_journeyman_01&quot; == 1 )

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. Voir Aussi: <hr noShade> </a> </a> ResetActors (RA) <b> ResetActors RA</b>

Type:	Console, Inconnue

Retourne:	rien

Exemple:

Scripts:

Console command that moves all actors to their starting positions and sets their AI package to the default. Voir Aussi: Avec la Contribution de Spuzzum. <hr noShade> </a> Resurrect <b> Resurrect</b>

Type:	Stats

Retourne:	rien

Exemple:	gateway_haunt-&gt;Resurrect

Scripts:	KarrodScript ResurrectHaunt 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). Voir Aussi: <hr noShade> </a> Return <b> Return</b>

Type:	Système

Retourne:	rien

Exemple:	return

Scripts: 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: begin TestScript

if ( MenuMode == 1 ) return endif

; Do stuff end Voir Aussi: <hr noShade> </a> </a> Rotate RotateWorld <b>

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 &quot;Act_banner_Khuul&quot;-&gt;RotateWorld, Z, 1

Scripts:	float BarDoor 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: 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 which should start rotating an object up when it is activated and stop when it is activated again. Voir Aussi:

<hr noShade> </a> SameFaction <b> SameFaction</b>

Type:	Faction

Retourne:	short

Exemple:	if ( &quot;Shunari Eye-Fly&quot;-&gt;SameFaction == 1 )

Scripts:	Inusité, only used in dialogue Retourne 1 if player is in the faction of the calling PNJ, or 0 otherwise.

Voir Aussi: <hr noShade> </a> Say <b> Say, &quot;Nom du fichier&quot;, &quot;Text&quot;</b>

Détail:	Nom du fichier = WAV Son file to play Text 	 = Text used for dialog captions.

Type:	Son

Retourne:	rien

Exemple:	Say, &quot;Vo\Divers\tr_almgreet1.mp3&quot;,	&quot;Many Blessings upon you, my loyal servant.&quot; &quot;hels_assassin1&quot;-&gt;Say, &quot;Vo\Divers\helsass1.wav&quot;, &quot;...supposed to be here somewhere...&quot; Scripts:	almaScript barassScript Makes the subject say the given WAV file, only Marche on animating objects. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#saydone">SayDone</a>

<hr noShade> </a> SayDone <b> SayDone</b>

Type:	Son

Retourne:	short

Exemple:	if ( SayDone == 1 ) if ( Joueur-&gt;SayDone == 1 )

Scripts:	DaedraAzura TribEnd Retourne 1 if the object is not saying anything, or 0 otherwise. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#say">Say</a>

<hr noShade> <a name="scriptrunning"></a> ScriptRunning <b> ScriptRunning, ScriptName</b>

Détail:	ScriptName = Name of the script to check

Type:	Script

Retourne:	short

Exemple:	if ( ScriptRunning, CharGen == 1 )

Scripts:	Main Retourne 1 if the given script is running as a global script, or 0 otherwise. 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> <hr noShade> </a> Set <b> Set to </b>

Détail:	  = Local, global, or external variable to set = 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-&gt;GetStrength ) / 10 + 1 ) set GlobalScript.LocalVar to GlobalVar set Objet.LocalVar to ( -60 + ( GetPos, X ) / 1024 )

Scripts:	-

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). Note that you can have multiple functions in the set expression, however they will all apply to the same object reference. For example: set LocalVar to ( player-&gt;GetPos, X ) + ( player-&gt;GetPos, Y ) set LocalVar to ( player-&gt;GetPos, X ) + ( GetPos, Y )		; Same as the previous set set LocalVar to ( player-&gt;GetPos, X ) + ( aengoth-&gt;GetPos, Y )	; Will not work, use two seperate set commands Voir Aussi: <hr noShade><a name="setacrobatics"></a> </a>

</a> </a><a name="setalteration"></a> <a name="setarmorbonus"></a> </a> </a> <a name="setattackbonus"></a> </a> </a> </a><a name="setbluntweapon"></a><a name="setcastpenalty"> </a> </a><a name="setconjuration"></a> <a name="setdefendbonus"></a><a name="setdestruction"></a> <a name="setdisposition"></a> </a> </a> </a> </a> </a> </a><a name="sethandtohand"></a> </a> <a name="setheavyarmor"></a> </a> </a> <a name="setintelligence"></a> </a> </a> <a name="setlightarmor"></a> </a> </a> </a><a name="setmediumarmor"></a> </a> <a name="setmercantile"></a> </a> </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> </a> <a name="setshortblade"></a> </a> </a> </a><a name="setspeechcraft"></a> </a> </a> </a> </a> </a><a name="setwaterbreathing"></a> <a name="setwaterlevel"></a><a name="setwaterwalking"></a> </a> <b>

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-&gt;SetFatigue, 0 SetStrength, LocalVar

Scripts:	ouch_keening puzzlecanal 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. <ul> <li>SetScale - New in Tribunal </li> <li>SetWaterLevel - New in Tribunal </li>

<li>SetPCCrimeLevel - Joueur only </li> <li>SetPCVisionBonus - Joueur only, Inconnue </li> <li>SetAlarm </li> <li>SetFight </li>

<li>SetFlee </li> <li>SetHello - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference. </li> <li>SetScale - 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> Note that the SetInvisible was incorrectly spelled as SetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).

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> Avec la Contribution de Jog. <hr noShade> </a> SetAngle <b>

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 &quot;Act_banner_Tel_Vos&quot;-&gt;SetAngle, Z, 90 SetAngle, Y, GetStartingAngle, Y		SetAngle, Y, fValue			(Tribunal only)

Scripts:	SignRotate Dagoth_doors 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. Voir Aussi: <hr noShade> </a> SetAtStart <b>

SetAtStart</b>

Type:	Mouvement

Retourne:	rien

Exemple:	SetAtStart &quot;ex_gg_portcullis_01&quot;-&gt;SetAtStart

Scripts:	BarDoor GG_OpenGate1 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. Voir Aussi: Includes Contributions fron CaveRat.

<hr noShade> </a> SetDelete <b> SetDelete, Attribut</b>

Détail:	Attribut = 1 to delete object, 0 to clear

Type:	Divers, Tribunal

Retourne:	rien

Exemple:	SetDelete, 1

Scripts:	trapProjScript explosion_pushout 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. Use &quot;SetDelete, 1&quot; 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 &quot;SetDelete, 0&quot; could be used on them to undo the effect. Items that are placed however, using PlaceAtPC, or PlaceItem, are immediately deleted from the world.

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: if ( deleteobj = 1 ) ;Local variable, set when you want to delete if ( deletetimer == 0 ) Disable endif

if ( deletetimer &lt; 10 ) set deletetimer to ( deletetimer + 1 ) endif

if ( deletetimer == 10 ) &quot;my_object_01&quot;-&gt;SetDelete, 1 endif

Return

endif 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. Other useful tips for successfully using SetDelete are: <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> Voir Aussi: <a href="http://www.uesp.net/dontsaveobject">DontSaveObject</a> Avec la Contribution de Soralis, Dan_Wheeler and Accido.

<hr noShade> <a name="setfactionreaction"></a> SetFactionReaction <b> 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, &quot;Thieves Guild&quot;, &quot;Temple&quot;, -2 SetFactionReaction, &quot;Redoran&quot;, &quot;Nerevarine&quot;, 4

Scripts:	MoonAndStar

Defines the reaction of one faction towards members of another faction. Positive value indicate more like, while negative values indicate dislike. For example, SetFactionReaction, &quot;Thieves Guild&quot;, &quot;Temple&quot;, -2 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). 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>. <hr noShade> <a name="setjournalindex"></a> SetJournalIndex <b> 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, &quot;A2_4_MiloGone&quot;, 10		(???)

Scripts:	Inusité

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. 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. 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#journal">Journal</a> Avec la Contribution de Spuzzum and Melian.

<hr noShade> </a> SetPCFacRep <b> 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, &quot;Thieves Guild&quot; SetPCFacRep, 25, &quot;Temple&quot; &quot;tedryn brenur&quot;-&gt;ModPCFacRep, 5

Scripts:	Inusité Defines the reaction modifier for members of the specified faction towards the PC. 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> <hr noShade>

</a> SetPos <b> 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 &quot;Act_banner_Tel_Vos&quot;-&gt;SetPos, Z, -1002.0 SetPos, Y, GetStartingPos, Y		SetPos, Y, fValue			(Tribunal only)

Scripts:	shrineGnisisSecret PlagueRock1 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">FixMe</a> function call after the player's position has changed.

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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#getpos">GetPos</a> Avec la Contribution de Srikandi, and AfterShock_81. <hr noShade> <a name="setwerewolfacrobatics"></a> SetWerewolfAcrobatics <b>

SetWerewolfAcrobatics, Valeur</b>

Détail:	Valeur   = New acrobatics skill value/bonus

Type:	Statistic

Retourne:	rien

Exemple:

Scripts: Sets the acrobatics skill value/bonus when the player is in Loup-garou form (unconfirmed). Voir Aussi: <hr noShade> </a> Short <b> Short</b>

Type:	Système

Exemple:	short LocalVar

Scripts: This is one of the three types of the scripting language. Short variables are signed and can range from -32,768 to 32,767. 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. 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> Avec la Contribution de DinkumThinkum.

<hr noShade> </a> Show <b> Show nomvariable IDObjet-&gt;show nomvariable</b>

Détail: nomvarible = variable de script ou variable globale dont on veut connaître la valeur Type:	Console

Exemple:	show chargenstate

Scripts:

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. Voir Aussi: <hr noShade> </a> </a> ShowAnim (SA) <b> ShowAnim SA</b>

Type:	Console, Inconnue

Exemple:

Scripts:

Unknown console command. Voir Aussi: <hr noShade> </a> </a> ShowGroup (SG) <b> ShowGroup SG</b>

Type:	Console

Exemple:

Scripts: Unknown console command.

Voir Aussi: <hr noShade> </a> ShowMap <b> ShowMap, IDCell</b>

Détail:	IDCell = Partial or complete cell name to show on world map

Type:	Divers

Retourne:	rien

Exemple:	ShowMap &quot;Gnisis&quot; ShowMap &quot;Vivec&quot; Scripts:	BookPilgrimsPath Shows the given cell name on the world map. Will match complete or partial cells, so ShowMap, &quot;Vivec&quot; will show cells Vivec and <i>Vivec, Fred's House</i> as well. Voir Aussi:

<hr noShade> </a> ShowRestMenu <b> ShowRestMenu</b>

Type:	Console

Retourne:	rien

Exemple:	ShowRestMenu

Scripts:	BedStandard CharGenBed Displays the standard rest/sleep menu allowing the player to choose the amount of time they wish to rest. Voir Aussi:

<hr noShade> </a><a name="showscenegraph"></a> ShowSceneGraph (SSG) <b> ShowSceneGraph SSG</b>

Type:	Console

Exemple:

Scripts:	n/a 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). Voir Aussi:

<hr noShade> </a> </a> ShowTargets (ST) <b> ShowTargets ST</b>

Type:	Console

Exemple:

Scripts: Console command that shows the selected actor's target group members. Voir Aussi: <hr noShade>

</a> </a> ShowVars (SV) <b> ShowVars SV</b>

Type:	Console

Exemple:	sv

Scripts: 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). Trés utile pour débugger un script qui ne semble pas fonctionner. Voir Aussi: <hr noShade>

</a> SkipAnim <b> SkipAnim</b>

Type:	Animation

Retourne:	rien

Exemple:	SkipAnim &quot;taren andoren&quot;-&gt;SkipAnim

Scripts:	Inusité 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: begin test_dummy SkipAnim; end

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. 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> <hr noShade> </a> StartCombat <b> StartCombat, IDActeur</b>

Détail:  IDActeur = The actor with which to start combat with.

Type:	Combat

Retourne:	rien

Exemple:	&quot;drals indobar&quot;-&gt;StartCombat Joueur StartCombat Joueur Scripts:	almaScript avSlaveHunter 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). Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopcombat"> StopCombat</a> <hr noShade> </a> StartScript <b>

StartScript, ScriptName</b>

Détail:	ScriptName = Name of the script to start

Type:	Script

Retourne:	rien

Exemple:	StartScript, CharGen

Scripts:	Main MoonAndStar 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. You can target a global script using either IDObjet-&gt;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-&gt;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). 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> Avec la Contribution de Argent. <hr noShade> </a> StayOutside <b> StayOutside</b>

Type:	Undocuments, Variable, Bloodmoon

Exemple:	short StayOutside set StayOutside to 1

Scripts:	Inusité 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). Voir Aussi: Avec la Contribution de Grumpy.

<hr noShade> </a> </a> StopCellTest (SCT) <b> StopCellTest SCT</b>

Type:	Console

Exemple:

Scripts: 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#testcells"> TestCells</a>. <hr noShade> </a> StopCombat <b>

StopCombat</b>

Type:	Combat

Retourne:	rien

Exemple:	&quot;Drores Arvel&quot;-&gt;StopCombat StopCombat Scripts:	cattleScript fightStopOrdinators 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. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#startcombat"> StartCombat</a>

<hr noShade> </a> StopScript <b> StopScript, ScriptName</b>

Détail:	ScriptName = Name of the script to stop

Type:	Script

Retourne:	rien

Exemple:	StopScript, CharGen

Scripts:	CharGen EndGame 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. If a Tribunal Start Script is terminated with StopScript, it will start up again the next time the game is loaded. 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> Avec la Contribution de DinkumThinkum.

<hr noShade> </a> StopSound <b> StopSound, SoundID</b>

Détail:	SoundID = The sound to stop playing

Type:	Son

Retourne:	rien

Exemple:	StopSound &quot;Son Test Loop&quot;

Scripts:	SoundTest PlagueRock1

Stops the given sound if it is playing and previously starting with PlayLoopSound. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#playloopsound"> PlayLoopSound</a> <hr noShade> </a> StreamMusic <b> StreamMusic, &quot;Nom du fichier&quot;</b>

Détail:	Nom du fichier = Name of the music file to play

Type:	Son

Retourne:	rien

Exemple:	StreamMusic, &quot;conantheme.mp3&quot;

Scripts:	GnisisWarpDoor GnisisEggmineDoor Plays the given music file. Voir Aussi: <hr noShade> </a><a name="testinteriorcells"></a> </a>

</a><a name="testthreadcells"></a> TestCells TestInteriorCells TestModels (T3D) TestThreadCells <b> TestCells TestInteriorCells TestModels (T3D) TestThreadCells (Inconnue)</b>

Type:	Console

Exemple:

Scripts: Assumably this console command tests various objects/locations in the game in some manner. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#stopcelltest"> StopCellTest</a>. <hr noShade> </a> </a> </a> <a name="toggleborders"></a> </a><a name="togglecollision"></a> </a><a name="togglecollisionboxes"></a> </a> <a name="togglecollisiongrid"></a> </a><a name="togglecombatstats"> </a> </a><a name="toggledebugtext"></a> </a>

<a name="toggledialoguestats"></a> </a><a name="togglefogofwar"> </a> </a><a name="togglefullhelp"></a> </a> <a name="togglegodmode"></a> </a> </a> </a><a name="togglekillstats"></a> </a> </a> </a><a name="toggleloadfade"></a> </a><a name="togglemagicstats"></a> </a> </a> </a><a name="togglepathgrid"></a> </a><a name="togglescriptoutput"></a><a name="togglescripts"></a> </a> </a> </a> </a> </a><a name="toggletexturestring"></a> </a><a name="togglevanitymode"></a> </a> </a> </a><a name="togglewireframe"></a> </a> </a> <b> 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: 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: <ul> <li> ToggleAI - Toggle the PNJ/creature AI? </li> <li>

ToggleBorders - Toggles the display of exterior cell borders. </li> <li> ToggleCollision - Toggle all collsion. When off, the player and all PNJ/creatures can walk through anything. </li> <li>

ToggleCollisionBoxes - Toggle display of collision boxes? </li> <li> ToggleCollisionGrid - Toggle display of collision grid? </li> <li>

ToggleCombatStats - Turn combat stats on/off? Stats are displayed in the console window. </li> <li> ToggleDebugText - Toggles the display of debug statistic in the main display. </li> <li>

ToggleDialogueStats - Turn dialogue stats on/off? </li> <li> 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. </li> <li>

ToggleFullHelp - Displays the ownership and script of objects you look at. </li> <li> ToggleGodMode - Toggles invulnerability mode for the player. When on the player cannot be hurt. </li> <li>

ToggleGrid - Unknown. </li> <li> ToggleKillStats - Turn kill stats on/off? </li> <li>

ToggleLights - Toggle display of lights. </li> <li> ToggleLoadFade - Toggles the use of a fade in/out when loading a new cell. </li> <li>

ToggleMagicStats - Turn magic stats on/off? </li> <li> ToggleMenus - Unknown. </li> <li>

TogglePathGrid - Toggles display of the AI path grid. </li> <li> ToggleScriptOutput - Unknown </li> <li>

ToggleScripts - Toggles use of scripts or not. </li> <li> ToggleSky - Turns the sky on/off. </li> <li>

ToggleStats - Turns all the various statistics on or off. </li> <li> ToggleTextureString - Unknown (display texture filenames of objects?) </li> <li>

ToggleVanityMode - View 1st or 3rd person display? </li> <li> ToggleWater - Turns the display of water on/off? </li> <li>

ToggleWireFrame - Turns the wire frame mode on/off. </li> <li> ToggleWorld - Toggles display of the world? </li> </ul>

Voir Aussi: <hr noShade> </a><a name="turnmoonwhite"></a> TurnMoonRed TurnMoonWhite <b> TurnMoonRed TurnMoonWhite</b>

Type:	Météo, Bloodmoon

Retourne:	rien

Exemple:	TurnMoonRed TurnMoonWhite

Scripts: Turns the moon(s) the given color for special Loup-garou effects (unconfirmed). Voir Aussi: <hr noShade> </a> UndoWerewolf <b> UndoWerewolf</b>

Type:	Loup-garou, Bloodmoon

Retourne:	rien

Exemple:

Scripts: 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). 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. 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> Avec la Contribution de LDones. <hr noShade> </a> Unlock <b>

Unlock</b>

Type:	Divers

Retourne:	rien

Exemple:	Unlock &quot;chest_ashurninibi_01&quot;-&gt;Unlock

Scripts:	GavisScript Pub_Ghost_Dusk Unlocks the calling object. Voir Aussi: <a href="http://www.uesp.net/morrow/editor/mw_cscommands.shtml#lock">Lock</a>

<hr noShade> </a> UsedOnMe <b> 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) 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.

Voir Aussi: Avec la Contribution de Spuzzum. <hr noShade> </a> WakeUpPC <b>

WakeUpPC</b>

Type:	Joueur Sleeping

Retourne:	rien

Exemple:	WakeUpPC Scripts:	Sleepers VampireCheck Wakes up the PC if they are sleeping. Use it to wake up the PC to notify them of some timed event. Voir Aussi: <hr noShade> </a> Xbox <b>

Xbox</b>

Type:	Divers

Retourne:	short

Exemple:	if ( Xbox == 1 ) Scripts:	CharGenBed CharGenDagger Retourne 1 if the game is being played on the XBox, or 0 otherwise. Voir Aussi: <hr noShade> </a> Year <b>

Year</b>

Type:	Temps, Global

Retourne:	short

Exemple:	if ( Year == 427 ) set sValue to ( OrigYear + Year )

Scripts: 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). 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>

<hr noShade> Avec la Contribution de the TES Construction Set Help Files, Tim Martin, FreshFish (MW Forums), Spuzzum, Soralis (MW Forums), Accido, GhanBuriGhan (MW Forums) and <a href="http://www.rpgplanet.com/morrowind/chalice/files/Morrowind_Scripting_for_Dummies2.0.zip"> MW Scripting for Dummies</a> <img height="9" src="The%20UESP%20Morrowind%20Construction%20Kit%20Commands_fichiers/hbar1.gif" width="100%"> <a href="http://www.uesp.net/print.shtml?/morrow/editor/mw_cscommands.shtml?(none)"> <img alt="[Print]" src="The%20UESP%20Morrowind%20Construction%20Kit%20Commands_fichiers/print.gif" border="0" width="16" height="16">

Display</a> <font face="ARIAL" size="2">this document for printing (some pages may not display properly). If you have any problems, suggestions or comments on this page or website, please feel free to use the <a href="http://www.uesp.net/contact.shtml"><b> Contact Form</b></a> to send a message to the WebMaster. This document was last modified on: Tuesday, 27 January 2004, at 21:55:17 and has been accessed

1041 times ( /morrow/editor/mw_cscommands.shtml ). Please note that this site is Completely Unofficial and is in no way connected to Bethesda softMarche or Zenimax. Bethesda SoftMarche, Battlespire, XnGine, Morrowind, Redguard, Daggerfall, Arena and The Elder Scrolls are trademarks of Media Technology Limited, Copyright © 1994-2001 Media Technology Limited.

<script language="javascript" src="http://ads.multimania.lycos.fr/ad/test_frame_size.js">

<script language="javascript"> if (!AD_clientWindowSize) { document.write("<NOSC"+"RIPT>"); }

<script type="text/javascript"> function setCookie(name, value, expires, path, domain, secure) { var curCookie = name + "=" + escape(value) + ((expires) ? "; expires=" + expires.toGMTString : "") + ((path) ? "; path=" + path : "") + ((domain) ? "; domain=" + domain : "") + ((secure) ? "; secure" : ""); document.cookie = curCookie; }

var ad_url = "http://ads.multimania.lycos.fr/ad/google/frame.php?_url="+escape(self.location)+"&gg_bg=&gg_template=&mkw=&cat=noref"; var ref=window.document.referrer;

if(parent.LycosAdFrame) { if(parent.memberPage && parent.memberPage.document.title ) { parent.document.title=parent.memberPage.document.title; }

if(parent.LycosAdFrame && parent.LycosAdFrame.location && (ref != "" && (ref+"?" != window.location) && (ref.substr(ref.length-1,1) != "/")) ) { parent.LycosAdFrame.location.replace(ad_url); } setCookie("adFrameForcePHP",0,0," "); parent.document.body.cols = "*,140"; } else if(top.LycosAdFrame && top.LycosAdFrame.location) { if ((ref != "" && (ref+"?" != top.window.location) && (ref.substr(ref.length-1,1) != "?"))) { top.LycosAdFrame.location.replace(ad_url); } setCookie("adFrameForcePHP",0,0," "); top.document.body.cols = "*,140"; } else { if (!window.opener) { setCookie("adFrameForcePHP",1,0," "); } else { setCookie("adFrameForcePHP",0,0," "); } }	if (window.top.location.href.indexOf("http://membres.lycos.fr")!=-1) { ad_frame = 1 ; window.top.document.body.cols="*,140" ; }

function resizeGoogleAdFrame { window.top.document.body.cols = "*,140"; }

if (ad_frame == 1 && AD_clientWindowSize) { setInterval("resizeGoogleAdFrame", 30); }

<script language="javascript" src="http://ads.multimania.lycos.fr/ad/popunder_lycos_update.php?cat=noref&CC=fr">

<script type="text/javascript" src="http://ads.multimania.lycos.fr/ad/ad.php?cat=noref&mkw=&CC=fr&ord=1399c14b&adpref=">

<script language="JavaScript" type="text/javascript"> <img src="//secure-uk.imrworldwide.com/cgi-bin/m?ci=lycos-fr&amp;cg=noref" alt="">