Difference between revisions of "GetWornItem - Actor"
imported>Qazaaq (Added a for each worn item example.) |
imported>Qazaaq (added notes) |
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'''F4SE Member of:''' [[Actor Script]] | '''F4SE Member of:''' [[Actor Script]] | ||
{{Template:Papyrus:RequiredF4SE|version=0.2.0}} | |||
Obtains [[WornItem Struct - Actor|WornItem]] information about an actors [[Biped Slots|Biped Slot]]. | Obtains [[WornItem Struct - Actor|WornItem]] information about an actors [[Biped Slots|Biped Slot]]. | ||
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== Parameters == | == Parameters == | ||
*slotIndex: The [[Biped Slots|Biped Slot]] to check. | *slotIndex: The [[Biped Slots|Biped Slot]] index to check. | ||
*firstPerson: Specifies whether first or third person information for the [[Biped Slots|Biped Slot]] should be returned. | *firstPerson: Specifies whether first or third person information for the [[Biped Slots|Biped Slot]] should be returned. | ||
== Return Value == | == Return Value == | ||
The [[WornItem Struct - Actor|WornItem]] for the given [[Biped Slots|Biped Slot]]. | The [[WornItem Struct - Actor|WornItem]] for the given [[Biped Slots|Biped Slot]] index. | ||
== Examples == | == Examples == | ||
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Debug.Trace("Texture: " + wornItem.Texture) | Debug.Trace("Texture: " + wornItem.Texture) | ||
</source> | </source> | ||
<source lang="papyrus"> | <source lang="papyrus"> | ||
{For each biped slot} | {For each biped slot} | ||
Actor Player = Game.GetPlayer() | Actor Player = Game.GetPlayer() | ||
int index = | int index = 0 | ||
int | int end = 43 const | ||
while (index < | while (index < end) | ||
Actor:WornItem wornItem = Player.GetWornItem(index) | Actor:WornItem wornItem = Player.GetWornItem(index) | ||
Debug.Trace("Slot: " + index + ", " + wornItem) | Debug.Trace("Slot Index: " + index + ", " + wornItem) | ||
index += 1 | index += 1 | ||
EndWhile | EndWhile | ||
</source> | |||
== Armor Slot Precedence == | |||
There is a precedence to [[Armor]] slot ordering which is from head-to-toe. | |||
An [[Armor]] form only properly exists on the highest slot it covers, lower slots will return none. | |||
Armors will superfically flag the cover slots it covers as occupied. | |||
For example a helmet with goggles that covers the '''HEAD''' + '''EYE''' slots will have to be accessed via the '''HEAD''' slot. | |||
On the other hand, a gas mask that covers the '''EYE''' + '''MOUTH''' slots will need to be accessed via the '''EYE''' slot. | |||
If for some reason there is a mask that covers the '''HEAD''' + '''EYES''' + '''MOUTH''' then it will need to be accessed via the '''HEAD''' slot because its the highest one. | |||
<source lang="papyrus"> | |||
Scriptname WornExample extends Quest | |||
Actor Player | |||
int BipedEyes = 17 const | |||
bool ThirdPerson = false const | |||
Event OnQuestInit() | |||
Player = Game.GetPlayer() | |||
Actor:WornItem worn = GetWorn() | |||
Debug.TraceSelf(self, "OnQuestInit", "Worn:"+worn) | |||
EndEvent | |||
Actor:WornItem Function GetWorn() | |||
{Scans down the highest slot of an eye slot armor.} | |||
int slot = 0 | |||
While (slot <= BipedEyes) | |||
Actor:WornItem worn = Player.GetWornItem(slot, ThirdPerson) | |||
If (ItemFilter(worn.Item)) | |||
return worn | |||
EndIf | |||
slot += 1 | |||
EndWhile | |||
Debug.TraceSelf(self, "GetWorn", "No biped slot has a valid eyes armor.") | |||
return none | |||
EndFunction | |||
bool Function ItemFilter(Form item) | |||
Armor armo = item as Armor | |||
return armo && HasSlotMask(armo, kSlotMask47) | |||
EndFunction | |||
bool Function HasSlotMask(Armor armo, int value) Global | |||
return Math.LogicalAnd(armo.GetSlotMask(), value) == value | |||
EndFunction | |||
</source> | </source> | ||
== Notes == | == Notes == | ||
* | *Returns a none struct beyond index 43 as those are actually invalid. | ||
*Slots with empty forms are just empty slots. | |||
== See Also == | == See Also == | ||
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*[[Biped Slots]] | *[[Biped Slots]] | ||
*[[WornItem Struct - Actor]] | *[[WornItem Struct - Actor]] | ||
[[Category:F4SE]] | |||
[[Category:Scripting]] | |||
[[Category:Papyrus]] |
Latest revision as of 11:46, 2 September 2019
F4SE Member of: Actor Script
Requires F4SE version 0.2.0 or higher.
Obtains WornItem information about an actors Biped Slot.
Syntax[edit | edit source]
WornItem Function GetWornItem(int slotIndex, bool firstPerson = false) Native
Parameters[edit | edit source]
- slotIndex: The Biped Slot index to check.
- firstPerson: Specifies whether first or third person information for the Biped Slot should be returned.
Return Value[edit | edit source]
The WornItem for the given Biped Slot index.
Examples[edit | edit source]
Actor:WornItem wornItem= Game.GetPlayer().GetWornItem(34)
Debug.Trace("Item: " + wornItem.Item)
Debug.Trace("Model: " + wornItem.Model)
Debug.Trace("ModelName: " + wornItem.ModelName)
Debug.Trace("MaterialSwap: " + wornItem.MaterialSwap)
Debug.Trace("Texture: " + wornItem.Texture)
{For each biped slot}
Actor Player = Game.GetPlayer()
int index = 0
int end = 43 const
while (index < end)
Actor:WornItem wornItem = Player.GetWornItem(index)
Debug.Trace("Slot Index: " + index + ", " + wornItem)
index += 1
EndWhile
Armor Slot Precedence[edit | edit source]
There is a precedence to Armor slot ordering which is from head-to-toe. An Armor form only properly exists on the highest slot it covers, lower slots will return none. Armors will superfically flag the cover slots it covers as occupied.
For example a helmet with goggles that covers the HEAD + EYE slots will have to be accessed via the HEAD slot. On the other hand, a gas mask that covers the EYE + MOUTH slots will need to be accessed via the EYE slot. If for some reason there is a mask that covers the HEAD + EYES + MOUTH then it will need to be accessed via the HEAD slot because its the highest one.
Scriptname WornExample extends Quest
Actor Player
int BipedEyes = 17 const
bool ThirdPerson = false const
Event OnQuestInit()
Player = Game.GetPlayer()
Actor:WornItem worn = GetWorn()
Debug.TraceSelf(self, "OnQuestInit", "Worn:"+worn)
EndEvent
Actor:WornItem Function GetWorn()
{Scans down the highest slot of an eye slot armor.}
int slot = 0
While (slot <= BipedEyes)
Actor:WornItem worn = Player.GetWornItem(slot, ThirdPerson)
If (ItemFilter(worn.Item))
return worn
EndIf
slot += 1
EndWhile
Debug.TraceSelf(self, "GetWorn", "No biped slot has a valid eyes armor.")
return none
EndFunction
bool Function ItemFilter(Form item)
Armor armo = item as Armor
return armo && HasSlotMask(armo, kSlotMask47)
EndFunction
bool Function HasSlotMask(Armor armo, int value) Global
return Math.LogicalAnd(armo.GetSlotMask(), value) == value
EndFunction
Notes[edit | edit source]
- Returns a none struct beyond index 43 as those are actually invalid.
- Slots with empty forms are just empty slots.