Difference between revisions of "OnLooksMenuEvent - ScriptObject"
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imported>Plplecuyer |
imported>Qazaaq (added category) |
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'''Member of:''' [[ScriptObject Script|ScriptObject]] | '''Member of:''' [[ScriptObject Script|ScriptObject]] | ||
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== Notes == | == Notes == | ||
None | |||
== See Also == | == See Also == | ||
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*[[RegisterForLooksMenuEvent - ScriptObject]] | *[[RegisterForLooksMenuEvent - ScriptObject]] | ||
*[[UnregisterForLooksMenuEvent - ScriptObject]] | *[[UnregisterForLooksMenuEvent - ScriptObject]] | ||
[[Category:Scripting]] | |||
[[Category:Papyrus]] | |||
[[Category:Events]] | |||
[[Category:User Interface]] |
Latest revision as of 20:59, 11 February 2018
Member of: ScriptObject
Event called to trigger flavor dialog in looks menu.
This event will only be sent to the specific script that registered for it. Other scripts will not receive the event unless they also register.
Syntax[edit | edit source]
Event OnLooksMenuEvent(int aiFlavor)
Parameters[edit | edit source]
- aiFlavor - Context for the banter. One of the following values:
- 0: General, uncontextualized banter
- 1: Eye-related banter
- 2: Nose-related banter
- 3: Mouth-related banter
- 4: Hair-related banter
- 5: Beard-related banter
- 10: Player has chosen to start editing the body.
- 11: Player has chosen to finish editing the body.
- 12: Player has resumed looking at the headtrack target (i.e. we’re back in face mode).
Example[edit | edit source]
Function SomeFunction()
RegisterForLooksMenuEvent() ; Before we can use LooksMenuEvent we must register.
EndFunction
Event OnLooksMenuEvent(int aiFlavor)
Debug.Trace("Looks menu flavor: " + aiFlavor)
endEvent
Notes[edit | edit source]
None