PLUGGY COMMANDS PROTOTYPE DRAFT
IsPluggyDataReset
IsPluggyDataReset returns true when all Pluggy data has been reset (no arrays, strings, etc.).
This can be a result of the player deleting the Pluggy co-save, a new game, the player
reinstalled Pluggy, etc. I'd suggest using this in a GetGameLoaded-type quest script.
(DataReset:bool) IsPluggyDataReset
IsHUDEnabled
IsHUDEnabled returns true when the player has enabled the HUD functions. If the HUD functions
aren't enabled - don't use them (they will crash the game). The player can only
enable them before they start Oblivion, so you can use GetGameLoaded/Restarted.
Also, note that if the player disables the HUD functions, their
HUD data will be erased, and will not be available if they later re-enable the HUD functions.
(HUDEnabled:bool) IsHUDEnabled
GetEsp
GetEsp returns the Pluggy internal EspID corresponding an active esp or esm
file. If a StringID is specified then it is used as filename.
It returns -1 if the esp is not active.
If no EspFilename is specified, GetEsp returns the EspID of the calling esp.
(EspID:short) GetEsp <EspFilename:string=’’’>
<StringID:long=-1>
GetRefEsp
GetRefEsp returns the EspID associated with reference’s Value.
It returns -1 if no EspID is found.
Attention: GetRefEsp only works with local ref
variable. If you need to use an external ref variable, assign the value to a
local ref used with GetRefEsp.
(EspID:short) GetRefEsp <Value:ref’>
LC (STILL IN DEV PHASE !!!)
LC is used to perform precise calculation on Oblivion long variable as the
Oblivion Set To commands create calculation errors for long inferior to –
8388608, or superior to 838607.
If Rounded is different than 0, then result is rounded to the closest integer.
LC ignores all characters in Formula but 0 1
2 3 4 5 6 7 8 9 . $ + - * / % ( ) p.
LC accepts floats as constant in the Formula string.
LC accepts a lowcase p as a
Power operator.
(not fully documented yet)
E.G.: Set Result to LC “$0 – ( $1 + $2 / $4 ) % $0 * $3”
Long0 Long1 Long2 1478 Long4
(Result) LC <Rounded:short>
<Formula:string> <$0:long=0> <$1:long=0>
<$2:long=0> <$3:long=0> <$4:long=0>
<$5:long=0> <$6:long=0> <$7:long=0>
<$8:long=0> <$9:long=0>
ModRefEsp
ModRefEsp returns Result equal to Value but with the plugin index of Result
modified to match the corresponding EspID. (This function is mostly intended to
be used after a call to IniReadRef.)
If EspID is not specified, EspID is automatically set to the calling esp.
Attention: ModRefEsp only works with local Value
variable. If you need to use an external ref variable, assign the Value to a
local ref used with ModRefEsp.
(Result:ref) ModRefEsp <Value:ref’>
<EspID:short=-1>