Scripts for houses
Event | Script Name | Description | Variables |
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Placeable Heartbeat | areaban_p_list | The script is place in the HB event of any placeable, and the variable for it on the same. Variable (Set on the placeable): AREABAN_BANNED_PCS - string - This is for a specific characters This six digit numbers seperated in groups by a delimiter. As an example, say my character Dribo started a fight in your bar/home, and you decided to ban her from your area, it would be: AREABAN_BANNED_PCS - (string) - "000091" Say after that, another of my characters (Messara Ban'ei, to pick one) was caught having sex on the bar, and was banned ICly from returning again, the new variable would look like: AREABAN_BANNED_PCS - (string) - "000091_031982" Alternative, use the varaible AREABAN_BANNED_PLAYERS - string variable to ban a player by their account name, which will include all characters on said account. |
AREABAN_BANNED_PCS : String AREABAN_BANNED_PLAYERS : String |
Placeable Used | bi_activate | Activate/Deactive a placeable object, a full description is available here.http://sinfar.net/forum/viewtopic.php?f=64&t=5292 Edit by Mav: Added BI_ACTIVATE_NEAREST_SOUND_OBJECT which will activate or deactivate (base on the the BI_SOUND_ON variable) the nearest sound object, in addition to the current object. Note: Requires script 'home_tag' for target objects. |
BI_ACTIVATE : Integer BI_ACTIVATED : Integer BI_ACTIVATE_NEAREST_SOUND_OBJECT : Integer BI_BEAM_SOURCE : String BI_FACE : Float BI_MOVEX : Float BI_MOVEY : Float BI_MOVEZ : Float BI_RESET : Float BI_SOUND : String BI_SOUND_OBJECT_TAG : String BI_SOUND_ON : Integer BI_SPEAKSTRING : String BI_TARGET : String BI_TARGET1 : String BI_TARGET2 : String BI_TURN : Float BI_VFX : Integer |
Placeable Heartbeat | bi_activate_osca | A wrapper for bi_activate that triggers when a spell is cast at the placeable. A spell ID should be defined using BI_SPELLID, this will be compared against the spell ID held in the spell.2da file and the spell cast at the placeable. Use a negative spell ID if you want the check to be disabled and use -2 if you want to to report the spell ID of the spell that its it. It's also important that you pick a spell that can affect the placeable and that the placeable is not plot, lots of hit points will help. Note: Do NOT flag the Placeable as Plot! It needs to be able to take damage. |
BI_ACTIVATE : Integer BI_ACTIVATED : Integer BI_ACTIVATE_NEAREST_SOUND_OBJECT : Integer BI_BEAM_SOURCE : String BI_FACE : Float BI_MOVEX : Float BI_MOVEY : Float BI_MOVEZ : Float BI_RESET : Float BI_SOUND : String BI_SOUND_OBJECT_TAG : String BI_SOUND_ON : Integer BI_SPELLID : Integer BI_TARGET : String BI_TARGET1 : String BI_TARGET2 : String BI_TURN : Float BI_VFX : Integer |
Placeable Heartbeat | bi_activate_trig | Attaches itself to the closest trigger which will toggle when the first creature enters the trigger and then the last leaves. Otherwise it should be identical to bi_activate, except that the placeable need not be useble. |
BI_ACTIVATE : Integer BI_ACTIVATED : Integer BI_ACTIVATE_NEAREST_SOUND_OBJECT : Integer BI_BEAM_SOURCE : String BI_FACE : Float BI_MOVEX : Float BI_MOVEY : Float BI_MOVEZ : Float BI_RESET : Float BI_SOUND : String BI_SOUND_OBJECT_TAG : String BI_SOUND_ON : Integer BI_TARGET : String BI_TARGET1 : String BI_TARGET2 : String BI_TURN : Float BI_VFX : Integer |
Door Heartbeat | bi_create_bdoor | Updated script from "jj_create_bdoor" http://forum.sinfar.net/viewtopic.php?f=64&t=352&p=2338#p2338 |
BACKDOOR_VFX : Integer KEY : String NAME : String NOKEY : Integer TARGET : String |
Placeable Heartbeat | bi_create_bdoor | Updated script from "jj_create_bdoor" http://forum.sinfar.net/viewtopic.php?f=64&t=352&p=2338#p2338 |
BACKDOOR_VFX : Integer KEY : String NAME : String NOKEY : Integer TARGET : String |
Door Heartbeat | bi_create_ebdoor | A simplified version of bi_create_bdoor for external back doors only. For a single back door inside a house, just add the script and it should work. A full description can be found here http://forum.sinfar.net/viewtopic.php?f=64&t=12539 |
G_CLOSE_DELAY : Integer G_CLOSE_LOCK : Integer NUMBER : Integer |
Placeable Click | bi_onclick_sit | An alternative sit script supporting benches and the many chairs that do not work correctly with g_chair_sit. http://sinfar.net/forum/viewtopic.php?t=2809 |
BI_DIRECTION : Float BI_PLACES : Integer BI_RADIUS : Float BI_WIDTH : Float BI_X : Float BI_Y : Float BI_Z : Float |
Placeable Heartbeat | bi_p_cbar_hb | Scripts that allows you to add a custom drinks bar to a house, it is fairly complex so the documentation is in a forum topic http://sinfar.net/forum/viewtopic.php?t=4561 |
ITEM0 : String ITEM1 : String ITEM10 : String ITEM11 : String ITEM12 : String ITEM13 : String ITEM14 : String ITEM15 : String ITEM16 : String ITEM17 : String ITEM18 : String ITEM19 : String ITEM2 : String ITEM20 : String ITEM21 : String ITEM22 : String ITEM23 : String ITEM24 : String ITEM25 : String ITEM26 : String ITEM27 : String ITEM28 : String ITEM29 : String ITEM3 : String ITEM4 : String ITEM5 : String ITEM6 : String ITEM7 : String ITEM8 : String ITEM9 : String LOCK : Integer |
Placeable Used | bi_p_chairsit_z | A visual "sitting height" altering chairsit script, with compensations for scaled characters. "HEIGHT_MOD" - For shorter/Taller chairs. Standard sit height is 0.05m, some are different sizes. (!move up/down increments are 0.05, so modifier needed can be found that way) "FACING_MOD" - Offset in degrees +/-, used for chairs that sit a player on an angle. |
FACING_MOD : Float HEIGHT_MOD : Float |
Placeable Used | bi_p_clock | A simple hour/day/month clock, for a placeables OnUsed event. If "AUDIBLE" is set to 1, "USE_INTERVAL" can be set, to determine how often the clock will "speak" the time using the standard chat channel. Default is 10 seconds. If "AUDIBLE" is unset, or set to 0, or the clock is used again before the interval is up, the time will be sent to the using PC alone. |
AUDIBLE : Integer USE_INTERVAL : Integer |
Placeable Heartbeat | bi_p_elevate | Creates an elevated walkable area near or over a (non-static) placeable. Apply the script and specify the elevation value on the placeable then use the toolset to create a generic trigger area over or close to the placeable. Any creature entering the trigger area will then be elevated by the value supplied. |
ELEVATION : Float |
Placeable Heartbeat | bi_p_elevatestep | A test version of bi_p_elevate, to allow "steps" that have to be gone up in order, so that simulated upper and lower walkable areas are possible. Character will elevate on any trigger one step higher, even, or any lower numbered trigger. The triggers need to overlap slightly at the points players are to cross from one step to the next. |
ELEVATION : Float STEP : Integer |
Placeable Used | bi_p_force_emote | A shackle script supporting an extensive selection of placeeables and offering the option to customise the emotes. It can also be used without a lock to allow characters to kneel on pillows or perform other emotes relative to a placeable. http://sinfar.net/forum/viewtopic.php?t=2743 |
BI1_ANIM : Integer BI1_BODYPART : Integer BI1_DESC : String BI1_DIRECTION : Float BI1_DURATION : Float BI1_MSG : String BI1_PHENO : Integer BI1_SPEED : Float BI1_VFX : Integer BI1_X : Float BI1_Y : Float BI1_Z : Float BI2_ANIM : Integer BI2_BODYPART : Integer BI2_DESC : String BI2_DIRECTION : Float BI2_DURATION : Float BI2_MSG : String BI2_PHENO : Integer BI2_SPEED : Float BI2_VFX : Integer BI2_X : Float BI2_Y : Float BI2_Z : Float BI3_ANIM : Integer BI3_BODYPART : Integer BI3_DESC : String BI3_DIRECTION : Float BI3_DURATION : Float BI3_MSG : String BI3_PHENO : Integer BI3_SPEED : Float BI3_VFX : Integer BI3_X : Float BI3_Y : Float BI3_Z : Float BI_ANIM : Integer BI_BODYPART : Integer BI_DESC : String BI_DIRECTION : Float BI_DURATION : Float BI_FE_SET : Integer BI_KEY : String BI_MSG : String BI_PHENO : Integer BI_SHACKLE_MODE : Integer BI_SPEED : Float BI_VFX : Integer BI_X : Float BI_Y : Float BI_Z : Float |
Placeable Heartbeat | bi_p_lightswitch | This is the heartbeat set up script for both the activating placeable, and the target placeable. The switch placeable should be usable, and neither placeable should be set to static. Switch needs these variables set: "SWITCH" - int - 1 "NAME" - string - common name shared with the placeable to activate. The light needs these set: "LIGHT" - int - 1 "NAME" - string - common name shared with the activating placeable. The light also needs the effects and/or activation variables set on it "ACTIVATE" - int - Set to 1 if the activated placeable should play its activate animation when the switch is used. "EFFECTS" - int - 1 to 4 - dur type vfx can be applied to the placeable when turned on. "EFFECT_1" to "EFFECT_4" - int - The number of the Dur type VFX to apply |
ACTIVATE : Integer EFFECTS : Integer EFFECT_1 : Integer EFFECT_2 : Integer EFFECT_3 : Integer EFFECT_4 : Integer LIGHT : Integer NAME : String SWITCH : Integer |
Placeable Heartbeat | bi_p_nodominate | Placed on a non-static placeable in the OnHeartbeat script, this will block all dominated creatures from being able to enter the area. |
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Placeable Heartbeat | bi_p_nopets | Placed on a non-static placeable in the OnHeartbeat script, this will block all pets, mounts, or various types of henchmen from being able to enter the area. Removed henchmen will be placed outside the door entered, if the transition target of it is an exterior area, or the OOC area if not. This is indiscriminate, and will remove the home owner's henchmen as well, if brought into the area. This should be used primarily only if experiencing recurring issues with players leaving their pets in your house, rather than just to outright block all henchmen, which would also limit potential RP derived from them. |
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Placeable Heartbeat | bi_p_trash_hb | Sets up a usable placeable with an inventory with the trash can scripts. This script will set the trash container to plot, after the persistent containers in the house are processed. It's recommended the placeable not be set to plot in the toolset, to avoid any risk of chest contents being shuffled around during the house validation process. |
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Placeable Used | g_bench_rsit | Sit on a bench 2.0 |
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Placeable Used | g_bench_sit | sit on a bench |
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Placeable Used | g_chair_sit | sit on a chair |
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Door Open | g_door_autoclose | The door will close itself after a certain number of seconds defined by the variable G_CLOSE_DELAY By default it is 15 seconds. If the variable G_CLOSE_LOCK is set to 1, the door will also be locked. if G_OPEN_ANIMATION is set to 1 or 2, door opening direction can be set. (1 == out, 2 == in, it seems. This could well vary.) Note: This option does not work on the MAIN_DOOR tagged house door. |
G_CLOSE_DELAY : Integer G_CLOSE_LOCK : Integer G_OPEN_ANIMATION : Integer |
Placeable Used | g_door_locker | lock/unlock the nearest door |
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Placeable Click | g_onclickexamine | examine the placeable that has been clicked, immediately |
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Placeable Used | g_play_vfx | Plays a permanent VFX on an object when used, will remove the VFX on a second use. Will also work for instant effects. Wrapper calling script g_play_vfx_soun |
G_PLAYSOUND : String G_PLAYVFX : Integer |
Placeable Used | g_play_vfx_soun | Play a sound and a visual effect when the placeable is used. Using it again will remove the visual effect. G_PLAYVFX: int - visual effect index to display. G_PLAYSOUND: string - sound resref to play. |
G_PLAYSOUND : String G_PLAYVFX : Integer |
Placeable Used | g_playsound | play the sound resref defined by the G_PLAYSOUND variable |
G_PLAYSOUND : String |
Placeable Used | g_plc_onoff | Turn on/off a placeable. G_PLC_IS_ON: Set this to 1 if the placeable is initially on/activated/open. G_PLC_TURN_ON_SOUND: Sound ResRef to play when the placeable is turn on. G_PLC_TURN_OFF_SOUND: Sound ResRef to play when the placeable is turn off. |
G_PLC_IS_ON : Integer G_PLC_TURN_OFF_SOUND : String G_PLC_TURN_ON_SOUND : String |
Placeable Used | g_plc_used_turn | Turn the used placeable by 30 degree, or the number of degree defined by the G_TURN_DEGREE variable. When it turn, you can make it play a sound defined by the variable G_TURN_SOUND. The placeable will be turned back after 30 seconds, or by the number of second that you set in the G_TURN_BACK_DELAY variable. |
G_TURN_BACK_DELAY : Integer G_TURN_DEGREE : Integer G_TURN_SOUND : String |
Placeable Heartbeat | home_tag | Adds a tag to the placeable so that the placeable may be accessed by other scripts. For security reasons Tags are usually removed or replaced when homes are uploaded, this script provides a safe tag for home builders to work with. Do not use this on placeables with inventory as it will not work. If it finds XDATA it will also convert the placeable into a static. Keep in mind changes to a static only appear when you enter the area. Server script builders should, #include "home_inc_tag" and use one of the following fucntions to get a matching tag: string GetHomeSafeTag(string sOriginalTag); string GetHomeTagByID(string sOriginalTag, int nHomeID); |
TAG : String XDATA : String |
Placeable Heartbeat | hs_hb_areaflags | Set how some core systems should behave in the area of the placeable. The placeable must be non-static, or useable. XS_NO_JUMP_TOOL: Set it to 1 to prevent people from using their jumping widget. IS_ARENA: Set it to 1 to turn off the PvP consent and disable all roleplay tools (like jumping widgets). S_DISABLE_MMM: Set it to one to disallow the use of the Mordenkainen's Magnificent Mansion spell. NO_DEATH: Set it to one to let characters dying in your house will be able to respawn in place (like in an OOC area) NO_TPS: Blocks the TPS portable placeables from being usable in the area. |
IS_ARENA : Integer NO_DEATH : Integer NO_TPS : Integer S_DISABLE_MMM : Integer XS_NO_JUMP_TOOL : Integer |
Placeable Heartbeat | hs_hb_hidearea | Any player entering the same area of the placeable with this script will have their minimap unexplored. |
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Placeable Heartbeat | hs_hb_lock_ps | Will auto lock a placeable with inventory when closed and make it persistent. In addition if the placable has no key it will synchronize the lock to match the front door. This should significantly increase the security of persistent storage containers but it is still safer to keep them in a locked room. |
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Placeable Heartbeat | hs_hb_makenboard | Turn a usable placeable into a notice board. HS_NOTICE_BOARD_TAG_SUFFIX must be set to a unique tag of maximum 10, A-Z,0-9,_ characters. |
HS_NOTICE_BOARD_TAG_SUFFIX : String |
Placeable Heartbeat | hs_hb_showarea | Any player entering the same area of the placeable with this script will have their minimap explored. |
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Placeable Heartbeat | hs_hb_wc_music | Make the web client of players in area, play a music in a loop. |
HS_MUSIC_URL : String |
Placeable Used | hs_portal_used | Telport the character that used the placeable to a waypoint spawned with the hs_spawn_portwp script and identified with the HS_PORTAL_TAG variable. HS_PORTAL_TAG: Same as the variable used for the hs_spawn_portwp script. HS_PORTAL_VFX (Optional): A visual effect to apply on the character before the teleportation. HS_PORTAL_DELAY (Optional): The time between the placeable action and the teleportation. |
HS_PORTAL_DELAY : Float HS_PORTAL_TAG : String HS_PORTAL_VFX : Integer |
Placeable Heartbeat | hs_spawn_animnpc | Turn a useable placeable into an animated NPC. The NPC can be customized like the hs_store_spawn script. HS_ANIMNPC_PHENOTYPE - HS_ANIMNPC_ANIMATION: Animation to play, use the !EINFO command to find out the value for those 2 variables. HS_ANIMNPC_ANIMATION_SPEED: Speed of the animation, relative to 1.0 HS_ANIMNPC_TALKTO_ANIMATION: Animation to play when talked to. HS_ANIMNPC_TALKTO_SOUND: Sound resref to play when talked to. HS_ANIMNPC_TALKTO_MESSAGE: Message to say when talked to. (Added April 2020): Format APPEARANCE2: New complete appearance format provided by the body and tailoring models. Split the string {a lot of code} in two parts : HS_ANIMNPC_APPEARANCE2_PART1 (max 1024) HS_ANIMNPC_APPEARANCE2_PART2 (max 1024) Notes : Max 1024 = Max BlockNote application width. If it doesn't fits in Part2 use less VFX. (Added March 2023) HS_ANIMNPC_SCALE: float value between 0.5 and 2.0 to set dynamic scaling to the spawned NPC (usable with creature appearances) |
HS_ANIMNPC_ANIMATION : Integer HS_ANIMNPC_ANIMATION_SPEED : Float HS_ANIMNPC_APPEARANCE2_PART1 : String HS_ANIMNPC_APPEARANCE2_PART2 : String HS_ANIMNPC_ARMOR_APPEARANCE : String HS_ANIMNPC_BODY_APPEARANCE : String HS_ANIMNPC_CLOAK_APPEARANCE : String HS_ANIMNPC_ELEVATION : Float HS_ANIMNPC_GENDER : Integer HS_ANIMNPC_HEADV2 : String HS_ANIMNPC_HELM_APPEARANCE : String HS_ANIMNPC_PHENOTYPE : Integer HS_ANIMNPC_SCALE : Float HS_ANIMNPC_TALKTO_ANIMATION : Integer HS_ANIMNPC_TALKTO_MESSAGE : String HS_ANIMNPC_TALKTO_SOUND : String HS_SPAWN_VFX_0 : Integer HS_SPAWN_VFX_1 : Integer HS_SPAWN_VFX_2 : Integer HS_SPAWN_VFX_3 : Integer HS_SPAWN_VFX_4 : Integer HS_SPAWN_VFX_5 : Integer TAG : String |
Placeable Heartbeat | hs_spawn_deadnpc | Turn a useable placeable into dead creature. The creature can be customized like the hs_store_spawn script. HS_DEADNPC_APPEARANCE_TYPE: Creature appearance index from the appearance.2da file. Note: This will not show any creature appearance flagged as [ToDo] in the toolset/appearance.2da. (Added April 2020): Format APPEARANCE2: New complete appearance format provided by the body and tailoring models. Split the string {a lot of code} in two parts : HS_DEADNPC_APPEARANCE2_PART1 (max 1024) HS_DEADNPC_APPEARANCE2_PART2 (max 1024) Notes : Max 1024 = Max BlockNote application width. If it doesn't fits in Part2 use less VFX. |
HS_DEADNPC_APPEARANCE2_PART1 : String HS_DEADNPC_APPEARANCE2_PART2 : String HS_DEADNPC_APPEARANCE_TYPE : Integer HS_DEADNPC_ARMOR_APPEARANCE : String HS_DEADNPC_BODY_APPEARANCE : String HS_DEADNPC_GENDER : Integer HS_DEADNPC_HEADV2 : String HS_SPAWN_VFX_0 : Integer HS_SPAWN_VFX_1 : Integer HS_SPAWN_VFX_2 : Integer HS_SPAWN_VFX_3 : Integer HS_SPAWN_VFX_4 : Integer HS_SPAWN_VFX_5 : Integer |
Placeable Heartbeat | hs_spawn_npc | Replace the placeable by a given NPC. The placeable must be set as useable. The NPC to spawn is determined by the HS_SPAWN_NPC_ID variable, it can take one of the following values: 1 = Male Tailoring Model 2 = Female Tailoring Model 3 = Male Body Model 4 = Female Body Model |
HS_SPAWN_NPC_ID : Integer |
Placeable Heartbeat | hs_spawn_portwp | Turn the useable placeable into a waypoint where another placeable can bring characters to with the scsript hs_portal_used. HS_PORTAL_TAG: a key word to identify the location in the house. It shouln't have more than 10 characters. |
HS_PORTAL_TAG : String |
Placeable Heartbeat | hs_store_spawn | Turn a useable placeable into a merchant NPC. The merchant will open a store identified by the variable HS_STORE_TAG (10 characters max). You can fill that store with the hs_store_xferspw script. You can control the cost if the items with the following variable: HS_STORE_BONUS_MARK_UP: is added to the stores default mark up percentage on items sold (-100 to 100) HS_STORE_BONUS_MARK_DOWN: is added to the stores default mark down percentage on items bought (-100 to 100) You can set the properties of the NPC with the following variables: Split Complete Tailor Appearance Code in two parts. HS_STORE_MERCHANT_APPEARANCE2_PART1 (max string length 1024) HS_STORE_MERCHANT_APPEARANCE2_PART2 (max string length 1024) For legacy use : HS_STORE_MERCHANT_GENDER: 1 for female, 0 for male HS_STORE_MERCHANT_BODY_APPEARANCE: Use the body model to get the value of this variable HS_STORE_MERCHANT_HEADV2: Use the body model, new heads section, to get the value of this variable HS_STORE_MERCHANT_ARMOR_APPEARANCE: Use the tailoring model to get the value of this variable HS_SPAWN_VFX_0 - HS_SPAWN_VFX_5: Visual effects (horns, eyes, hat...), from the visualeffects.2da file. You can control what the NPC say with the following variables: HS_STORE_DIALOG_NPC_WELCOME_SOUND: Sound resref to play when the dialog start. HS_STORE_DIALOG_NPC_WELCOME_ANIMATION: Animation to play when the dialog start. Use the !EINFO command to find out the value of this variable. HS_STORE_DIALOG_NPC_WELCOME_TEXT HS_STORE_DIALOG_PC_YES_TEXT HS_STORE_DIALOG_PC_NO_TEXT Notes: - You can use the web client to copy the values spoken by the body or tailoring models. - You can't get the gold of your sales. This is a non-profit script. If you want to get gold from you items, you have to sell them yourself. If you have questions, you can ask them here: http://sinfar.net/forum/viewtopic.php?f=64&t=5374 |
HS_SPAWN_VFX_0 : Integer HS_SPAWN_VFX_1 : Integer HS_SPAWN_VFX_2 : Integer HS_SPAWN_VFX_3 : Integer HS_SPAWN_VFX_4 : Integer HS_SPAWN_VFX_5 : Integer HS_STORE_BONUS_MARK_DOWN : Integer HS_STORE_BONUS_MARK_UP : Integer HS_STORE_DIALOG_NPC_WELCOME_ANIMATION : Integer HS_STORE_DIALOG_NPC_WELCOME_SOUND : String HS_STORE_DIALOG_NPC_WELCOME_TEXT : String HS_STORE_DIALOG_PC_NO_TEXT : String HS_STORE_DIALOG_PC_YES_TEXT : String HS_STORE_MERCHANT_APPEARANCE2_PART1 : String HS_STORE_MERCHANT_APPEARANCE2_PART2 : String HS_STORE_MERCHANT_ARMOR_APPEARANCE : String HS_STORE_MERCHANT_BODY_APPEARANCE : String HS_STORE_MERCHANT_GENDER : Integer HS_STORE_MERCHANT_HEADV2 : String HS_STORE_TAG : String |
Placeable Heartbeat | hs_store_xferspw | All items put in the inventory of this placeable will be moved to the store identified by the variable HS_STORE_TAG. See the hs_store_spawn script for more information. |
HS_STORE_TAG : String |
Placeable Used | hs_use_wc_image | Send an image to the web client of the player using the placeable. |
HS_IMAGE_URL : String |
Placeable Used | hs_use_wc_sound | Send a sound to the web client of the player using the placeable. |
HS_SOUND_URL : String |
Placeable Used | hs_use_wc_video | Send a video to the web client of the player using the placeable. |
HS_VIDEO_URL : String |
Placeable Used | hs_use_wc_youtub | Send a YouTube video to the web client of the player using the placeable. HS_YOUTUBE_ID: ID of the youtube video, you can find it out from the URL of the youtube page: If the URL is http://www.youtube.com/watch?v=AMKYQZHfaf8 then the ID is AMKYQZHfaf8 |
HS_YOUTUBE_ID : String |
Placeable Heartbeat | jj_create_bdoor | Deprecated, left in for legacy support. Use "bi_create_bdoor" now instead. |
BACKDOOR_VFX : Integer KEY : String NAME : String NOKEY : Integer TARGET : String |
Door Heartbeat | jj_create_bdoor | Deprecated, left in for legacy support. Use "bi_create_bdoor" now instead. |
BACKDOOR_VFX : Integer KEY : String NAME : String NOKEY : Integer TARGET : String |
Placeable Used | lwjb_jukebox | Starts Lil\'s Jukebox LWJB. |
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Placeable Heartbeat | mail_recvbox_hb | Turn the usable placeable into a mail box. Mails that are sent to your house address will be put in it. You can only have one mailbox per house. Placeable must have an inventory, letters are loaded into it when opened. MAIL_NO_WARNING: Set it to 1 to not get a warning when you have new mails in this mailbox. |
MAIL_NO_WARNING : Integer |
Placeable Heartbeat | plcvfx_self | You can add any number of visual effects on a non-static placeable. Add 1 variable for each visual effect that you want to see on this placeable. This variable must be set as follow: Type: Integer. Name: PLCVFX_SELFn, where n is the index of the visual effect. The first index is 1 so the first visual effect will have "PLCVFX_SELF1" as variable name. Value: It is the row index of the visual effect in the visualeffects 2da. Each visual effect count as 1 dynamic object and so, a placeable with 1 visual effect count as 2 dynamic objects. If it has 3 visual effects, then it count as 4 dynamic objects. |
PLCVFX_SELF1 : Integer PLCVFX_SELF2 : Integer PLCVFX_SELF3 : Integer |
Placeable Used | plcvfx_switchoff |
PLCVFX_SELF1 : Integer |
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Placeable Heartbeat | pmote_hb | A replacement for bi_p_force_emote that also includes functionality from bi_activate and does much more then either. Primarily intended for shackles and infernal machines intended to degrade and humiliate their victims. As the script is able to provide elevation corrections and deal with dynamically sized characters, it is also great for chairs including bar stools and other furniture that PC's may interact with. Instructions are here as script is rather complex to describe quickly. http://forum.sinfar.net/viewtopic.php?f=64&t=9094&p=69514 I'm still testing this so please some patience may be required, I would appreciate feedback on issues otherwise it should work fine in the simple context of a default behavior for one of supported placeables. That is to say the script without any local variables. |
PMOTE0 : String PMOTE1 : String PMOTE10 : String PMOTE11 : String PMOTE12 : String PMOTE13 : String PMOTE14 : String PMOTE15 : String PMOTE2 : String PMOTE3 : String PMOTE4 : String PMOTE5 : String PMOTE6 : String PMOTE7 : String PMOTE8 : String PMOTE9 : String PMOTE_ACTIVATE : String PMOTE_CAPTURE : String PMOTE_DEACTIVATE : String PMOTE_ENTER : String PMOTE_EXIT : String PMOTE_RELEASE : String PMOTE_TARGET : String PMOTE_TRIGGER : Integer TAG : String |
Placeable Used | shckle_p_talk | Trigger for shackle placeables. |
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Placeable Used | yasm_doorbell | Lobby doorbell. Sends a message to other PCs in the house and/or keyholders. ENABLE_SHOUT : Set =1 to enable the alert to be sent to recipients outside the area/house KEY_TAG : Can be used specify a key tag different to the one that operates MAIN_DOOR MSG_TXT : Used to set custom text to replace "has run the bell in [AreaName]" part of the message NAME_USER : The default alert does not name the char that rang the bell, use this to override the "Someone" prefix and substitute the name of the character PLAY_SOUND : 1=Bell, 2=Gong |
ENABLE_SHOUT : Integer KEY_TAG : String MSG_TXT : String NAME_USER : Integer PLAY_SOUND : Integer |
Placeable Heartbeat | yasm_shackle | http://sinfar.net/forum/viewtopic.php?f=64&t=1162 |
CHAIN_LENGTH : Float |