Starfield Mod:Script-Quest
From Starfield Wiki
A description of the script with its use and purpose.
Definition[edit]
The script header definition.
ScriptName Quest Extends Form Native Hidden
Members[edit]
The members that belong to this script.
- bool Function ModObjectiveGlobal(float afModValue, GlobalVariable aModGlobal, int aiObjectiveID = -1, float afTargetValue = -1.0, bool abCountingUp = true, bool abCompleteObjective = true, bool abRedisplayObjective = true, bool abAllowRollbackObjective = false)
- Function SetAllStages(int lastStage)
- Struct QuestStage
- Function SetQuestStage(QuestStage questStageToSet)
- bool Function GetQuestStageDone(QuestStage questStageToCheck)
- Function SetObjectiveSkipped(int aiObjectiveID)
- Function SetObjectiveActive(int aiObjective, bool abForceRedisplay = true)
- Function CompleteAllObjectives()
- Function CompleteQuest()
- Function FailAllObjectives()
- Alias Function GetAlias(int aiAliasID)
- int Function GetCurrentStageID()
- ObjectReference[] Function GetCurrentStageTargets()
- int Function GetStage()
- float Function GetQuestTimeRemaining()
- bool Function GetStageDone(int aiStage)
- bool Function HasObjective(int aiObjective)
- bool Function IsActive()
- bool Function IsCompleted()
- bool Function IsObjectiveCompleted(int aiObjective)
- bool Function IsObjectiveDisplayed(int aiObjective)
- bool Function IsObjectiveFailed(int aiObjective)
- Function SetObjectiveDisplayedAtTop(int aiObjective)
- bool Function IsQuestTimerPaused()
- bool Function IsRunning()
- bool Function IsStageDone(int aiStage)
- bool Function IsStarting()
- bool Function IsStopping()
- bool Function IsStopped()
- Function ModQuestTimer(float afModValue)
- Function PauseQuestTimer(bool abPause = true)
- Function RemoveRequestedPCMQuestLocations()
- Function Reset()
- Function SetActive(bool abActive = true)
- bool Function SetCurrentStageID(int aiStageID)
- Function SetObjectiveCompleted(int aiObjective, bool abCompleted = true)
- Function SetObjectiveDisplayed(int aiObjective, bool abDisplayed = true, bool abForce = false)
- Function SetObjectiveFailed(int aiObjective, bool abFailed = true)
- Function SetObjectiveFailedIfNotCompleted(int aiObjective)
- bool Function SetStage(int aiStage)
- Function SetStageNoWait(int aiStage)
- bool Function Start()
- bool Function StartNoWait()
- Function StartQuestTimer(float afTimeInHours = -1.0)
- Function Stop()
- Function StopQuestTimer()
- bool Function UpdateCurrentInstanceGlobal(GlobalVariable aUpdateGlobal)
- Event OnMissionAccepted()
- Event OnQuestInit()
- Event OnQuestShutdown()
- Event OnQuestStarted()
- Event OnQuestRejected()
- Event OnQuestTimerStart(int aiReason)
- Event OnQuestTimerEnd(int aiReason)
- Event OnQuestTimerPause(int aiReason)
- Event OnQuestTimerResume(int aiReason)
- Event OnQuestTimerMod(int aiReason)
- Event OnReset()
- Event OnStageSet(int auiStageID, int auiItemID)
- Event OnSpeechChallengeCompletion(SpeechChallengeObject akSpeechChallenge, bool abSuccess)
- Event OnStoryActivateActor(Location akLocation, ObjectReference akActor)
- Event OnStoryActorAttach(ObjectReference akActor, Location akLocation)
- Event OnStoryAddToPlayer(ObjectReference akOwner, ObjectReference akContainer, Location akLocation, Form akItemBase, int aiAcquireType, int aiValue)
- Event OnStoryArrest(ObjectReference akArrestingGuard, ObjectReference akCriminal, Location akLocation, int aiCrime)
- Event OnStoryAssaultActor(ObjectReference akVictim, ObjectReference akAttacker, Location akLocation, bool abCrime)
- Event OnStoryAttractionObject(ObjectReference akActor, ObjectReference akObject, Location akLocation, bool abCommanded)
- Event OnStoryBribeNPC(ObjectReference akActor, int aiAmount)
- Event OnStoryCastMagic(ObjectReference akCastingActor, ObjectReference akSpellTarget, Location akLocation, Form akSpell)
- Event OnStoryChangeLocation(ObjectReference akActor, Location akOldLocation, Location akNewLocation)
- Event OnStoryExploredLocation(Location akOldLocation)
- Event OnStoryCraftItem(ObjectReference akBench, Location akLocation, Form akCreatedItem)
- Event OnStoryCrimeGold(ObjectReference akVictim, ObjectReference akCriminal, Form akFaction, int aiGoldAmount, int aiCrime)
- Event OnStoryCure(Form akInfection)
- Event OnStoryDialogue(Location akLocation)
- Event OnStoryDiscoverDeadBody(ObjectReference akActor, ObjectReference akDeadActor, Location akLocation)
- Event OnStoryEscapeJail(Location akLocation, Form akCrimeGroup)
- Event OnStoryFlatterNPC(ObjectReference akActor)
- Event OnStoryHackTerminal(ObjectReference akComputer, bool abSucceeded)
- Event OnStoryHello(Location akLocation, ObjectReference akActor1, ObjectReference akActor2)
- Event OnStoryIncreaseLevel(int aiNewLevel)
- Event OnStoryInfection(ObjectReference akTransmittingActor, Form akInfection)
- Event OnStoryIntimidateNPC(ObjectReference akActor)
- Event OnStoryIronSights(ObjectReference akActor, Form akWeapon)
- Event OnStoryJail(ObjectReference akGuard, Form akCrimeGroup, Location akLocation, int aiCrimeGold)
- Event OnStoryKillActor(ObjectReference akVictim, ObjectReference akKiller, Location akLocation, int aiCrimeStatus, int aiRelationshipRank)
- Event OnStoryLocationLoaded(Location akLocation)
- Event OnStoryMineExplosion(ObjectReference akVictim, ObjectReference akAttacker)
- Event OnStoryNewVoicePower(ObjectReference akActor, Form akVoicePower)
- Event OnStoryPayFine(ObjectReference akCriminal, ObjectReference akGuard, Form akCrimeGroup, int aiCrimeGold)
- Event OnStoryPickLock(ObjectReference akActor, ObjectReference akLock, bool abCrime)
- Event OnStoryPickPocket(ObjectReference akVictim, bool abSuccess)
- Event OnStoryPiracyActor(ObjectReference akVictim, ObjectReference akAttacker, Location akLocation, bool abCrime)
- Event OnStoryPlayerGetsFavor(ObjectReference akActor)
- Event OnStoryRelationshipChange(ObjectReference akActor1, ObjectReference akActor2, int aiOldRelationship, int aiNewRelationship)
- Event OnStoryRemoveFromPlayer(ObjectReference akOwner, ObjectReference akItem, Location akLocation, Form akItemBase, int aiRemoveType, int aiValue)
- Event OnStoryScript(Keyword akKeyword, Location akLocation, ObjectReference akRef1, ObjectReference akRef2, int aiValue1, int aiValue2)
- Event OnStoryServedTime(Location akLocation, Form akCrimeGroup, int aiCrimeGold, int aiDaysJail)
- Event OnStoryShipDock(ObjectReference akDockingShip, ObjectReference akDockTargetShip, bool abDocking)
- Event OnStoryShipLanding(ObjectReference akLandingShip, ObjectReference akLandingMarker)
- Event OnStorySpeechChallengeCompletion(SpeechChallengeObject akChallenge, bool abSuccess)
- Event OnStoryTrespass(ObjectReference akVictim, ObjectReference akTrespasser, Location akLocation, bool abCrime)