OBSE v0018  Command Documentation

OBSE @ Oblivion Construction Set Wiki

Table of Contents
New Features
OBSE v0018 introduces the ability to define custom script functions and includes the following commands:

    Function
    Call
    SetFunctionValue
    GetClassSkills
    SetClassSkills
    SetClassSpecialization
    SetClassAttribute
    SetClassAttributeC
    GetCreatureModelPaths
    GetUserTime
    GetSkillGoverningAttribute
    SetSkillGoverningAttribute
    GetSkillGoverningAttributeC
    SetSkillGoverningAttributeC
    ActorValueToCode
    GetPlayerBirthsign
    GetBirthsignSpells
    GetActorAlpha
    RemoveBaseSpell
    GetMapMenuMarkerName
    GetMapMenuMarkerRef
    GetWeatherClassification
    ToNumber
    GetActiveEffectCodes
    GetActiveEffectCasters
    GetCurrentRegions
    SetPackageTarget
    GetBaseAV2
   
GetBaseAV2C
    GetSpecialAnims
    ToggleSpecialAnim
    GetLeveledSpells
    GetDescription
    sv_Split
    ar_List
    ar_Resize
    ar_Insert
    ar_InsertRange
    GetGameDifficulty
    SetGameDifficulty
    SetCurrentCharge
    ModCurrentCharge
    SetDoorTeleport
    GetDoorTeleportX
    GetDoorTeleportY
    GetDoorTeleportZ
    GetDoorTeleportRot
    GetCellDetachTime
    GetCellResetHours
    SetCellResetHours
    PrintD
    GetPCLastDroppedItem
    GetPCLastDroppedItemRef
    GetTelekinesisRef
    GetActorPackages
    GetOblivionDirectory
    IsClassSkillC
    IsClassAttributeC
    SetPlayerBirthsign
    GetPlayerSkillUseC
    Get/Set Package Flags
    Get/SetCombatStyleIgnoreAlliesInArea
    Get/SetCombatStyleWillYield
    Get/SetCombatStyleRejectsYields
    Get/SetCombatStyleFleeingDisabled
    Get/SetCombatStylePrefersRanged
    Get/SetCombatStyleMeleeAlertOK
    GetWaterShader
    SetOLMPGrids
    OutputLocalMapPicturesOverride
    GetGridsToLoad
    con_outputLocalMapPictures
    GetRaceReaction
    TriggerPlayerSkillUse
    TriggerPlayerSkillUseC
    SetCurrentHealth
    ModPlayerSkillExp
    ModPlayerSkillExpC
    GetPlayerSkillAdvances
    GetPlayerSkillAdvancesC
    SetPlayerSkillAdvances
    SetPlayerSkillAdvancesC
    StringToActorValue
    GetRaceScale
    GetCurrentPackage
    GetWorldSpaceParentWorldSpace
    QuestExists
    GlobalVariableExists
    GetCurrentEditorPackage
    CalcLevItems
    ar_Range
    GetRaceWeight
    GetCellBehavesAsExterior
    GetMouseButtonsSwapped
    GetAllies
    GetTargets
    GetSelectedSpells
    GetCombatSpells
    EquipMe
    EquipItem2
    EquipItem2NS
    GetTeleportCellName
    GetNthActiveEffectEnchantObject
    sv_Percentify
    GetNthActiveEffectSummonRef
    GetNthActiveEffectBoundItem

Function Syntax Format
    (returnValueName:returnValueType)    reference.FunctionName parameter1:type parameter2:type

optional
- optional parameters or references are in italics

Parameter Types: designated after colon
  float            a positive or negative decimal number
  long             a positve whole number with large values   
  short            a positive whole number with smaller values
  ref              a ref (usually an objectID)
  chars            a 4 character magic effect code (for example: FIDG, Z001)
  string           a set of characters in quotes
  bool             a short with only 2 values: 1 for true and 0 for false
Additional OBSE parameter types
  formatString     a string containing zero or more format specifiers followed by up to twenty variables
  string_var       a variable defined as a string_var, with a unique ID representing a string of characters
  array_var        an array_var variable, with a unique ID representing an array of keys and values
  array            an array, not necessarily stored in a variable. (ex: someArr[1:4] is an array but not an array_var)
  arrayKey         an array key (either a string, integer, or float)
  Array            an array of type Array, with integer keys
  StringMap        an array of type StringMap, with string keys
  Map              an array of type Map, with floating point keys
  expr             an OBSE expression
  multi            a value of any type float, short, string, or array, e.g. an array element or a function return value

Function Calling Conventions:

By Reference or ObjectID
reference.FunctionName someParameters objectID:ref
Examples:
    (health:long) reference.GetObjectHealth objectID:ref
    (oldEnchantment:ref) reference.SetEnchantment nuEnchantment:ref objectID:ref

These functions can either be called on a reference or have an objectID passed in as an argument.  If an objectID is passed in, it takes precedence over a calling reference.

By Reference only:
reference.FunctionName someParameters
Examples:
    (oldPoison:ref) reference.SetEquippedWeaponPoison nuPoison:ref

These functions must be called on a reference.

By ObjectID only
FunctionName someParamters objectID:ref

    (masterLevel:short) GetSpellMasteryLevel spell:ref
    (effectCode:long) GetNthEffectItemCode magicItem:ref whichEffect:long

Qualities
Qualities are a set of related values and functions which apply to multiple Oblivion object types.  For documentation purposes I have gathered the related values together.  Any type which has a given quality has all of values listed and all of the quality's functions may be applied to the type. Actor
Includes creatures and NPCs. All changes to actor flags such as Respawn and Low Level Processing are saved in the savegame.
Functions:
    IsRefEssential - returns whether the referenced actor is essential
        (isEssential:bool) reference.IsRefEssential
    SetRefEssential - sets the calling ref to be essential or not
        reference.SetRefEssential isEssential:bool
    HasSpell - returns whether the actor has the specified spell
        (hasSpell:bool) reference.HasSpell spell:ref
    GetActorValueC - returns the actor value specified by the actor value code
        (actorValue:long) reference.GetActorValueC actorValueCode:short
        (actorValue:long) reference.GetAVC actorValueCode:short
    ModActorValueC - modifies the actor value without changing the base value.  Acts like a spell: a negative number reduces the value which can be restored and a positive value restores values without exceeding the maximum of the stat.
        (nothing) reference.ModActorValueC actorValueCode:short value:long
        (nothing) reference.ModAVC actorValueCode:short value:long
    SetActorValueC - sets the actor value specified by the actor value code
        (nothing) reference.SetActorValueC actorValueCode:short value:long
        (nothing) reference.SetAVC actorValueCode:short value:long
    ModActorValue2 - modifies the current value without changing the base value.  Acts like a spell: a negative number reduces the value which can be restored and a positive value restores values without exceeding the maximum of the stat.
        (nothing) reference.ModActorValue2 actorValueName:string value:long
    GetActorLightAmount - returns a float describing the amount of light falling on an actor, or 100 if the actor is not in high/medium-high process.
        (lightAmount:float) reference.GetActorLightAmount
    CanCorpseCheck - returns 1 if the Can Corpse Check flag is set on the actor
        (canCoprseCheck:bool) reference.CanCorpseCheck actor:ref
    GetActorMinLevel - returns the minimum level of the actor if the PC Level Offset flag is set
        (minLevel:short) reference.GetMinLevel actor:ref
    GetActorMaxLevel - returns the maximum level of the actor if the PC Level Offset flag is set
        (maxLevel:short) reference.GetMaxLevel actor:ref
    GetNumFactions - returns the number of factions to which the actor belongs
        (numFactions:short) reference.GetNumFactions actor:ref
    GetNthFaction - returns the nth faction to which the actor belongs
        (faction:ref) reference.GetNthFaction actor:ref
    GetActorSoulLevel - returns the soul level of any actor.  If an NPC it returns Grand, otherwise if a creature it returns the creature's soul level.
        (soulLevel:short) reference.GetActorSoulLevel actor:ref
    HasLowLevelProcessing - returns 1 if the actor has low level processing enabled
        (hasLowProc:bool) reference.HasLowLevelProcessing actor:ref
    HasNoPersuasion - returns 1 if the No Persuasion flag is set on the actor
        (hasNoPers) reference.HasNoPersuasion actor:ref
    IsActorRespawning - returns 1 if the Respawn flag is set on the actor
        (respawns:bool) reference.IsActorRespawning actor:ref
    IsPCLevelOffset - returns 1 if the actor's level is calculated relative to the player's level
        (isLevOffset:bool) reference.IsPCLevelOffset actor:ref
    IsSummonable - returns 1 if the Summonable flag is set on the actor
        (isSummonable:bool) reference.IsSummonable actor:ref
    SetActorRespawns - changes the Respawn flag on the actor
        (nothing) reference.SetActorRespawns flag:short actor:ref
    SetCanCorpseCheck - changes the Can Corpse Check flag on the actor
        (nothing) reference.SetCanCorpseCheck flag:short actor:ref
    SetFemale - changes the Female flag on the actor. Changes are saved but may not be immediately visible.
        (nothing) reference.SetFemale flag:short actor:ref
    SetLowLevelProcessing - turns low level processing on or off for the actor. Note that this sets the No Low Level Processing flag to the opposite of the passed value.
        (nothing) reference.SetLowLevelProcessing flag:short actor:ref
    SetNoPersuasion - changes the No Persuasion flag on the actor
        (nothing) reference.SetNoPersuasion flag:short actor:ref
    SetSummonable - changes the Summonable flag on the actor
        (nothing) reference.SetSummonable flag:short actor:ref
    SetPCLevelOffset - changes the PC Level Offset flag on the actor, and optionally specifies the minimum and maximum levels. If minLevel or maxLevel is omitted or passed as -1, the existing value will be retained. Note that changes to the min/max levels are not saved in the savegame.
        (nothing) reference.SetPCLevelOffset flag:short minLevel:short maxLevel:short actor:ref
    GetNumPackages - returns the number of AI packages in the actor's package list
        (numPackages:short) reference.GetNumPackages actor:ref
    GetNthPackage - returns the Nth AI package in the NPC's package list, in the order in which they were added in the editor.
        (package:ref) reference.GetNthPackage actor:ref
    GetSpellEffectiveness - returns the actor's spell effectiveness based on the armor he or she has equipped as a floating point value from 0 to 1.0. The return value is always 1.0 for creatures and NPCs other than the player. When called on the player, this command returns the player's base spell effectiveness as calculated by the game plus any script modifier applied by ModPCSpellEffectiveness.
        (spellEffectiveness:float) reference.GetSpellEffectiveness
    CanCastPower - returns false if the calling actor has already used the specified greater power within the last 24 hours. This command does not check for the presence of the greater power in the actor's spellbook.
        (CanCast:bool) ref.CanCastPower spell:ref
    SetCanCastPower - indicates whether the calling actor can cast the specified greater power. Passing 1 allows the actor to cast the power even if he has already used it within the past 24 hours. Passing 0 disallows the actor from casting the spell for the next 24 hours, unless the actor has already cast the power, in which case the power will become usable as normal 24 hours after the last casting.
        (nothing) ref.SetCanCastPower spell:ref allowCasting:bool
    SetPowerTimer - sets the amount of time that must pass until the calling actor can cast the specified power. The time is a float representing the number of real-time seconds until the power becomes usable. When an actor uses a power, the game calculates the 24-hour timer as 3600 / TimeScale  24 where TimeScale is a global variable representing the number of game-time miutes which elapse per real-tme minute. The timer value passed to this function should similarly take TimeScale into account. Passing a value of zero or less will cause the power to become usable the very next frame.
        (nothing) ref.SetPowerTimer spell:ref timer:float
    GetUsedPowers - returns an Array containing information about all greater powers which the calling actor has used. This includes powers cast by the actor within the last 24 hours as well as any powers flagged as used by SetCanCastPower and SetPowerTimer. The return value is an Array of StringMaps:
                    GetUsedPowers[n]["power"] := ref: the greater power
                    GetUsedPowers[n]["timer"]   := float: number of real-time seconds until the power becomes usable again
        (powers:Array) ref.GetUsedPowers
    RemoveBaseSpell - the game's RemoveSpell removes a spell from a base actor but must be called on a reference. This command does the same thing as RemoveSpell but takes a base object as an argument, returning 1 if the spell was removed.
        (bRemoved:bool) RemoveBaseSpell actor:ref
   GetSpecialAnims - returns an Array containing the filenames of any special animations for the actor. Animations for creatures, and those in the SpecialAnims folder for NPCs, can be toggled on and off in the actor's animation list in the editor.
                (anims:Array) reference.GetSpecialAnims actorBase:ref
   ToggleSpecialAnim - adds or removes an animation from the base actor's animation list. For creatures, the animations must appear in the creature's model folder; for NPCs they must be located in the Special Anims folder. Changes made using this command have no effect on the animations of reference's to the base actor which are currently in middle-high or high process.
                (bSucceeded:bool) reference.ToggleSpecialAnim animFileName:string toggleOn:bool actorBase:ref
   GetLeveledSpells - returns an Array containing all of the leveled spells in the base actor's spell list.
                (spells:Array) reference.GetLeveledSpells actorBase:ref
   GetActorPackages - returns an Array containing the AI packages defined in the base actor's package list, in the order in which they are listed in the editor.
                (packages:Array) reference.GetActorPackages actorBase:ref
    GetCurrentPackage - returns the actor ref's currently executing package
        (package:ref) reference.GetCurrentPackage
    GetCurrentEditorPackage - returns the actor ref's executing non-dynamic package
        (package:ref) reference.GetCurrentEditorPackage
    EquipItem2 - duplicates the behavior of the vanilla EquipItem command, but also causes the object's OnEquip script block to run if one exists.
        (nothing) ref.EquipItem2 item:ref lockEquip:bool
    EquipItem2NS - behaves identically to EquipItem2, but suppresses the UI message generated by that command.
        (nothing) ref.EquipItem2NS item:ref lockEquip:bool       
  
Attacking
Types with this quality are used for attacks.
Values:
    Attack Damage - long the base damage of the type; used in a forumla with the appropriate skill to determine damage actually done
    Speed - float the speed factor of the type; used in a forumla to determine the rate of attack
    Ignores Resistance flag - bool determines whether the type will ignore normal damage resistance.
Functions:   
    GetAttackDamage - returns the base attack damage
        (damage:long) reference.GetAttackDamage objectID:ref
    SetAttackDamage - sets the base attack damage
        (nothing) reference.SetAttackDamage nuDamage:long objectID:ref
    ModAttackDamage - modifies the base attack damage up or down
        (nothing) reference.ModAttackDamage modifyBy:float objectID:ref
    GetWeaponSpeed - returns the weapon speed
        (speed:float) reference.GetWeaponSpeed objectID:ref
    SetWeaponSpeed - sets the weapon speed
        (nothing) reference.SetWeaponSpeed nuSpeed:float obejctID:ref
    ModWeaponSpeed - modifies the weapon speed up or down
        (nothing) reference.ModWeaponSpeed modifyBy:float obejctID:ref
    GetIgnoresResistance - returns whether the object ignores normal damage resistance
        (ignores:bool) reference.GetIgnoresResistance objectID:ref
    SetIgnoresResistance - sets whether the object ignores normal damage resistance
        (nothing) reference.SetIgnoresResistance shouldIgnore:bool objectID:ref

Audible
Types with this quality have one or more sounds associated with them.
Values:
    Open Sound - ref the sound played upon opening. (Containers and Doors)
    Close Sound - ref the sound played upon closing. (Containers and Doors)
    Loop Sound - ref the looping sound associated with an object. (Doors, Lights, and Activators)
Functions:
    GetOpenSound - Returns the "open" sound
        (sound:ref) reference.GetOpenSound baseObject:ref
    GetCloseSound - Returns the "close" sound
        (sound:ref) reference.GetCloseSound baseObject:ref
    GetLoopSound - Returns the looping sound
        (sound:ref) reference.GetLoopSound baseObject:ref
    SetOpenSound - Sets the "open" sound
        (nothing) reference.SetOpenSound sound:ref baseObject:ref
    SetCloseSound - Sets the "close" sound
        (nothing) reference.SetCloseSound sound:ref baseObject:ref
    SetLoopSound - Sets the looping sound
        (nothing) reference.SetLoopSound sound:ref baseObject:ref

Breakable
Types with this quality can be broken.
Values:
    Health - long the base health of the object.  Cannot be negative.
    Current Health - float the current health of the object.  the object is damaged when the current value is less than the base object value and is broken when the current health reaches 0.  The effectiveness of the object may be decreased as damage increases.
Functions:
    GetObjectHealth - returns the base object health
        (health:long) reference.GetObjectHealth objectID:ref
    SetObjectHealth - sets the base object health
        (nothing) reference.SetObjectHealth nuHealth:long objectID:ref
    ModObjectHealth - modifies the base object health up or down
        (nothing) reference.ModObjectHealth modifyBy:float objectID:ref
    GetCurrentHealth - returns the current health of the calling reference
        (health:float) reference.GetCurrentHealth
    SetCurrentHealth - sets the current health of the calling reference
        (nothing) reference.SetCurrentHealth nuHealth:float
    GetEquippedCurrentHealth - gets the current health of the object in the specified equipment slot
        (health:float) reference.GetEquippedCurrentHealth slot:short
    SetEquippedCurrentHealth - sets the current health of the object in the specified equipment slot
        (nothing) reference.SetEquippedCurrentHealth nuHealth:long slot:short
    ModEquippedCurrentHealth - modifies the current health of the object in the specified equipment slot up or down
        (nothing) reference.ModEquippedCurrentHealth modifyBy:float slot:short



Class
Types with this quality have a player class.
Additional qualities: Description
Values:
    Attributes - short the two attributes of the class
    Skills - short the five major skills of the class
    Specialization - short the specialization of the class
Functions:
    GetClass - returns the class of the NPC
        (class:ref) reference.GetClass npc:ref
    GetClassAttribute - returns the Nth attribute of the class.  If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (attribute:short) reference.GetClassAttribute whichAttribute:short class:ref
    GetClassSkill - returns the Nth skill of the class. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (skill:short
reference.GetClassSkill whichSkill:short class:ref
    GetClassSpecialization - returns the class specialization. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (specialization:shortreference.GetClassSpecialization class:ref
    IsClassSkill - returns whether the passed skill is a skill of the class. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence.
        (isClassSkill:bool) reference.IsClassSkill skill:string class:ref
        (isClassSkill:bool) reference.IsMajor skill:string class:ref
    IsClassSkillC - alternate version of IsClassSkill taking a skill code instead of the name of a skill..
        (isClassSkill:bool) reference.IsClassSkillC  skill:short class:ref
        (isClassSkill:bool) reference.IsMajorC  skill:short class:ref
    IsClassAttribute - returns whether the passed attribute is an attribute of the class. If called on a reference it will attempt to find the class from that referenced NPC and use that..  If a class FormID is passed, that takes precedence. (available in v0011)
        (isClassAttribute:bool) reference.IsClassAttribute attribute:short class:ref
    IsClassAttributeC - alternate version of IsClassAttribute taking an actor value code instead of the name of an actor value
        (isClassAttribute:bool) reference.IsClassAttributeC actorValueCode:short class:ref
    GetClassSkills - returns an Array containing the seven major skills associated with the class. If the parameter is omitted, the class of the calling NPC is used.
        (skills:Array) reference.GetClassSkills class:ref
    SetClassSkills - accepts an Array of seven different skill codes and sets them as the class's major skills. If fewer or more than seven skills are found in the array or duplicate skills are found, the function will return zero with no changes made to the class. If the class argument is omitted, the calling NPC's class is used.
        (bSkillsSet:bool) reference.SetClassSkills skills:Array class:ref
    SetClassSpecialization - sets the class specialization. If the class argument is omitted the calling NPC's class is used.
        (nothing) reference.SetClassSpecialization specialization:short class:ref
    SetClassAttribute - sets one of the two favored attributes for the class. Both class attributes must be unique. If the class argument is omitted the calling NPC's class is used.
        (bAttributeSet:bool) reference.SetClassAttribute which:short attribute:string class:ref
    SetClassAttributeC - as SetClassAttribute but takes an actor value code instead of an actor value string.
        (bAttributeSet:bool) reference.SetClassAttributeC which:short attribute:short class:ref

Container
Something that holds inventory items.
Functions:
    GetNumItems - returns the number of different object types in the container
        (count:long) reference.GetNumItems
    GetInventoryObject - returns the objectID of the Nth item type in the container
        (objectID:ref) reference.GetInventoryObject whichObject:long
    IsContainer - returns whether the reference or passed objectID is a container
        (isContainer:bool) reference.IsContainer objectID:ref
    GetContainerRespawns - returns whether the container's contents repawn
        (respawns:bool) reference.GetContainerRespawns objectID:ref
        (respawns:bool) reference.IsUnsafeRespawns objectID:ref
    SetContainerRespawns - sets whether the container's contents respawn.  Note - this change is not persisted in the save game.
        (nothing) reference.SetContainerRespawns respawns:bool objectID:ref
        (nothing) reference.SetUnsafeContainer respawns:bool objectID:ref
    GetItems - returns an Array containing all of the items in a container's or actor's inventory. Up to 10 form types may be passed in to restrict the returned items to only include items matching those type(s).
                (items:Array) reference.GetItems type1:short type2:short ... type10:short
    GetBaseItems - returns an Array of StringMaps containing the items present in a base container or actor inventory and the quantity of each. These are the items added to the base object in the editor and may include leveled items. Some, all, or none of the items may be present in the inventory of a specific reference to the base object. Each element of the returned Array is a StringMap with two elements:
        "item"   : (ref) the item
        "count" : (short) the quantity of this item
                (items:Array) reference.GetBaseItems baseContainer:ref
    Values are accessed like:
                        array_var baseItems
            let baseItems := someChestRef.GetBaseItems
            Print "First item: " + (GetName baseItems[0][item] + " Quanitity: " + ToString baseItems[0][count]

Description
Types with this quality have descriptive text and include objects like books, skills, races, classes, and effect settings. Skills are unique in possessing five descriptions: one describing the skill and four associated with the text displayed when attaining a new rank in the skill.
Values:
    Description - string the text of the description
Functions:
    GetDescription - returns the text of the description for the object. In the case of skills, an optional second parameter indicates the skill rank (0-3); if omitted, the skill's general description is returned.
        (description:string) ref.GetDescription object:ref skillrank:short

Edible
Types with this quality may be considered food.
Values:
    Is Food flag - bool is the object considered to be food
Functions:
    IsFood - returns whether the object is considered to be food
        (isFood:bool) reference.IsFood objectID:ref
    SetIsFood - sets whether the object is considered to be food
        (nothing) reference.IsFood isFood:bool objectID:ref

Enchantable
Types with this quality may be enchanted.  A couple notes:  Enchantments and the ranges of their effects need to be appropriate for the enchantable object's type.  The Enchantment Type needs to match the object the enchantment applies to.  Also, when adding an enchantment to an object, be sure that the object has a charge, or the enchantment cannot work.  If the object was not previously enchanted, call SetObjectCharge to assign a charge to the object.
Values:
    Enchantment - ref the specific enchantment on the enchantable item
    Charge - long the maximum charge available on the enchantable item
    Current Charge - float the current charge of the enchantable item
Functions:
    GetEnchantment - returns the specific enchantment on the object
        (enchantment:ref) reference.GetEnchantment objectID:ref
    SetEnchantment - sets the specific enchantment on the object and returns any previous enchantment
        (oldEnchantment:ref) reference.SetEnchantment nuEnchantment:ref objectID:ref
    RemoveEnchantment - removes the enchantment from the object and returns any previous enchantment
        (oldEnchantment:ref) reference.RemoveEnchantment objectID:ref
    GetObjectCharge - returns the max charge of the object
        (charge:long) reference.GetObjectCharge objectID:ref
    SetObjectCharge - sets the max charge of the object
        (nothing) refernce.SetObjectCharge nuCharge:long objectID:ref
    ModObjectCharge - modifies the max charge of the object up or down
        (nothing) reference.ModObjectCharge modifyBy:float objectID:ref
    GetCurrentCharge - returns the current charge of the calling reference
        (charge:float) reference.GetCurrentCharge
    GetEquippedCurrentCharge - returns the current charge of the object in the specified slot
        (charge:float) reference.GetEquippedCurrentCharge slot:short
    SetEquippedCurrentCharge - sets the current charge of the object in the specified slot
        (nothing) reference.SetEquippedCurrentCharge nuCharge:long slot:short
    ModEquippedCurrentCharge - modifies the current charge of the object in the specified slot up or down
        (nothing) reference.ModEquippedCurrentCharge modifyBy:float slot:short
   SetCurrentCharge - sets the current charge of the calling reference if it is less than or equal to the maximum charge
                (nothing) reference.SetCurrentCharge newCharge:short
   ModCurrentCharge - modifies the current charge of the calling reference by the specified amount. Will not modify the charge past its maximum or below zero.
                (nothing) reference.ModCurrentCharge modBy:short
  
Equippable
Types with this quality can be equipped by a character.
Values:
    Slot - short the equipment slot of the object
Functions:
    GetEquipmentSlot - returns the equipment slot of the object
        (slot:short) reference.GetEquipmentSlot objectID:ref
    EquipMe - when called on an object in an actor's inventory, attempts to equip the object on the actor and runs the object's OnEquip script block if applicable.
        (nothing) ref.EquipMe

Inventory
Types with this quality are objects that can be either stored in an inventory or exist as a reference outside of an inventory.
Values:
    Object - long the base object id of a reference
    Weapon Type- short the type of weapon
    Weight - float the weight of one object of this type
    Gold Value - long the gold value of one object of this type.  this value may not match the value displayed in the interface as that could include additional value from an enchantment.
    Is Quest Item flag - bool whether the type is a quest item.  quest items cannot be activated and cannot be dropped.
Functions:
    GetBaseObject - returns the base object of the reference
        (objectID:ref) reference.GetBaseObject
    GetObjectType - returns a type code for each type of object
        (type:long) reference.GetObjectType objectID:ref
    IsWeapon - returns whether the object is a weapon
        (isWeapon:bool) reference.IsWeapon objectID:ref
    IsAmmo - returns whether the object is ammunition
        (isAmmo:bool) reference.IsAmmo objectID:ref
    IsArmor - returns whether the object is armor
        (isArmor:bool) reference.IsArmor objectID:ref
    IsBook - returns whether the object is a book
        (isBook:bool) reference.IsBook objectID:ref
    IsClothing - returns whether the object is clothing
        (isClothing:bool) reference.IsClothing objectID:ref
    IsIngredient - returns whether the object is an ingredient
        (isIngredient:bool) reference.IsIngredient objectID:ref
    IsKey - returns whether the object is a key
        (isKey:bool) reference.IsKey objectID:ref
    IsAlchemyItem - returns whether the object is an alchemy item
        (isAlchemyItem:bool) reference.IsAlchemyItem objectID:ref
    IsApparatus - returns whether the object is an alchemy apparatus
        (isApparatus:bool) reference.IsApparatus objectID:ref
    IsSoulGem - returns whether the object is a soul gem
        (isSoulGem:bool) reference.IsSoulGem objectID:ref
    IsSigilStone - returns whether the object is a sigil stone
        (isSigilStone:bool) reference.IsSigilStone objectID:ref
    IsLight - returns whether the object is a light source
        (isLight:bool) reference.IsLight objectID:ref
    IsFlora - returns 1 if the object is a harvestable plant.
        (isFlora:bool) reference.IsFlora objectID:ref
    GetWeight - returns the weight of the type
        (weight:float) reference.GetWeight objectID:ref
    SetWeight - sets the weight of the type
        (nothing) reference.SetWeight nuWeight:float objectID:ref
    ModWeight - modifies the weight of the type up or down
        (nothing) reference.ModWeight modifyBy:float objectID:ref
    GetGoldValue - returns the base gold value of the type
        (goldValue:long) reference.GetGoldValue objectID:ref
    GetFullGoldValue - returns the full gold value of an item, including the value added by enchantments.
        (goldValue:long) reference.GetFullGoldValue objectID:ref
    SetGoldValue - sets the base gold value of the type
        (nothing) reference.SetGoldValue nuGoldValue:long objectID:ref
    ModGoldValue - modifies the base gold value of the type up or down
        (nothing) reference.ModGoldValue modifyBy:float objectID:ref
    IsQuestItem - returns whether the type is a quest item
        (isQuestItem:bool) reference.IsQuestItem objectID:ref
    SetQuestItem - sets whether the type is a quest item
        (nothing) reference.SetQuestItem isQuestItem:bool objectID:ref
    SetCurrentSoulLevel - sets the current soul level of the calling soulgem reference.
        (nothing) reference.SetCurrentSoulLevel newLevel:short

Lockable
Types with this quality can be locked.
Functions:
    GetOpenKey - returns the key used to unlock the calling reference.
        (key:ref) reference.GetOpenKey
    SetOpenKey - sets the key used to unlock the reference to the specified key.
        (nothing) reference.SetOpenKey key:ref

Magic
Types with this quality have a group of magical effects
Values:
    Magic Item Type - short the type of magic item (Spell, Enchantment, AlchemyItem, Ingredient)
    Effect Count - long the number of magic effect items in the type
    IsAutocalc - bool whether the cost is autocalculated or set to a specific amount
    EffectItem Code - long the magic effect code for the effect item
    EffectItem Magnitude - long the magnitude of the magic effect item
    EffectItem Area - long the area affected by the magic effect item
    EffectItem Duration - long the time in seconds the magic effect lasts
    EffectItem Range - short the range of the effect (Self, Touch, Target)
    EffectItem Actor Value - long a code for the attribute or skill affected by the effect item
    EffectItemScripted - bool whether the effect item is a ScriptEffect (SEFF)
    EffectItemScript - refID the refID of the script used by the scripted effect item
    EffectItemScriptVisualEffect - long the magic effect code used for the visual effects of the scripted effect item
    EffectItemScriptSchool -  short the magic school assigned to the scripted effect
    EffectItemScriptIsHostile - bool whether the scripted effect is hostile
Functions:
    GetMagicItemType - returns the magic item type
        (magicItemType:short) GetMagicItemType magicItem:ref
        (magicItemType:short) GetMIType magicItem:ref       
    GetMagicItemEffectCount - returns the number of magic effect items
        (count:long) GetMagicItemEffectCount magicItem:ref
        (count:long) GetMIEffectCount magicItem:ref
    MagicItemHasEffect - returns whether the magic item has an effect item with the specifed effect.  Uses the 4 letter codes for the magic effects listed in the CS.  Uses an optional actor value name for use with effects like fortify skill and fortify attribute.
        (hasEffect:bool) MagicItemHasEffect effect:chars actorValue:chars
        (hasEffect:bool) MagicHasEffect effect:chars actorValue:chars
    MagicItemHasEffectCode - returns whether the magic item has an effect item with the specified effect code. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.  Uses an optional actor value code for use with effects like fortify skill and fortify attribute.
        (hasEffect:bool) MagicItemHasEffectCode effectCode:long actorValueCode:short
        (hasEffect:bool) MagicHasEffectC effectCode:long actorValueCode:short
    MagicItemHasEffectCount - returns the count of the specified effects on the magic item.  Has an optional actorValue name for use with effects like fortify skill and fortify attribute.
        (effectCount:short) MagicItemHasEffectCount effect:chars actorValueName:chars
    MagicItemHasEffectCountCode - returns the count of effects with the specified effect code on the magic item. Uses a long value returned from GetNthEffectItemCode or GetMagicEffectCode.  Has an optional actorValueCode for use with effects like fortify skill and fortify attribute.
        (effectCount:short) MagicItemHasEffectCountCode effectCode:long actorValueCode:short
        (effectCount:short) MagicItemHasEffectCountC effectCode:long actorValueCode:short
    GetNthEffectItemCode - returns the magic effect code of the specified effect item
        (code:long) GetNthEffectItemCode magicItem:ref whichEffect:short
        (code:long) GetNthEICode magicItem:ref whichEffect:short
    GetNthEffectItemMagnitude - returns the magnitude of the specified effect item
        (magnitude:long) GetNthEffectItemMagnitude magicItem:ref whichEffect:short
        (magnitude:long) GetNthEIMagnitude magicItem:ref whichEffect:short
    SetNthEffectItemMagnitude - sets the magnitude of the specified effect item
        (nothing) SetNthEffectItemMagnitude nuMagnitude:long magicItem:ref whichEffect:short
        (nothing) SetNthEIMagnitude nuMagnitude:long magicItem:ref whichEffect:short
    ModNthEffectItemMagnitude - modifies the magnitude of the specified effect item up or down
        (nothing) ModNthEffectItemMagnitude modifyBy:float magicItem:ref whichEffect:short
        (nothing) ModNthEIMagnitude modifyBy:float magicItem:ref whichEffect:short
    GetNthEffectItemArea - returns the area of the specified effect item
        (area:long) GetNthEffectItemArea magicItem:ref whichEffect:short
        (area:long) GetNthEIArea magicItem:ref whichEffect:short
    SetNthEffectItemArea - sets the area of the specified effect item
        (nothing) SetNthEffectItemArea nuArea:long magicItem:ref whichEffect:short
        (nothing) SetNthEIArea nuArea:long magicItem:ref whichEffect:short
    ModNthEffectItemArea - modifies the effect area of the specified effect item up or down
        (nothing) ModNthEffectItemArea modifyBy:float magicItem:ref whichEffect:short
        (nothing) ModNthEIArea modifyBy:float magicItem:ref whichEffect:short
    GetNthEffectItemDuration - returns the duration of the specified effect item
        (duration:long) GetNthEffectItemDuration magicItem:ref whichEffect:short
        (duration:long) GetNthEIDuration magicItem:ref whichEffect:short
    SetNthEffectItemDuration - sets the duration of the specified effect item
        (nothing) SetNthEffectItemDuration nuDuration:long magicItem:ref whichEffect:short
        (nothing) SetNthEIDuration nuDuration:long magicItem:ref whichEffect:short
    ModNthEffectItemDuration - modifies the duration of the specified effect item up or down
        (nothing) ModNthEffectItemDuration modifyBy:float magicItem:ref whichEffect:short
        (nothing) ModNthEIDuration modifyBy:float magicItem:ref whichEffect:short
    GetNthEffectItemRange - gets the range of the specified effect item
        (range:short) GetNthEffectItemrange magicItem:ref whichEffect:short
        (range:short) GetNthEIRange magicItem:ref whichEffect:short
    SetNthEffectItemRange - sets the range of the specified effect item
        (nothing) SetNthEffectItemRange nuRange:short magicItem:ref whichEffect:short
        (nothing) SetNthEIRange nuRange:short magicItem:ref whichEffect:short
    GetNthEffectItemActorValue - gets the actor value of the specified effect item
        (actorValueCode:long) GetNthEffectItemActorValue magicItem:ref whichEffect:short
        (actorValueCode:long) GetNthEIAV magicItem:ref whichEffect:short
    SetNthEffectItemActorValue - sets the actor values of the specified effect item
        (nothing) SetNthEffectItemActorValue nuActorValue:long magicItem:ref whichEffect:short
        (nothing) SetNthEIAV nuActorValue:long magicItem:ref whichEffect:short
    RemoveNthEffectItem - removes the specified effect item
        (nothing) RemoveNthEffectItem magicItem:ref whichEffect:short
        (nothing) RemoveNthEffect magicItem:ref whichEffect:short
    RemoveAllEffectItems - removes all effect items from the magic item
        (nothing) RemoveAllEffectItems magicItem:ref
    CopyNthEffectItem - copies the specified effect item from one magic item to another
        (index:short) CopyNthEffectItem fromObjectID:ref toObjectID:ref whichEffect:short
    CopyAllEffectItems - copies all effect items from one magic item to another
        (nothing) CopyAllEffectItems fromObjectID:ref toObjectId:ref
    AddEffectItem - adds a basic, empty EffectItem of the specified MagicEffect to the magic item
        (index:short) AddEffectItem nuEffect:chars magicItem:ref
        (index:short) AddEffectItemC nuEffectCode:long magicItem:ref
    AddFullEffectItem - adds a fully defined EffectItem to the magic item with the specified MagicEffect, magnitude, area, duration and range
        (index:short) AddFullEffectItem nuEffect:chars magnitude:long area:long duration:long range:short magicItem:ref
        (index:short) AddFullEffectItemC nuEffectCode:long magnitude:long area:long duration:long range:short magicItem:ref

    IsMagicItemAutoCalc - returns 1 if the MagicItem determines magicka cost by autocalculation.  Now works on all Magic Items (spells, alchemy, ingredients, enchantments)
        (isAutocalc:bool) IsMagicItemAutoCalc magicItem:ref
    SetMagicItemAutoCalc - sets whether the Magic Item determines cost by autocalculation.  Currently works for Spells, AlchemyItems, Ingredients and Enchantments.
        (nothing) SetMagicItemAutoCalc isAutocalc:bool objectID:ref
    IsNthEffectItemScripted - returns whether the specified effect item is scripted
        (isScriptEffect:bool) IsNthEffectItemScripted magicItem:ref whichEffect:short
    GetNthEffectItemScript - returns the refID of the script associated with the specified scripted effect
        (script:ref) GetNthEffectItemScript objectID:ref whichEffect:short
        (script:ref) GetNthEIScript objectID:ref whichEffect:short
    SetNthEffectItemScript - sets the script for the specified scripted effect item.  Note that the CS doesn't have a variable type for a script, so you must assign the script editor id to a ref variable to use this function.
        (nothing) SetNthEffectItemScript scriptObjectID:ref magicItem:ref whichEffect:short
        (nothing) SetNthEIScript scriptObjectID:ref magicItem:ref whichEffect:short
    GetNthEffectItemScriptVisualEffect - returns the magic effect code for the scripted effect item's visual effect
        (magicEffectCode:long) GetNthEffectItemScriptVisualEffect magicItem:ref whichEffect:short
        (magicEffectCode:long) GetNthEISVisualEffect magicItem:ref whichEffect:short
    SetNthEffectItemScriptVisualEffect - sets the scrited effect item's visual effect
        (nothing) SetNthEffectItemScriptVisualEffect magicEffect:chars magicItem:ref whichEffect:short
        (nothing) SetNthEISVisualEffect magicEffect:chars magicItem:ref whichEffect:short
        (nothing) SetNthEffectItemScriptVisualEffectC magicEffectCode:long magicItem:ref whichEffect:short
        (nothing) SetNthEISVisualEffectC magicEffectCode:long magicItem:ref whichEffect:short
    GetNthEffectItemScriptSchool - returns the school of the scripted effect item
        (magicSchool:short) GetNthEffectItemScriptSchool magicItem:ref whichEffect:short
        (magicSchool:short) GetNthEISSchool magicItem:ref whichEffect:short
    SetNthEffectItemScriptSchool - sets the school of the scripted effect item
        (nothing) SetNthEffectItemScriptSchool magicItem:ref whichEffect:short
        (nothing) SetNthEISSchool magicItem:ref whichEffect:short
    IsNthEffectItemScriptHostile  - returns whether the scripted effect is hostile
        (isHostile:bool) IsNthEffectItemScriptHostile isHostile:bool magicItem:ref whichEffect:short
        (isHostile:bool) IsNthEISHostile isHostile:bool magicItem:ref whichEffect:short
    SetNthEffectItemScriptHostile - sets whether the scripted effect is hostile
        (nothing) SetNthEffectItemScriptHostile magicItem:ref whichEffect:short
        (nothing) SetNthEISHostile magicItem:ref whichEffect:short
    GetNthEffectItemScriptName - returns the name of the nth effect item, provided that effect item is a script effect.
        (name:string_var) GetNthEffectItemScriptName whichEffect:short
    SetNthEffectItemScriptName - sets the name of the scripted effect
        (nothing) SetNthEffectItemScriptName name:string magicItem:ref whichEffect:short
        (nothing) SetNthEISName name:string magicItem:ref whichEffect:short
    SetNthEffectItemScriptNameEX - sets the name of the scripted effect
        (nothing) SetNthEffectItemScriptNameEX name:formatString magicItem:ref whichEffect:short
    ModNthEffectItemScriptName - modifies the name of the scripted effect.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.  If there is nothing before the | character, the replaceWith string is prepended to the name. If called from the console, use @ instead of |.
        (nothing) ModNthEffectItemScriptName toReplaceAndReplaceWith:string magicItem:ref whichEffect:short
        (nothing) ModNthEISName toReplaceAndReplaceWith:string magicItem:ref whichEffect:short
    MagicItemHasEffectItemScript - returns 1 if the magic effect has a scripted item with the specified script.
        (hasScript:bool) MagicItemHasEffectItemScript script:ref magicItem:ref
    GetNthEffectItemName - returns the name of the specified active effect, i.e. "Fortify Strength".
        (name:string_var) GetNthEffectItemName magicItem:ref whichEffect:short
        (name:string_var) GetNthEIName magicItem:ref whichEffect:short

Magic Target
Types with this quality can be the target of magic.  They can have Active Effects working on them.
Values:
    Count - long the number of active effects on the target
    ActiveEffect Code - long the effect code of the given ActiveEffect
    ActiveEffect Magnitude -long  the magnitude of the given ActiveEffect
    ActiveEffect Duration - float the duration of the total ActiveEffect
    ActiveEffect TimeElapsed - float the time in seconds since the ActiveEffect was applied to the target
    ActiveEffect MagicItem - ref the magic item which applied the ActiveEffect
    ActiveEffect Caster - ref the caster of the ActiveEffect
    ActiveEffect Data - ref the extra data (summoned creature, armor, etc.) of the ActiveEffect
    ActiveEffect MagicItemIndex - long the index of the EffectItem on the magic item which applied the ActiveEffect
Functions:
    GetActiveEffectCount - returns the number of ActiveEffects on the target
        (count:long) reference.GetActiveEffectCount
    GetNthActiveEffectCode - returns the effect of the Nth ActiveEffect on the target
        (effectCode:long) reference.GetNthActiveEffectCode whichEffect:long
        (effectCode:long) reference.GetNthAECode whichEffect:long
    GetNthActiveEffectMagnitude - returns the magnitude of the Nth ActiveEffect on the target
        (magnitude:long)  reference.GetNthActiveEffectMagnitude whichEffect:long
        (magnitude:long)  reference.GetNthAEMagnitude whichEffect:long
    GetNthActiveEffectDuration - returns the total duration of the Nth ActiveEffect on the target
        (duration:float) reference.GetNthActiveEffectDuration whichEffect:long
        (duration:float) reference.GetNthAEDuration whichEffect:long
    GetNthActiveEffectTimeElapsed - returns the time that the Nth ActiveEffect has been applied to the target
        (timeElapsed:float) reference.GetNthActiveEffectTimeElapsed whichEffect:long
        (timeElapsed:float) reference.GetNthAETime whichEffect:long
    GetNthActiveEffectMagicItem - returns the magic item which applied theNth ActiveEffect to the target
        (magicItem:ref) reference.GetNthActiveEffectMagicItem whichEffect:long
        (magicItem:ref) reference.GetNthAEMagicItem whichEffect:long
    GetNthActiveEffectCaster - return the caster of the Nth ActiveEffect on the target
        (caster:ref) reference.GetNthActiveEffectCaster whichEffect:long
        (caster:ref) reference.GetNthAECaster whichEffect:long
    GetNthActiveEffectData - return the data of the NthActiveEffect on the target. For summon effects, this is a reference to the summoned creature. For bound item effects, it is the base form of the bound object. This field may be used for other types of effects, but its meaning is not yet documented.
        (data:ref) reference.GetNthActiveEffectData whichEffect:long
        (data:ref) reference.GetNthAEData whichEffect:long
    GetNthActiveEffectMagicItemIndex - returns the index on its magic item of the Nth ActiveEffect on the target
        (index:long) reference.GetNthActiveEffectMagicItemIndex whichEffect:long
        (index:long) reference.GetNthActiveEffectMagicItemIndex whichEffect:long
    GetNthActiveEffectEnchantObject - returns the equipped enchanted object, if any, responsible for the specified active effect.
        (object:ref) reference.GetNthActiveEffectMagicEnchantObject whichEffect:long
        (object:ref) reference.GetNthAEMagicEnchantObject whichEffect:long
    SetNthActiveEffectMagnitude - sets the magnitude of the corresponding ActiveEffect
        (nothing) SetNthActiveEffectMagnitude magnitude:float whichEffect:long
        (nothing) SetNthAEMagnitude magnitude:float whichEffect:long
    ModNthActiveEffectMagnitude - modifies the magnitude of the corresponding ActiveEffect
        (nothing) ModNthActiveEffectMagnitude magnitude:float whichEffect:long
        (nothing) ModNthAEMagnitude magnitude:float whichEffect:long
    GetTotalActiveEffectMagnitude - returns the total magnitude of all ActiveEffects with a given code on the target
        (totalMag:long) reference.GetTotalActiveEffectMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalActiveEffectMagnitudeC effectCode:long actorValueCode:short
        (totalMag:long) reference.GetTotalAEMagnitudeC effectCode:long actorValueCode:short
    GetTotalAENonAbilityMagnitude - returns the total magnitude of all non-ability ActiveEffects with a given code on the target
        (totalMag:long) reference.GetTotalAENonAbilityMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAENonAbilityMagnitudeC effectCode:long actorValueCode:short
    GetTotalAEAbilityMagnitude - returns the total magnitude of all ability ActiveEffects with a given code on the target
        (totalMag:long) reference.GetTotalAEAbilityMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEAbilityMagnitudeC effectCode:long actorValueCode:short
    GetTotalAESpellMagnitude - returns the total magniude of all spell ActiveEffects with a given code on the target
        (totalMag:long) reference.GetTotalAESpellMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAESpellMagnitudeC effectCode:long actorValueCode:short
    GetTotalAEDiseaseMagnitude - returns the total magnitude of all disease ActiveEffects with a given code on the target.
        (totalMag:long) reference.GetTotalAEDiseaseMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEDiseaseMagnitudeC effectCode:long actorValueCode:short
    GetTotalAELesserPowerMagnitude - returns the total magnitude of all lesser power ActiveEffects with a given code on the target
        (totalMag:long) reference.GetTotalAELesserPowerMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAELesserPowerMagnitudeC effectCode:long actorValueCode:short
    GetTotalAEPowerMagnitude - retuns the total magnidue of all greater power ActiveEffects with a given code on the target
        (totalMag:long) reference.GetTotalAEPowerMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEPowerMagnitudeC effectCode:long actorValueCode:short
    GetTotalAEAllSpellsMagnitude - returns the total magnitude of all spells (Spell, Ability, Disease, Lesser Power, Power) with a given code on the target.
        (totalMag:long) reference.GetTotalAEAllSpellsMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEAllSpellsMagnitudeC effectCode:long actorValueCode:short
    GetTotalAEEnchantmentMagnitude - retuns the total magnitude of all enchantments with a given code on the target.
        (totalMag:long) reference.GetTotalAEEnchantmentMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEEnchantmentMagnitudeC effectCode:long actorValueCode:short
    GetTotalAEAlchemyMagnitude - returns the total magnitude of all potions with a given code on the target.
        (totalMag:long) reference.GetTotalAEAlchemyMagnitude effectCode:chars actorValue:chars
        (totalMag:long) reference.GetTotalAEAlchemyMagnitudeC effectCode:long actorValueCode:short
    GetScriptActiveEffectIndex - returns the index of the corresponding ActiveEffect for the running script effect.  Note this cannot detect the difference between two active effects running with the same script.
        (index:long) GetScriptActiveEffectIndex
    DispelNthActiveEffect - dispels the effects of the specified active effect and removes it from the actor's active effect list. Note that the effect will not be removed until the next gamemode frame, so the indexes into an actor's effect list do not change immediately.
        (effectWasRemoved:bool) reference.DispelNthActiveEffect whichEffect:short
        (effectWasRemoved:bool) reference.DispelNthAE whichEffect:short
    GetActiveEffectCodes - returns an Array containing the effect code of each of the calling actor's active effects, in the order in which they appear in his active effect list. An effect code's index in the returned Array can therefore be passed to the Get/SetNthActiveEffectXXX functions to operate on its associated active effect.
        (codes:Array) reference.GetActiveEffectCodes
    GetActiveEffectCasters - returns an Array containing the casters of each of the calling actor's active effects, in the order in which they appear in his active effect list. A caster's index in the returned Array can therefore be passed to the Get/SetNthActiveEffectXXX functions to operate on its associated active effect. If an active effect has no caster its associated value will be zero.
        (casters:Array) reference.GetActiveEffectCasters
    GetNthActiveEffectSummonRef - returns a reference to the creature associated with the specified Summon Creature active effect.
        (creature:ref) reference.GetNthActiveEffectSummonRef whichEffect:long
        (creature:ref) reference.GetNthAESummonRef whichEffect:long
    GetNthActiveEffectBoundItem - returns the base object associated with the specified Bound Item active effect.
        (object:ref) reference.GetNthActiveEffectBoundItem whichEffect:long
        (object:ref) reference.GetNthAEBoundItem whichEffect:long

Named
Types with this quality have a setable name
Values:
    Name - string the display name of the type
Functions:
    SetName - sets the display name of the type.  SetName is a special function.  It is defined to work on Inventory items, but it can be used with any form.  To use with a non-Inventory item you must first assign the objectID to a ref.  For most forms the name is part of the base form and changing the name will change it for all instances of the type.
        (nothing) reference.SetName name:string objectID:ref
    GetName - returns the name of an object.
        (name:string_var) reference.GetName object:ref
    CompareName - returns 1 if stringToFindInName is found in the name if the object
        (nameContainsString) reference.CompareName toFindInName:string objectID:ref
        (nameContainsString) reference.NameIncludes toFindInName:string objectID:ref
    CompareNames - compares the names of two objects and returns -1 if the first occurs alphabetically before the second, 1 if the first occurs after the second, or 0 for equality. Comparison is case-insensitive.
        (comparison:short) reference.CompareNames compareTo:ref compare:ref
    CopyName - copies the name from the source to the target.  It is defined to work on Inventory items, but it can be used with any form. To use with a non-Inventory item you must first assign the objectID to a ref.  For most forms the name is part of the base form and changing the name will change it for all instances of the type.
        (nothing) CopyName srcObjectID:ref targetObjectID:ref
    ModName - modifies the name of the calling reference or passed objectID.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.  If there is nothing before the | character, the replaceWith string is prepended to the name. In the console, use @ instead of |.
        (nothing) reference.ModName toReplaceAndReplaceWith:string toObject:ref
    AppendToName - appends the passed string to the end of the name of the calling reference or passed objectID.
        (nothing) reference.AppendToName toAppend:string toObject:ref
    HasName - returns 1 if the object has a name consisting of at least one character.
        (hasName:bool) reference.HasName objectID:ref
   SetNameEx - sets the name of the base object. The new name is a string constructed from a format string using the same format specifiers used by OBSE's output functions. Unlike SetName, SetNameEx cannot be called on a reference.
        (nothing) reference.SetNameEx formatString:string var1 var2 ... var20 object:ref

Ownable
Types with this quality can be owned by an NPC or faction.
Values:
    Owner - NPC or faction the owner of the reference.
    Required Rank - short the rank a member of the owning faction must hold in order to legally activate the reference.
    Global Variable  - global a global variable which, when set to a value other than zero, allows legal activation of the reference.
Functions:
    GetOwner - returns the NPC or faction which owns the calling reference.
        (owner:ref) reference.GetOwner
    GetParentCellOwner - returns the NPC or faction which owns the calling reference's parent cell..
        (owner:ref) reference.GetParentCellOwner
    GetOwningFactionRequiredRank - returns the rank in the owning faction required to legally activate the calling reference.
        (rank:short) reference.GetOwningFactionRequiredRank
        (rank:short) reference.GetOwningFactionRank
    GetParentCellOwningFactionRequiredRank - returns the rank required for ownership of the calling reference's parent cell.
        (rank:short) reference.GetParentCellOwningFactionRequiredRank
        (rank:short) reference.GetCellFactionRank
    IsOffLimits - returns 1 if it is illegal for the specified actor to activate the calling reference, based on the calling reference's ownership.
        (isOffLimits:bool) reference.IsOffLimits actor:ref

Race
Additional Qualities: Description
Values:
    Base Attribute - each sex of a race has base values for all eight attributes
    Bonus Skill - each race has seven attributes which get a bonus
    Name - each race has a name
    Reactions - reaction values towards other races
    Scale - the relative scale factor of the males and females of the race
Functions:
    GetRaceAttribute - returns the specified base attribute value.  If passes a raceFormID you must also pass whether you want the female value or not.  If called directly on an reference the function will determine the race and sex of the reference and the raceFormID and isFemale are not needed.  The C version of the function takes a number rather than the actorvalue name (0 instead of Strength)
        (value:short) reference.GetRaceAttribute attributeActorValue:chars raceFormID:ref isFemale:bool
        (value:short) reference.GetRaceAttributeC attributeActorValueCode:short raceFormID:ref isFemale:bool
    GetRaceSkillBonus - returns the bonus for the specified skill for the race.  If called on a reference the function will determine the race of the reference.  Returns 0 if there is no bonus for that skill.  The C version specifies the specific skill by number rather than by name.
        (value:short) reference.GetRaceSkillBonus skillActorValue:chars raceFormID:ref
        (value:short) reference.GetRaceSkillBonusC skillActorValueCode:short raceFormID:ref
    IsRaceBonusSkill - returns whether the specified skill is a bonus for the race.  If called on a reference the function will determine the race of the reference.  The C version specifies the skill by number rather than by name.
        (isBonusSkill:bool) reference.IsRaceBonusSkill skillActorValue:chars raceFormID:ref
        (isBonusSkill:bool) reference.IsRaceBonusSkillC skillActorValue:short raceFormID:ref
    GetNthRaceBonusSkill - returns the actor value code for the specified index into the bonus skills.  Can be followed up with a call to GetRaceSkillBonusC to determine the actual bonus to the skill.  If called on a reference the function will determine the race of the reference.
        (skill:short) reference.GetNthRaceBonusSkill whichSkill:short raceFormID:ref   
    GetRaceSpellCount - returns the number of spells provided by the race. If no race is specified, the race of the calling NPC is used.
        (numSpells:short) reference.GetRaceSpellCount race:ref
    GetNthRaceSpell - returns the nth spell provided by the race, using the race of the calling NPC if none is specified.
        (spell:ref) reference.GetNthRaceSpell whichSpell:short race:ref
    SetRaceAlias - creates an alias for a race. If a race has an alias, then calling GetIsRace aliasRace will return true for any actor of that race. For example, SetRaceAlias Nord Argonian will cause GetIsRace to recognize Nords as Argonians. However, Argonians will not be recognized as Nords.
        (nothing) SetRaceAlias actualRace:ref aliasRace:ref
    SetRaceVoice - changes the voice of a race to the specified race. Specify 0 for male, 1 for female, or 2 for both genders.
        (nothing) SetRaceVoice actualRace:ref voiceRace:ref whichGender:short
    SetRacePlayable - flags a race as playable or unplayable. Unplayable races cannot speak most of the dialog defined in the game.
        (nothing) SetRacePlayable race:ref isPlayable:bool
    IsRacePlayable - returns 1 if the specified race is flagged as playable in the editor.
        (isPlayable:bool) IsRacePlayable race:ref
    GetRaceReaction - returns the race reaction between the target NPC/Race and the calling NPC reference or passed race.  The target and from races are declared as NPCs, but you can also place a Race name into a ref variable and pass those in.
        (reaction:long) reference.GetRaceReaction targetNPC:ref fromNPC:ref
    GetRaceScale - returns the default scale of the male or female members of the specified race.
        (scale:float) GetRaceScale race:ref forFemale:bool
    GetRaceWeight - returns the default weight for male or female members of the specified race as defined in the editor.
        (weight:float) GetRaceWeight race:ref forFemale:bool

Scriptable
Types with this quality can have a script associated with them.
Functions:
    IsScripted - returns whether the scriptable object has a script attached to it or not
        (isScripted:bool) reference.IsScripted targetObjectID:ref
    GetScript - returns the refID of the script attached to the object
        (script:refID) reference.GetScript targetObjectID:ref
    RemoveScript - removes and returns the script attached to the object.  The object is no longer scripted
        (script:refID) reference.RemoveScript targetObjectID:ref
    SetScript - sets the specified script onto the calling object and returns any previous script.  Note that Oblivion doesn't have a script variable type so you must assign the script to a ref variable for this to work.  This function is currently considered a Beta function which will get official support after it gets some more testing.  For now, please do not use in a shipping mod until further testing is done.
        (script:refID) reference.SetScript scriptID:ref targetObjectID:ref
    IsFormValid - returns 1 if the specified ref variable contains a valid object or reference.
        (valid:bool) IsFormValid refVar:var
    IsReference - returns 1 if the specified ref variable contains a reference, as opposed to a base object.
        (isReference:bool) IsReference refVar:var
    HasVariable - returns 1 if the calling reference or specified quest has a variable with the specified name.
        (hasVariable:bool) reference.HasVariable varName:string questID:ref
    GetVariable - returns the value of a numeric variable by name, either from the calling reference's script or the specified quest.
        (variableValue:float) reference.GetVariable varName:string questID:ref
    GetRefVariable - returns the reference stored in a ref variable by name, either from the calling reference's script or the specified quest.
        (reference:ref) reference.GetRefVariable varName:string questID:ref
    CompareScripts - compares the compiled code of two scripts and returns 1 if they are identical. Note that this doesn't mean the text of the scripts are identical, only that they call the same functions in the same order with the same parameters.
        (scriptsAreIdentical:bool) CompareScripts script:ref script:ref
    ResetAllVariables - sets all variables in the calling script to zero. Note: This command should be used with care. If the script contains array variables, they should be set to ar_null before this command is called. If the script contains string variables which are referred to by no other scripts, they should be destroyed using sv_destruct first.
        (numVars:short) ResetAllVariables
    GetNumExplicitRefs - returns the number of explicit references in the calling object's script or in the passed script object. Explicit references are any objects mentioned by name in the script; for instance, if a script contains an "OnHit Player" block or a "Player.AddItem" command, its explicit references will include the player.
        (numRefs:short) reference.GetNumExplicitRefs script:ref
    GetNthExplicitRef - returns the nth explicit ref in the calling object's script or the passed script object. See GetNumExplicitRefs are a description of explicit references.
        (object:ref) reference.GetNthExplicitRef index:short script:ref

Simple
Types with this quality have a single model path and a single icon texture
Values:
    Model Path - string the path to the NIF model for the type
    Icon Path - string the path to the DDS icon texture for the type
Functions:
    SetModelPath - sets the model path for the type
        (nothing) reference.SetModelPath modelPath:string objectID:ref
    GetModelPath - returns the model path for the object.
        (path:string_var) reference.GetModelPath object:ref
    SetIconPath  - sets the icon path for the type
        (nothing) reference.SetIconPath iconPath:string objectID:ref
    GetIconPath - returns the icon path for the object.
        (path:string_var) reference.GetIconPath object:Ref
    CompareModelPath - returns whether the passed string is part of the model path.  This is a case insensitive search.
        (found:bool) reference.CompareModelPath toFind:string objectID:ref
        (found:bool) reference.ModelPathIncludes toFind:string objectID:ref
    CompareIconPath - returns whether the passed string is part of the icon path.  This is a case insensitive search.
        (found:bool) reference.CompareIconPath toFind:string objectID:ref
        (found:bool) reference.IconPathIncludes toFind:string objectID:ref
    CopyModelPath - sets the model path of the calling reference or passed objectID to the model path of fromObject
        (nothing) reference.CopyModelPath fromObject:ref toObject:ref
    CopyIconPath - sets the icon path of the calling reference or passed objectID to the icon path of fromObject
        (nothing) reference.CopyIconPath fromObject:ref toObject:ref
    ModModelPath - modifies the model path of the calling reference or passed objectID.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.    If there is nothing before the | character, the replaceWith string is prepended to the model path. In the console, use @ instead of |.
        (nothing) reference.ModModelPath toReplaceAndReplaceWith:string toObject:ref
    ModIconPath - modifies the icon path of the calling reference or passed objectID.  The toReplaceAndReplaceWith string has the following format: "toReplace|replaceWith".  We will do a case insensitve search for the toReplace portion and if found will replace it with the replaceWith portion.  The | character is used to separate the portions of the string.  If there is nothing before the | character, the replaceWith string is prepended to the icon path. In the console, use @ instead of |.
        (nothing) reference.ModIconPath toReplaceAndReplaceWith:string toObject:ref
    IsModelPathValid - returns 1 if the model path for the object exists in the user's Data folder osferenayable - flag&nbs> VValid"-;">reference.IsModelPathVatyle="hVatyleelPathValid - ren style="font-style: italic;">object:ref
    IsModelPth lid"> VValid"-;">reference.IsModelPathVatyle="hVatyleelPth lid">object:ref

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        (nothing) reference.SetIco>.SetIc ath:string objectID:ref
   
        (nothing) reference.SetIco>.SetIc ath:string objectID:ref
   
SetIconPaPf Pth">ts the model pal texture
        (nothing) reference.SetIco>.SetIc texttring objectID:ref
    SetIcoSAt arf Pth">< sets the model fepal texture
        (nothing) reference.SetIco>.SetIc texttring objectID:ref
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        (found:bool) reference.CompareIconPaPf tBnpldtoFind:string objectID:ref
        (found:bool) reference.CompareIconPa arf tBnpldtoFind:string objectID:ref
        (found:bool) reference.CompareIconPaPf tGrilldtoFind:string objectID:ref
        (found:bool) reference.CompareIconPa arf tGrilldtoFind:string objectID:ref
        (found:bool) reference.CompareIconPaPf ath toFind:string objectID:ref
        (found:bool) reference.CompareIconPa arf ath toFind:string objectID:ref
        (found:bool) reference.ComparPf tBnpldcludes toFind:string objectID:ref
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        (isPlayable:bool) IsRaan>reference.SetIcoPlle - ren>objectID:ref
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            (nothinenchantFa:
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            (nothinenchantFa:
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     style="font-family: monospace;">        (nothinhasNoArea IsRaanMEHasNoAreaCtueffect:losp>
     style="font-family: monospace;">        (nothinhasNoArea IsRaanMagicEffectHasNoAreatueffect:chars>
     style="font-family: monospace;">        (nothinhasNoArea IsRaanMEHasNoAreaCtueffect:losp>
       
            (nothinhasNoIspredient IsRaa MagicEffectHasNoIspredienteeffect:chars>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinhasNoIspredient IsRaa MEHasNoIspredient effect:chars>
     style="font-family: monospace;">        (nothinhasNoIspredient IsRaa MagicEffectHasNoIspredientC effect:losp style="font-family: monospace;">        (nothinhasNoIspredient IsRaa MEHasNoIspredientC effect:losp>
       
    &nb-ame&nban atu"OwnabdMagicEffectHasNoHitEffectGepan MagicEffectHasNoHitEffectturns whethnwhetherbpe  style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinhasNoHitEffect IsRaa MagicEffectHasNoHitEffecteeffect:chars>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinhasNoHitEffect IsRaa MEHasNoHitEffect effect:chars>
     style="font-family: monospace;">        (nothinhasNoHitEffect IsRaa MagicEffectHasNoHitEffectC effect:losp>
     style="font-family: monospace;">        (nothinhasNoHitEffect IsRaa MEHasNoHitEffectC effect:losp>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;"> e&nban     e="CompbdMagicEffectUsesWeapchGepan MagicEffectUsesWeapchturns whethnwhetherbpe        (nothinusesWeapch IsRaanMagicEffectUsesWeapchtueffect:chars>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesWeapch IsRaanMEUsesWeapchtueffect:chars>
     style="font-family: monospace;">        (nothinusesWeapch IsRaanMagicEffectUsesWeapchCtueffect:losp style="font-family: monospace;">        (nothinusesWeapch IsRaanMEUsesWeapchCtueffect:losp>
     style="font-family: monospace;">&nb-ame&nban     e="CompbdMagicEffectUsesArmorGepan MagicEffectUsesArmorturns whethnwhetherbpe  style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesArmor IsRaanMagicEffectUsesArmortueffect:chars>
     style="font-family: monospace;">        (nothinusesArmor IsRaa MEUsesArmorC effect:losp>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesArmor IsRaanMagicEffectUsesArmortueffect:chars>
     style="font-family: monospace;">        (nothinusesArmor IsRaa MEUsesArmorC effect:losp>  style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesCree ure IsRaa MagicEffectUsesCree urheeffect:chars>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesCree ure IsRaa MEUsesCree urh effect:chars>
     style="font-family: monospace;">        (nothinusesCree ure IsRaa MagicEffectUsesCree urhC effect:losp>        (nothinusesCree ure IsRaa MEUsesCree urhC effect:losp>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;"> e&nban     e="CompbdMagicEffectUsesSkillGepan MagicEffectUsesSkillturns whethnwhetherbpe  style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesSkill IsRaanMagicEffectUsesSkilltueffect:chars>
     style="font-family: monospace;">        (nothinusesSkill IsRaanMagicEffectUsesSkillCtueffect:losp>
     style="font-family: monospace;">        (nothinusesSkill IsRaanMagicEffectUsesSkilltueffect:chars>
     style="font-family: monospace;">        (nothinusesSkill IsRaanMagicEffectUsesSkillCtueffect:losp>sspan>   
            (nothinusesAttribute IsRaa MagicEffectUsesAttributheeffect:chars>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesAttribute IsRaa MEUsesAttributh effect:chars>
     style="font-family: monospace;">        (nothinusesAttribute IsRaa MagicEffectUsesAttributhC effect:losp style="font-family: monospace;">        (nothinusesAttribute IsRaa MEUsesAttributhC effect:losp> style="font-family: monospace;">  style="font-family: monospace;"> &nbpan> style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;"> e&nban     e="CompbdMagicEffectUsesOtherA:  style="font-family: monospace;">        (nothinusesOtherA:
     style="font-family: monospace;">        (nothinusesOtherA:
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesOtherA:
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinusesOtherA:
    &nb-am        (nothinf="#FormatA:
     style="font-family: monospace;">        (nothine&nban a="font-family: monospace;">  "#FormatA: e)n eAtMEOtherA:
     style="font-family: monospace;">        (nothine&nban a="font-family: monospace;">  "#FormatA: )n eAtMagicEffectOtherA:  "#FormatA: )n eAtMEOtherA:
     style="font-family: monospace;">&nb-ame&nban     e="CompareAtMagicEffectUsedOD:refGepan eAtMagicEffectUsedOD:refturns whethepe        (nothinoD:refIDr> aneAtMagicEffectUsedOD:reftueffect:chars>
     style="font-family: monospace;">&nb-ame&nban style="font-family: monospace;">        (nothinoD:refIDr> aneAtMEUsedOD:rettueffect:chars>
     style="font-family: monospace;">        (nothinoD:refIDr> aneAtMagicEffectUsedOD:retCtueffect:losp>
     style="font-family: monospace;">        (nothinoD:refIDr> aneAtMEUsedOD:retCtueffect:losp>
     style="font-family: monospace;">&nb-ame&nban     e="CompbdRemoveNthMagicEffectCounterGepan RemoveNthMagicEffectCounter(C)turnsemovesajee style="fontthValid">
    IsModelectne&nban th counter-effecteforbpe version i oalsonprovided.stysp;style="font-family: monospace;">        (nothing)  style="font-family: monospace;">        (nothing)

            (nothing) magicEffectr>  style="font-family: monospace;">        (nothing)
            (nothincounters:Array) eAtMagicEffectCounters magicEffectr>  style="font-family: monospace;">        (nothincounters:Array) eAtMagicEffectCountersC magicEffectCode:losp     e="ComparSAtMagicEffectCountersGepan SAtMagicEffectCounters(C) - acceptsele=Array ofeeffect codes and;assigthepeosineffects;as counter-effectsee oejectied scrip magiceeffect, overrid/sp any exist/sp counter-effects. Te        (nothineffectsApplitd IsRaanSAtMagicEffectCounters counterEffects:Array magicEffectrR  style="font-family: monospace;">        (nothineffectsApplitd IsRaanSAtMagicEffectCountersC counterEffects:Array magicEffectCode:losp>

            (nothinsva/sp) eAtMagicEffectXXX effectr> OrCode    OrCode&sspan>    &nbs eAtMagicEffectNwne&sspan   &nbs eAtMagicEffectNwneC&sspan   &nbs eAtMagicEffectIns &sspan   &nbs eAtMagicEffectIns C&sspan   &nbs eAtMagicEffectModel&sspan   &nbs eAtMagicEffectModelC&sspan   &nbs SAtMagicEffectNwne&sspan   &nbs SAtMagicEffectNwneC&sspan   &nbs SAtMagicEffectIns &sspan   &nbs SAtMagicEffectIns C&sspan   &nbs SAtMagicEffectModel&sspan   &nbs SAtMagicEffectModelC&nbse sbran style="font-weight: bold;"> neAt versionseof er        (nothinoD:rctr> ) eAtMagicEffectXXX effectr> OrCode    oeffectr> OrCode&sspan&sspan>    &nbs eAtMagicEffectHitShader&sspan   &nbs eAtMagicEffectHitShaderC&sspan   &nbs eAtMagicEffectEnchantShader&sspan   &nbs eAtMagicEffectEnchantShaderC&sspan   &nbs eAtMagicEffectLbold&sspan   &nbs eAtMagicEffectLboldC&sspan   &nbs eAtMagicEffectCast/spSound&sspan   &nbs eAtMagicEffectCast/spSoundC&sspan   &nbs eAtMagicEffectBoltSound&sspan   &nbs eAtMagicEffectBoltSoundC&sspan   &nbs eAtMagicEffectHitSound&sspan   &nbs eAtMagicEffectHitSoundC&sspan   &nbs eAtMagicEffectAreaSound&sspan   &nbs eAtMagicEffectAreaSoundC&sspan   &nbs SAtMagicEffectCast/spSound&sspan   &nbs SAtMagicEffectCast/spSoundC&sspan   &nbs SAtMagicEffectBoltSound&sspan   &nbs SAtMagicEffectBoltSoundC&sspan   &nbs SAtMagicEffectHitSound&sspan   &nbs SAtMagicEffectHitSoundC&sspan   &nbs SAtMagicEffectAreaSound&sspan   &nbs SAtMagicEffectAreaSoundC&sspan   &nbs SAtMagicEffectLbold&sspan   &nbs SAtMagicEffectLboldC&sspan   &nbs SAtMagicEffectUsedOD:ret&sspan   &nbs SAtMagicEffectUsedOD:redC&sspan   &nbs SAtMagicEffectHitShader&sspan   &nbs SAtMagicEffectHitShaderC&sspan   &nbs SAtMagicEffectEnchantShader&sspan   &nbs SAtMagicEffectEnchantShaderC&nbse sbran style="font-weight: bold;"> nTe        (nothinvaluernumeric) eAtMagicEffectXXX effectr> OrCode    OrCode&sspan&sspan>    &nbs eAtMagicEffectNumCounters rns whethepehtunumbereofscounter-effectsee oejectmagicneffectstysp;   &nbs eAtMagicEffectNumCountersC&sspan   &nbs eAtMagicEffectResisdValue rns whethean a:
          &nb nam (visible IsRaaereference.IsMapMarkerVisible>sspan>   
          &nb nam (g) sspan>          &nb nam (canTrav'l IsRaaereference.CanTrav'lToMapMarker>sspan>          &nb nam (g) sspan>          &nb nam (f="#FormatMapMarkerTypesGemarkerTypepan sspan>          &nb nam (g)  ea "#Formaobse_nsmmand_doc.htmltMapMarkerTypesGemarkerTypepan  >sspan> e="OwnabdNPCGepan style="font-weight: bold;">  Qualities: f="#Formaobse_nsmmand_doc.html#A:      &nb nam noD:refIDr> )tureference.GAtEquippedOD:ref e&nban style="font-family: monospace;"> e="#Forma#Equipmlet_Slot_IDsGeslot    &nb nam>
       
          &nb p;  noD:refIDr> anreference.GAtEquipmletSlotMask e="#Forma#Slot_MaskGeslotMask:losppan style="fontthValid">IsModelectvalue:losp>

        &nb-ame&nban    &nbs ea "GetRacGAtMerchantCs aainerGepan GAtMerchantCs aainer - s whethepe        (nothincs aainerReferencer> )tunpc.GAtMerchantCs aainer>sspan>     ied scrip NPCtdoesenot hav' a merchant cs aainer, ore mbelinpassed;reference is not a cs aainer te        (nothinoldCs aainerRefr> )tunpc.SAtMerchantCs aainer nuCs aainerr>         (nothinhorser> ) style="fontthValid">IsModelectreferencee&nban . style="font-family: monospaceectGAtHorsee&nban style="fontthValid">IsModelecte&nban >
          &nb p;  nhorser> )ereference.GAtTrav'lHorse        (nothinisFemale IsRa) style="fontthValid">IsModelectreferencee&nban .IsFemale style="fontthValid">IsModelectnpcr> e&nban >
          &nb p;  (g) >
    IsModelectdisable>IsModelectenable>        p;(g) IsModelectreferencee&nban .CopyHairtucopyFromr> style="fontthValid">IsModelectcopyTor> >

         e="ComparCopyEyesGepan CopyEyes rnCopiehepe< eyes ustheby on        (nothi(g) IsModelectreferencee&nban .CopyEyestucopyFromr> style="fontthValid">IsModelectcopyTor> >

            p;(g) IsModelectreferencee&nban .SAtHair hairS> style="fontthValid">IsModelectnpcr> >

            p;(g) IsModelectreferencee&nban .SAtEyestueyesr> style="fontthValid">IsModelectnpcr> >

                (nothi(r er> ) style="fontthValid">IsModelectreferencee&nban .GAtR e style="fontthValid">IsModelectnpcr>             (nothi(hairr> ) style="fontthValid">IsModelectreference.>IsModelectnpcr>             (nothi(eyesr> ) style="fontthValid">IsModelectreference.>IsModelectnpcr>             (nothi(color IsModelectreference.>IsModelectnpcr>             (nothi(level IsModelectreference.>IsModelectnpcr>     &nb-am       (nothinf="#FormatA:IsModelectreference.>IsModelectnpcr>             (nothi(g) IsModelectreference.>IsModelectnpcr>             (nothi(g) IsModelectreference.>IsModelectnpcr>     &nb-am       (nothinservicesMask IsModelectreference.>IsModelectnpcr>     &nb-am       (nothinofferhServices IsRa) style ="fontthValid">IsModelectreference.>IsModelectnpcr>             (nothi(g) IsModelectreference.>IsModelectnpcr> e&nban >
    &nb-am       (nothinofferhService IsRa) style ="fontthValid">IsModelectreference.>IsModelectnpcr>             (nothi(g) IsModelectreference.>IsModelectnpcr> >

     style="fontthValid">IsModelect>

      Qualities: f="#Formaobse_nsmmand_doc.html#A:IsAwhivatablepan totudRterminee mbee        (nothincrosshairRefr> ) style="fontthValid">IsModelect>  eAtCrosshairR         (nothinhorser> ) GAtPlayersLastRiddeyHorse    ) GAtPCLastHorse        (nothinloadDoorr> ) GAtPlayersLastAwhivatedLoadDoor    ) GAtPCLastLoadDoor&nspan>          &nb p;  (godMode IsRa) GAtGodMode>sspan>            (nothi(g) sspan>            (nothi(sedllr> ) GAtPlayerSedll>             (nothincount:losp) GAtSedllCount>sspan>            (nothi(sedllr> ) GAtNthPlayerSedll will Sedll:losp style="font-family: monospace;">        (nothi(sedllr> ) GAtNthSedll will Sedll:losp>           &nb p;  (skillUps sspan>            (nothi(g)            &nb p;  (bonus       &nb p;  (bonus       &nb p;  (bonus
            (nothi(g) sspan>   
            (nothi(modifier:float) eAtPCSedllEffectivenessModifier>sspan>            (nothi(numSessichs sspan>            (nothi(n) sspan>            (nothi(g) sspan>            (nothi(modifier:float) eAtPCMovemletSededModifier>sspan>            (nothinbirthsigtr> ) eAtPlayerBirthsigt>sspan>            (nothi(g) >
            (nothinstyle="font-family: monospacesp;telek/sesisRefr> )tueAtTelek/sesisRef style="font-family: monospace;"> e&nban     e="CompareAtCurrentRegichsGepan eAtCurrentRegichsturns whetheantArray ofsall jectsegichs in will eer'splayeo i tcurrentlytulocahed,e mbany. Intinterior cdllsegAnerallyns wheth 0. Regichseih exterior cdllsecownoverlap,eer'> ore it's possible forser'splayer totube in severaltsegichs simultaneously.stysp;style="font-family: monospace;"> e&nban       
     (segichs:Array) eAtCurrentRegich>sspan>            (nothinitemr> ) eAtPCLastDroppedItem>sspan>            (nothinitemr> ) eAtPCLastDroppedItem>sspan>sspan> style="font-family: monospace;"> e&nban style="font-weight: bold;"> A reference toean arrow ortmagicnpro:redile inser'egameworld. Noteepnat er      &nb p;  (f="#FormatPro:redile_TypeGepro:redileType sspan>          &nb p;  (sour er> )ereference.GAtPro:redileSour e>sspan>          &nb p;  (sedllr> )ereference.GAtMagicPro:redileSedll>sspan> style="font-family: monospace;">      &nb p;  (enchantmletr> )ereference.GAtMPSedll>           &nb p;  (g) >sspan> style="font-family: monospace;">      &nb p;  (enchantmletr> )ereference.SAtMPSedll newSedllr> >
          &nb p;  (enchantmletr> )ereference.eAtArrowPro:redileEnchantmlet>sspan> style="font-family: monospace;">      &nb p;  (enchantmletr> )ereference.GAtAPEnch>sspan>   
          &nb p;  (enchantmletr> )ereference.eAtArrowPro:redileBowEnchantmlet    ) reference.GAtAPBowEnch>sspan>          &nb p;  (poischr> )ereference.eAtArrowPro:redilePoisch    )ereference.eAtAPPoisch>sspan>          &nb p;  (g) sspan>          &nb p;  (g) >sspan>          &nb p;  (g) >sspan>          &nb p;  (g) >sspan>          &nb p;  (g) >sspan>          &nb p;  (seded:float) reference.GAtPro:redileSeded>sspan>          &nb p;  (distanc<:float) reference.GAtPro:redileDistanceTrav'led>sspan>          &nb p;  (lifejim<:float) reference.GAtPro:redileLifejime>sspan>          &nb p;  (g)
          &nb p;  (pro:rediler> )ereference.GAtPro:redile style ="fontthValid">
    IsModelecttype >
    sspan> style="font-weight: bold;">&nbsn > Ae instanc&nbsn >sspan> Qualities: f="#Formaobse_nsmmand_doc.html#Lockable">Lockablepan ,p;e="#Formaobse_nsmmand_doc.html#Ownable">Ownablepan  Fn whichs:          &nb p;  (parentCdllr> )ereference.GAtParentCdll>sspan>    &nbGepan eAtParentWorld">&nbturns whethepe< world">&nb to will ber'bcall/spereference's cdll belosps,p; mbany. Intinterior cdllse  e&nban         (parentWorld">&nbr> ) reference.GAtParentWorld">&nb>sspan> style="font-family: monospace;">&nb-ame&nban    &nbs ea "GetRacParentCdllHasWaterGepan ParentCdllHasWatertur s 1 if the mbee        (nothinhasWater IsRa) reference.ParentCdllHasWater                (nothinwaterH bold:float) reference.GAtParentCdllWaterH bold&nspan> style="font-family: monospace;">        (nothinwaterH bold:float) reference.GAtWaterH bold&nspan>            (nothi(awhivatable IsRa)ereference.IsAwhivatable>   style="font-family: monospace;">&nb-ame&nban    &nbs ea "GetRacIsUnderWaterGepan IsUnderWatertur s 1 if the mber'bcall/spereference's Zeposition i tless thanb120 units undersitstparent cdll's water h boldstysp;style="font-family: monospace;">        (nothinisUnderWater IsRa) reference.IsUnderWater>
    atetparendstysp;style="font-family: monospace;">        (nothinnumChildren sspan>   
            (nothinchildRefr> )ereference.GAtNthChildReftuwillhChild sspan>     e&nban         (numFollowtrs sspan>     e&nban         (followtrr> ) reference.eAtNthFollowtr willhFollowtr sspan>     e&nban         (followtrs:array) reference.eAtFollowtrs>
     e&nban       
     (isPtrsistlet IsRa) reference.IsPtrsistlet>sspan>     e&nban         (g) sspan>     e&nban         (pickedUp IsRa) reference.HasBeenPickedUp>sspan>     (pickedUp IsRa) reference.IsTakeh>sspan>          &nb p;  (g)
     e&nban       
     (refCount sspan>     e&nban         (g) sspan> style="font-family: monospace;"> e&nban style="font-family: monospace;"> e&nban style="font-family: monospace;"> e&nban    &nbs ea "GetRacSAtBaseFormGepan SAtBaseFormturnchangehepe< bast oD:rcteassociahed witheanreference, withejectulimitahichepnatelr'snew bast formtmustneeeofepe< samtttype;as pe< old oncini.e.byou cle="wap aaweapchereference's bast formtonly witheag)         (nothi(g) >sspan>     e&nban         (g) IsModelectawhiva erunOnAwhivate IsRa>sspan> >            (nothinisDeleted IsRa)eIsRefDeletedereferencer> >sspan>            (nothi(wasRefDeleted IsRa)ereference.DeleteReference&nbpan>sspan> style="font-weight: bold;">IsModelect
    IsModelect
    IsModelectfloat>
    IsModelectfloat>
    IsModelectlosp>
            (nothi(skillExperience:float) GAtPlayerSkillUse f="#FormatA:sspan>            (nothi(skillExperience:float) GAtPlayerSkillUseCtskillCode &nbsn > style ="font-wtext-decorahich: underlinenamstyle="font-weight: bold;">&nbsn > &tyle="font-family: monospace;"> p;           (nothinnuSkillExperience:float) IncremletPlayerSkillUse f="#FormatA:IsModelectwill A:hich &nbsn > &ty="font-family: monospace;"> p;           (nothinuseRate:float) GAtSkillUseIncremlet ea "#FormatA:IsModelectwill A:hich &nbsn > &tyle="font-family: monospace;"> p;          (nothi(g) IsModelectwill A:hich sspan> >            (nothinnuSkillExperience:float) IncremletPlayerSkillUse skill a:IsModelectwill A:hich &nbsn > &ty;p;           (nothinnuSkillExperience:float) TriggerPlayerSkillUsetuskill a:IsModele amily: monospace;"> twill A:hich  style="font-family: monospace;"> style ="fontthValid">IsModelecthowManyTimes:float>&nbsn > &tysp;style="font-family: monospace;">        (nothinnuSkillExperience:float) TriggerPlayerSkillUseCtuskill IsModele amily: monospace;"> twill A:hich  style="font-family: monospace;"> style ="fontthValid">IsModelecthowManyTimes:float>&nbsn > &tysp;style="font-family">IsModele amily: monospace;">     e="OetRacModPlayerSkillExpGepan > ModPlayerSkillExpturndirrctlynadjusthepr'sexperienc'ee oeatskill.  A larg        (nothinnuSkillExperience:float) ModPlayerSkillExptuskill a: style="font-family: monospace;"> amount:float>&nbsn;style ="fontthValid">IsModele amily: monospace;"> p;> &ty="font-family: monospace;"> sp;style="font-family: monospace;">        (nothinnuSkillExperience:float) (nothe&nban style="font-family: monospace;"> ModPlayerSkillExpCe&nban style="font-family: monospace;">  skill &nbsn;style ="fontthValid">IsModele amily: monospace;"> >sspan>            (nothinuseRate:float) GAtSkillUseIncremlet (nothe&nban style="font-family: monospace;"> skill a:  p;style="fontthValid">IsModelectwill A:hich &nbsn > &tyle="font-family: monospace;"> p;          (nothi(g)  skill a:  p;style="fontthValid">IsModelectwill A:hich &nbsn > &tysp;style="font-family: monospace;"> style="fontthValid">IsModelect>  > &tig;stmallt>&nmallt>&tig;  e="GetRacGAtSkillGovern/spAttributeGepan GAtSkillGovern/spAttribute - s whethepe< govern/speattributeee oejectskill aseanea:       (nothi(skillCode sspan>           (nothi(g) sspan>           (nothi(skillCode sspan>           (nothi(g) sspan>            (nothi(advances:losp) GAtPlayerSkillAdvancestuskillCode sspan> style="font-family: monospace;">        (nothi(advances:losp) GAtPlayerSkillAdvancesCtuskillCode sspan>            (nothi(g) sspan> style="font-family: monospace;">        (nothi(g) sspan> &ty="font-family: monospace;"> sp;style="font-weight: bold;">InvensspanValues:    &nity -epr        (nothi(e="#Forma#Soul_LevelGesoulLevel > &ty="font-family: monospace;"> sp;           (nothi(e="#Forma#Soul_LevelGesoulLevel &nitytuoD:rctIDr> >nbsp;   IsModelectoD:rctIDr> > >nbsp;   &nity (nothe="#Forma#Soul_LevelGesoulLevel > &ty="font-family: monospace;"> sp;         &nb p; (nothi(soulLevel  &tyle="font-family: monospace;"> p;sbran style="font-weight: bold;">  Qualities: f="#FormatMagic">Magicpan ,p;e="#Forma#NetedGeNetedpan (nothesspanValue:    IsModelect
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When call/spefromepe        (nothi(g) IsModelect>  SAtSva/spGetRSAtt/spEXtusett/spNetRAndNewValua:e="#Formaobse_command_doc.html#FormatSed scrirsGeformatSva/spMod e&nban style="font-family: monospace;"> style="fontthValid">IsModelect>  > &tyle="font-family: monospace;"> p;            nsett/sp:float) GAtNumericINISAtt/spsiniSAtt/spNetR sva/sp> &tyle="font-family: monospace;"> p;           (nothing) sspan>            (nothinsett/sp sva/sp_var) GAtSva/spINISAtt/spssett/spNetRe&nban style="font-family: monospace;"> re= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSva/spMod >sspan>            (nothi(g)  re= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSva/spMod > &ty;p;           (nothinfps:float) GAtFPS&ty="font-family: monospace;"> pan>            (nothinisThirdPersch IsRa) IsThirdPerschstysan>            (nothinisDisabled IsRa) IsGlobalCollisichDisabled>sspan>            (nothi(g) sspan>    &nbsn;Tr'sophichal secondnparetRttrtucausesepe style="font-weight: bold;">&nbsn;(g) IsModelectreference.>  RunBatchScript style="fontthValid">IsModelectbRunOnRef IsRa>  >sspan> style="font-family: monospace;"> >            (nothinisInstalled IsRa) IsPluginInstalled plugihNetR sva/sp> &ty="font-family: monospace;"> p;           (nothinversich:losp) GAtPluginVersich plugihNetR sva/sp>sspan>            (nothinselectichr> )eGAtDebugSelectich>sspan> style="font-family: monospace;"> >            (nothi(play/spCount:losp) style ="fontthValid">IsModeleptreferencee&nban .GAtSoundPlay/sp style ="fontthValid">IsModeleptsoundNetR sva/spefuzzyCheckRadius:float>sspan> >             (nothi(g) IsModelectreference.>  RunScriptLinhtue="#Forma#FormatSed scrirsGeformatSva/spMod sva/sp style ="fontthValid">IsModeleptvar1svar2 ...svar20 bRunOnRef IsRa>  > &ty;p;           (nothi(formr> )eGAtFormFromModemodFileNetR sva/sptuformID:hexSva/sp>sspan>             (nothi(g) sspan>            (nothi(sedllr> )eGAtLastCreatipSedla>sspan>            (nothi(itemr> )eGAtLastEnchantedItem>sspan>            (nothi(potichr> )eGAtLastCreatipPotich>sspan>    IsModelectunique>
            (nothi(potichr> )eGAtLastUniqueCreatipPotichstysan>            (nothi(opeh IsRa) IsConsoleOpehstysan>     ng)  style="font-family: monospace;"> e= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSva/spMod sva/sp style ="fontthValid">IsModeleptvar1svar2 ...svar20stysan> >     na:horValueNetR sva/sp) A:horValuhToSva/spstoConvert:a:horValue&ty;p;        na:horValueNetR sva/sp) A:horValuhToSva/spCstoConvert:a:horValueCode> &ty;p;           (nothi(> &a="font-family: monospace;">  "#Forma#A:hor_Value_CodesGeactorValue  ) Sva/spToA:horValuhstoConvert sva/sp> &tyle="font-family: monospace;"> sp;style="font-family: monospace;">        (nothi(> &a="font-family: monospace;">  "#Formaobse_command_doc.html#A:hor_Value_CodesGeactorValue  ) Sva/spAVstoConvert sva/sp> &tyle="font-family: monospace;"> p;    neditorID sva/sp) GAtEditorIDeoD:rctr> >sspan>     nformID sva/sp) style="fontthValid">IsModelectreference.>  GAtFormIDSva/sp style ="fontthValid">IsModeleptoD:rctr> >sspan> >     nuserTime:Sva/spMap) GAtUserTime>sspan>     Year (1601 - 30827) Mmilh (1-12)        ncode  stysp;style="font-family: monospace;">  >   e= "GetRacGAtGetRDifficultyGepan GAtGetRDifficultyturns whethepr' currentsdifficulty levelnomber' gamhtas aefloatefrome-1.0tuto 1.0,swi  ne&nban style="font-family: monospace;"> difficulty:float) GAtGetRDifficultytu  style="font-family: monospace;">  >   e= "GetRacSAtGetRDifficultyGepan SAtGetRDifficultyturnsethepr' currentsdifficulty levelnomber' gamhtas aefloatefrome-1.0tuto 1.0,swi  ne&nban style="font-family: monospace;"> g) sspan> style="font-family: monospace;"> >             ndirectory sva/sp) GAtOblivichDirectory>sspan>             nshadtrValuh:float) GAtWatirShadtrbpropertyNetR sva/sp>sspan>             ngridsToLoap  &ty;p;            nvalu'SAt IsRa) SAtOLMPGridsegrids sspan>             ng) sspan>    &nb's parent world">&nestysp;style="font-family: monospace;">        (nothinworld">&ner> )ee&nban style="font-family: monospace;">  GAtWorldS>&nbParentWorldS>&netuworld">&ner> >sspan> style="font-family: monospace;">        (nothinworld">&ner> )ee&nban style="font-family: monospace;">  GAtWorldParentWorld world">&ner> >sspan>            (nothinquestExists IsRa) QuestExists questEditorID sva/sp> &tyle="font-family: monospace;"> p;           (nothinglobalVariableExists IsRa) GlobalVariableExiststuvariableEditorID sva/sp> &ty="font-family: monospace;"> sp;style="font-family: monospace;"> >sspan> >sspan&tig;style="font-family: monospace;"> >="GetRacClon/sp_Fn whichsGepan;&tyle="font-family: monospace;"> p;> style="font-weight: bold;">&nbsn >&tig;&ty;p;           (nothinclonthFormr> )eCloneForm oD:rctIDr> > &tyle="font-family: monospace;"> p;           (nothi   (notheref clonthInventoryItem> &ty="font-family: monospace;"> sp;style="font-family: monospace;">        (nothi   (notheref clontpSedla> &ty="font-family: monospace;"> sp;style="font-family: monospace;">        (nothi   (notheref originalSedla> &ty="font-family: monospace;"> sp;style="font-family: monospace;">        (nothi   (notheset clonthInventoryItemepoeCloneForm WeapSteelSspatsword> &tyle="font-family: monospace;"> sp;style="font-family: monospace;">        (nothi   (notheset originalSedlasto StandardCalmTouch1Novice> &tyle="font-family: monospace;"> sp;style="font-family: monospace;">        (nothi   (notheset clontpSedlaepoeCloneForm originalSedla> &tyle="font-family: monospace;"> sp;&ty;p;           (nothi(isCloned IsRa) IsClonedForm oD:rctIDr> > &tyle="font-family: monospace;"> p;stysp;&tig;style="font-weight: bold;">="GetRacFlow_Cighrol_Fn whichsGepan Flow Cighrolp;Fn whichs>&nbsn >&tig;&ty;p;    eandn style="font-famght: bold;"> ,ewill nallow uncondihichalp;jumpsefromeoneelocohichs/s aescriptepoeaepreviouselocohich.n style="font-famght: bold;"> eloopsecause execuhichsto remainswi  eloopseiterate overejehtuelementhsofeannarrayeoresva/sp.&ty;p;    and style="font-weight: bold;"> eore style="font-famght: bold;"> andn style="font-weight: bold;"> do. Everyn style="font-weight: bold;"> eore style="font-famght: bold;"> s/s aescriptemust be matchthtuby exactlyeoneestyle="font-weight: bold;"> scommand. Exampleseofegood andsbadeloops:stysp;style="font-family: monospace;">        (nothiwhile (expr)&ty;p;   sspan>   
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"#Formaobse_command_doc.html#Form_Typh_IDsGetyph: IsModeleptstyle="font-family: monospace;">  style ="fontthValid">IsModeleptcellDept   >      > stysp;style="fontthValid">IsModeleptstyle="font-family: monospace;"> style ="fontthValid">IsModelept     > e&nban style="font-family: monospace;"> (numRefs IsModeleptstyle="font-family: monospace;"> style ="fontthValid">IsModelept >  > e&nban style="font-family: monospace;"> cellr> ee&nban style="font-family: monospace;"> s=""fontthValid">IsModelep "#Formaobse_command_doc.html#Form_Typh_IDsGetyph: IsModeleptstyle="font-family: monospace;">  style ="fontthValid">IsModeleptcellDept   > Exampleeoferef looping ( ransftrs all carriable items inepr' cellstotpr' playtr's inventory):stysp;stysp;style="font-family: monospace;"> ref nextItem> &tyle="font-family: monospace;"> sp;style="font-family: monospace;"> begin onActivate> &tyle="font-family: monospace;"> sp;style="font-family: monospace;">    (notheset nextItem poeGAtFirstRefe70m;egetefirst 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con_RefreshINI>sspane="GetRaccon_RunMemoryPassGepan con_RunMemoryPass>sspane="GetRaccon_SaveGepan con_Save>sspane="GetRaccon_SavINIGepan con_SavINI>sspane="GetRaccon_SetCetRraFOVGepan con_SetCetRraFOV>sspane="GetRaccon_SetClipDistGepan con_SetClipDist>sspane="GetRaccon_SetFopGepan con_SetFop>sspane="GetRaccon_SetGetRSAtt/spGepan con_SetGetRSAtt/sp>sspane="GetRaccon_SetGetmaGepan con_SetGetma>sspane="GetRaccon_SetHDRParetGepan con_SetHDRParet>sspane="GetRaccon_SetImageS>&neGlowGepan con_SetImageS>&neGlow>sspane="GetRaccon_SAtINISAtt/spGepan con_SAtINISAtt/sp>sspane="GetRaccon_SAtSkyParetGepan con_SAtSkyParet>sspane="GetRaccon_SAtTargetRefractichGepan con_SAtTargetRefractich>sspane="GetRaccon_SAtTargetRefractichFireGepan con_SAtTargetRefractichFire>sspane="GetRaccon_SAxChangeGepan con_SAxChange>sspane="GetRaccon_TCLGepan con_TCL>sspane="GetRaccon_TFCGepan con_TFC>sspane="GetRaccon_TGMGepan con_TGM>sspane="GetRaccon_ToggleAIGepan con_ToggleAI>sspane="GetRaccon_ToggleCombatAIGepan con_ToggleCombatAI>sspane="GetRaccon_ToggleDetectichGepan con_ToggleDetectich>sspane="GetRaccon_ToggleMenusGepan con_ToggleMenus>sspane="GetRaccon_WatirDeepColorGepan con_WatirDeepColor>sspane="GetRaccon_WatirReflectichColorGepan con_WatirReflectichColor>sspane="GetRaccon_WatirShallowColorGepan con_WatirShallowColor>sspane="GetRaccon_PlaytrSedlaBookGepan con_PlaytrSedlaBook>sspane="GetRaccon_ToggleMapMarkersGepan con_ToggleMapMarkers>sspane="GetRaccon_Show1stPerschGepan con_Show1stPersch>sspane="GetRaccon_OutputLocalMapPicturesGepan con_OutputLocalMapPictures>ss;p;stysp;&tig;style="font-weight: bold;">="GetRacInput_Fn whichsGepan Inputp;Fn whichs>&nbsn >&tig;&ty;p;>="GetRacIsKeyPressedGepan IsKeyPressed rns whet whe         (nothi(isKeyPressed IsRa) IsKeyPressed windowsKeyCode:losp> &ty="font-family: monospace;"> sp;>="GetRacIsKeyPressed2Gepan IsKeyPressed2 rns whet whe         (nothi(isKeyPressed IsRa) IsKeyPressed2 dxScanCode:losp> &ty="font-family: monospace;"> sp;>="GetRacGAtKeyPressGepan GAtKeyPress rns whethepe< DXtican codenomber' keybbe/sp pressed.m Ifpacreepraneon' key is pressedsust will Indexstoechoost will keycodestons wheh.stysp;style="font-family: monospace;">        (nothi(keyPressed losp) GAtKeyPress e&nban style="fontthValid">IsModele amily: monospace;"> twill Index losp> &tyle="font-family: monospace;"> p;s="GetRacGAtNumKeysPressedGepan GAtNumKeysPressed - s whetsepr' numbereof keys currently pressedstysp;style="font-family: monospace;">        (nothincount:losp) GAtNumKeysPressed> &tyle="font-family: monospace;"> p;s="GetRacDisableKeyGepan DisableKey rndisablehepe< key wi         (nothi(g)  &tyle="font-family: monospace;"> p;s="GetRacEnableKeyGepan EnableKey rnenableseje' key wi         (nothi(g)  &tyle="font-family: monospace;"> p;s="GetRacHoldKeyGepan HoldKey rnh        (nothi(g) sspan> s="OwnabdMenuHoldKeyGepan MenuHoldKey - h        (nothi(g) sspan> s="OwnabdReleaseKeyGepan ReleaseKey - seleases a held key wi 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monospace;"> "#Forma#Input_Cighrol_IDsGtwill Cighrol  p;s="GetRacGAtAltCighrol2Gepan GAtAltCighrol2 rns whet pe< dx scancode ofepr'ealternat'bkeysustdse oejectied scripecighrol.p;Unlike GAtAltCighrol,epr'ns whetpvalu'eofejeisbfn which isba valideDX ican codenwill requires nobfnr        (nothi(dxScanCode lospa GAtAltCighrol2 > s=le="font-family: monospace;"> "#Forma#Input_Cighrol_IDsGtwill Cighrol  p;s="GetRacGAtMoustButtonPressGepan GAtMoustButtonPressturns whetsepe< dx scancode ofepr'emoust buttonbbe/sp pressed.p; Ifpacreepraneon'emoust buttonbis pressed,sust will Indexsto choost will codestons wheh&ty;p; style="font-family: monospace;">       (nothi(dxScanCode lospa GAtMoustButtonPress e&nban style="fontthValid">IsModele amily: monospace;"> twill Index losp> &tyle="font-family: monospace;"> p;s="GetRacGAtNumMoustButtonsPressedGepan GAtNumMoustButtonsPressedturns whetsepr' numbereofemoust buttons pressed.stysp;style="font-family: monospace;">        (nothincount:losp) 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(nothi(g)  &ty;p;>="GetRacIsKeyPressed3Gepan IsKeyPressed3 rns whet he mepr' key or moust buttonbied scripeis currently pressed.m Just like IsKeyPressed2, but detectsndisabled keys.&ty;p; style="font-family: monospace;">       (nothi(isPressed IsRa) IsKeyPressed3 dxScanCode:losp> &ty="font-family: monospace;"> sp;>="GetRacIsCighrolPressedGepan IsCighrolPressed - s whet the s ei         (nothi(isPressed IsRa) IsCighrolPressed >  >a="font-family: monospace;">  "#Forma#Input_Cighrol_IDsGtwill Cighrol  p;s="GetRacDisableCighrolGepan DisableCighrol - disables bot epr' key andemoust butonbass/gntdstotjectied scripecighrolstysp;style="font-family: monospace;">        (nothi(g)  s=le="font-family: monospace;"> "#Forma#Input_Cighrol_IDsGtwill Cighrol  p;s="GetRacEnableCighrolGepan EnableCighrol rnenables pr' key andemoust buttchse osaecighrolndisabled wi         (nothi(g)  s=le="font-family: monospace;"> "#Forma#Input_Cighrol_IDsGtwill Cighrol  p;s="GetRacOnKeyDowhGepan OnKeyDowh -Registersea scripttas aelistentr e osinput events. R whethe1ee oeoneeframenwhen pe        (nothi(keyPressed IsRa) OnKeyDowh dxScanCode:losp> &ty="font-family: monospace;"> sp;>="GetRacOnCighrolDowhGepan OnCighrolDowh rnWorkh like OnKeyDowh, but takeseaecighrol code andns whetse1nwhen pe        (nothincighrolPressed IsRa) OnCighrolDowh > s=le="font-family: monospace;"> "#Forma#Input_Cighrol_IDsGtwill Cighrol  p;s="GetRacTapCighrolGepan TapCighroltur (nothpressesepety;p; style="font-family: monospace;">       (nothi(g)  s=le="font-family: monospace;">  "#Formafile:///C:/DOCUME%7E1/abeas/LOCALS%7E1/Temp/p4win/obse_command_doc.html#Input_Cighrol_IDsG style="font-family: monospace;">&nbept> epan;s=le="font-family: monospace;"> "#Forma#Input_Cighrol_IDsGtwill Cighrol  &ty;p;    &tyle="font-family: monospace;"> p;s="GetRacSAtCighrolGepan SAtCighrol -bass/gtheabnewbkey tospe< ied scripecighrol. Ifejectied scripecighrol already haseabkey ass/gntd, pr' key mappings arctswapped.stysp;style="font-family: monospace;">        (nothi(g)  s=le="font-family: monospace;">  "#Formaobse_command_doc.html#Input_Cighrol_IDsGtwill Cighrol &nbept dxScanCode losp>sspan> s="OwnabdSAtAltCighrolGepan SAtAltCighrol -bass/gtheabnewemoust button tospe< ied scripecighrol. Ifejectied scripecighrol already haseaemoust buttoh ass/gntd, prt buttoh mappings arctswapped.stysp;style="font-family: monospace;">        (nothi(g)  s=le="font-family: monospace;">  "#Formaobse_command_doc.html#Input_Cighrol_IDsGtwill Cighrol &nbept dxScanCode losp>sspan> s="OwnabdGAtCursorPosGepan GAtCursorPosturns whetsepe        (nothincursorPos sspan> s="OwnabdSAtIsCighrolGepan SAtIsCighrolturnallows mods toeregister oreunregister keys oremoust buttohs as custom cighrols. O         (nothi(g) sspan>  >="GetRacIsCighrolGepan IsCighrolturns whet the mbjectied scripbkey oremoust buttoh isbass/gntdstota gamh cighrol, 2e mbit hasebeen registeredtas aecustombcighrolbbybaemodsvia SAtIsCighrol,sor 0 o         (nothi(isCighrol sspan> style="font-family: monospace;"> > s=le"GetRacIsKeyDisabledGepan IsKeyDisabled rns whet the mbjecskey hasebeen disabled us/sp DisableKey. stysp;style="font-family: monospace;">        (nothi(isDisabled IsRa) IsKeyDisabled keycode sspan> >="GetRacIsCighrolDisabledGepan IsCighrolDisabledturns whet the mbjec (nothcighrol hasebeen disabledbbybabcallsto DisableCighrol. Notespratejeisbonlynkeepseprack ofbcallssto DisableCighrol and EnableCighrol;bit does notechecke mbjecsdisabledtustate ofepr'bkey oremoust buttoh hasebeen affectedbbybDisableKeystysp;style="font-family: monospace;">        (nothi(isDisabled IsRa) IsCighrolDisabled > s=le="font-family: monospace;">  "#Formaobse_command_doc.html#Input_Cighrol_IDsGtwill Cighrol         (nothi(swapped IsRa) GAtMoustButtonsSwapped tysp; tysp;  t&tig;style="font-weight: bold;">="GetRacMath_Fn whichsGepan Mathp;Fn whichs>&nbsn >&tig;&ty;p;           (absoluheValu':float)babsbarg:float> &tyle="font-family: monospace;"> p;            (ceil:float)bceilbarg:float> &ty="font-family: monospace;"> p;            (exp:float)bexpbarg:float> &ty="font-family: monospace;"> p;            (floor:float)bfloorbarg:float> &ty="font-family: monospace;"> p;            (log:float) logbarg:float> &ty="font-family: monospace;"> p;            (lop10:float) lop10barg:float> &ty="font-family: monospace;"> p;            (pow:float) pow base:floattexponent:float> &tyle="font-family: monospace;"> p;            (rand:float) rand min:floatemax:float> &tyle="font-family: monospace;"> p;            (sqrt:float) squarerootbarg:float> &tyle="font-family: monospace;"> sp;style="font-family: monospace;">         (sqrt:float) sqrtbarg:float> &ty;p;           (nothi(fmod:float) fmodedividend:float base: floats> style="fontthValid">IsModele amily: monospace;"> toffset:float> &tyle="font-family: monospace;"> p;stysp;&tig;style="font-weight: bold;">="GetRacTrigonome ry_Fn whichsGepan Trigonome ryp;Fn whichs>&nbsn >&tig;&ty="font-weight: bold;">         (acos:float) acosbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (acos:float) dacosbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (acos:float) racosbarg:float> &ty="font-family: monospace;"> sp;            (asin:float) asinbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (asin:float) dasinbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (asin:float) rasinbarg:float> &ty="font-family: monospace;"> sp;            (atan:float) atanbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (atan:float) datanbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (atan:float) ratanbarg:float> &ty="font-family: monospace;"> sp;            (atan2:float) atan2barg1:floatbarg2:float> &tyle="font-family: monospace;"> sp;style="font-family: monospace;">         (atan2:float) datan2barg1:floatbarg2:float> &tyle="font-family: monospace;"> sp;            (cos:float) cosbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (cos:float) dcosbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (cos:float) rcosbarg:float> &ty="font-family: monospace;"> sp;            (cosh:float) coshbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (cosh:float) dcoshbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (cosh:float) rcoshbarg:float> &ty="font-family: monospace;"> sp;            (sin:float) sinbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (sin:float) dsinbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (sin:float) rsinbarg:float> &ty="font-family: monospace;"> sp;            (sinh:float) sinbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (sinh:float) dsinbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (sinh:float) rsinbarg:float> &ty="font-family: monospace;"> sp;            (tan:float) tanbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (tan:float) dtanbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (tan:float) rtanbarg:float> &ty="font-family: monospace;"> sp;            (tanh:float) tanhbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (tanh:float) dtanhbarg:float> &ty="font-family: monospace;"> sp;style="font-family: monospace;">         (tanh:float) rtanhbarg:float> &ty="font-family: monospace;"> p;stysp;&tig;style="font-weight: bold;">tysp;>&nbsn >&tig;            (s sult:losp) LeftShift valu':losp shiftAmount:losp> &tyle="font-family: monospace;"> p;            (s sult:losp) RboldShift valu':losp shiftAmount:losp> &tyle="font-family: monospace;"> p;            (s sult:losp) &nbsLopicalAndbarg1:lospbarg2:losp> &tyle="font-family: monospace;"> p;            (s sult:losp) &nbsLopicalOrbarg1:lospbarg2:losp> &tyle="font-family: monospace;"> p;            (s sult:losp) &nbsLopicalXorbarg1:lospbarg2:losp> &tyle="font-family: monospace;"> p;            (s sult:losp) &nbsLopicalNotbarg:losp> &tyle="font-family: monospace;"> p;  stysp;&tig;style="font-weight: bold;">="GetRacOutput_Fn whichsGepan Outputp;Fn whichs>&nbsn >&tig;&ty;p;    > stysp;style="font-family: monospace;"> style="fontthValid">IsModelect>  >     e="GetRacPaintToConsoleGepan PaintToConsoleturnpaints a formatted message tospe< console us/spepr' extended formattied scrirs.stysp;style="font-family: monospace;">        (nothi(g) IsModeleptvar1 var2 ... var20> > &ty;p;   &nbept> e style="font-family: monospace;">&nbept> e     &nbssrefsrefVar1stysp;   &nbssrefsrefVar2stysp;   &nbs sspanstysp;   &nbs sspanstysp;   &nbseMessageBoxEX "Press %k tossumace a csmpanichs%rCost: %gsgold|%n|%n|Cancel"skeyCodesgoldCost refVar1srefVar2stysp;>    &nbs Tr'escripttdisplayseaemessageBoxsintpr' e llowing format:style="font-family: monospace;"> &ty;p;                 (g) sspan> style="font-family: monospace;">  style="font-weight: bold;">              (g) sspan>             (nothi(g) IsModeleptvar1 var2 ... var20 (noth> >sspan>             (nothi(g)  style="fontthValid">IsModelectmodIndex  > &ty;p;            (g) sspan>             (g) tysp; tysp;  t&tig;style="font-weight: bold;">= "GetRacSpemBlockingFn whichsGepan Spam-BlockingsFn whichs>tysp;>&nbsn >&tig;    Some existingescript fn whichs gentratebUI messagesbintpr' top-left cornereofepe    &nbs e&nban style="font-family: monospace;"> AddIjemNS&ty;p;   ="GetRacModFn whichsGepan ModtuFn whichs>tysp;>&nbsn >&tig;   &nbs Te         (index sspan> style="font-family: monospace;"> >              (index IsModelectreference>  .GAtSourceModIndexp;style="fontthValid">IsModeleptobject:ref tysp;  t>              (loadedPlugihCount  &ty;p;   ="GetRacIsModLoadedGepan IsModLoaded rns whet the mbjectied scrip .espsor .esm is currently loaded. Svaing is case-insensitivt but must includeste        (nothi(isLoaded IsRa) IsModLoaded modNetR:svaing>sspan>             (nothi(getR:svaing_var) GAtNthModNetR modIndex ="GetRacHotkey_Fn whichsGepan Hotkeyp;Fn whichs>&nbsn >&tig;style="font-family: monospace;"> p;   &ty;p;style="font-family: monospace;"> >              (ijemOrSedla:ref) GAtHotkeyIjem will Hotkey       s="GetRacSAtHotkeyIjemGepan SAtHotkeyIjemturnsetseaehotkeystotjectied scrip sedla or ijemstysp;style="font-family: monospace;">         (g)   sedlaOrIjem:ref> &ty;p;            (g) ="GetRacFile_Fn whichsGepan Filep;Fn whichs>&nbsn >&tig;&ty;p;           (nothi(fileExists IsRa) style="fontthValid">IsModelect>  FileExists filePath:svaing>sspan>sspan> style="font-family: monospace;">  tysp;  t&tig;style="font-weight: bold;">="GetRacUI_Fn whichsGepan UItuFn whichs>tysp;    >&nbsn >&tig;R whet informahichsabout er' ustr interf&nb. Whhn er' term "activ' menu" istuused,sitsrefersejober' menu over will epr'emoust cursornis positioned when pet commandnis called. Some fn whichs accept le=ophichaleparameterp;ied scyingejectied scrc menueyou are interestipsin, assumingspratemenu is currently opeh.sty;p;           (nothi(e="#Forma#Menu_Cod'GemenuCod'pan sspan>             (nothi(activ'Ijem:ref) GAtActiv'MenuSelewhichsty;p;    >             (nothi(e="#Forma#MenuFilterCod'GefilterCod'pan IsModelects= "#Forma#Menu_Cod'GemenuTyp'pan   >sspan>             (nothi(menuRef:ref) GAtActiv'MenuRef e&nban style="font-family: monospace;"> style="fontthValid">IsModelects= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan   >  stysp;style="font-family: monospace;">    &nbs e&nban style="font-family: monospace;"> s  Tr'ns whetptype varies depend/sp ontpr' activ' menu:sty;p;    >      (menuObject:ref) GAtActiv'MenuObject e&nban style="font-family: monospace;"> style="fontthValid">IsModelects= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan   >  stysp;  nbsp;  >             (nothi(soulgem:ref) GAtEnchMenuSoulgem>sspan>             (nothi(enchantment:ref) GAtEnchMenuEnchIjem> &ty;p;           (nothi(> style="font-family: monospace;"> isBarterModR IsRa) IsBarterMenuActivR>sspan>             (nothi(ingredient:ref) GAtAlchMenuIngredientt will Ingred sspan>             (nothi(count sspan>             (nothi(apparatus:ref) GAtAlchMenuApparatusbs= "#Forma#Alchemy_ApparatusGeapparatusTyp'pan  >sspan>             (nothi(g) sspan>             (nothi(menuView sspan>             (nothi(g) sspan> style="font-family: monospace;"> >             (nothi(isGetRMessage IsRa) IsGetRMessageBox>sspan>             (nothi(type:sspan>sspan> OBSEp;v0016naddsepe  <menu"GetRacMessageMenu">&ty;p;&nbsnam   sspan> To accessete  floatm   sspan> style="font-family: monospace;"> >sspan>             (nothi(valu':float) GAtMenuFloatValu'berait:s= "#Forma#FormatSed scrirsGeformatSvaingpan bs="#Forma#Menu_Cod'GemenuTyp'pan sspan>             (nothi(valu':svaing_var) GAtMenuSvaingValu'berait:e&nban style="font-family: monospace;"> s ts= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan style="font-family: monospace;">  s= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan sspan>             (nothi(g)  s ts= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan style="font-family: monospace;">  s= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan sspan>             (nothi(g)  s ts= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan style="font-family: monospace;">  s= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan sspan>             (nothi(id  &ty;p;           (nothi(getR:svaing_var) GAtActiv'UIComponentNetR> &ty;p;           (nothi(getR:svaing_var) GAtActiv'UIComponentFullNetR>sspan>       to clickepe< buttohswi < ID 32. Noteeprat ied scyingepe<"GetRes sultssin muchnbettersperformanceepran ied scyingean ID.stysp;style="font-family: monospace;">        (nothi(g)  componentNete:e&nban style="font-family: monospace;"> s ts= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan style="font-family: monospace;">  s= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan  &ty;p;           (nothi(hasTrait IsRa) GAtMenuHasTrait e&nban style="font-family: monospace;"> traitNete:e&nban style="font-family: monospace;"> s ts= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan style="font-family: monospace;">  s= "#Formaobse_command_doc.html#Menu_Cod'GemenuTyp'pan sspan>             (nothi(children:Array) GAtTileChildreneparentTile:svaingp;menuTyp' sspan>             (nothi(traits:SvaingMap) GAtTileTraitstucomponentNete:svaingbmenuTyp' sspan>             (nothi(g) sspan>             (nothi(markerNete:svaing) GAtMapMenuMarkerNetR>sspan>             (nothi(markerRef:ref) GAtMapMenuMarkerRef>tysp; tysp;  t&tig;style="font-weight: bold;">= "GetRacTextInputFn whichsGepan Text Input Fn whichs>tysp;    >&nbsn >&tig;Allow er' ustr toeenter and editbtext, wi < limidid support for HTML formatting. >tysp;    Cighrols whileeenteringbtext:sty;p;   &nb/Delete:edeleteejext. UsRswi &nbs.sty;p;           (nothi(g) IsModeleptvar1 var2 ... var20bmenuTyp'              (nothi(isInUs' IsRa) IsTextInputInUsR>sspan>     IsModelectalign>  G>>  .stysp;style="font-family: monospace;">        (nothi(inputText:svaing_var) GAtInputText>sspan>             (nothi(g) sspan>             (nothi(g) sspan>             (nothi(g) IsModeleptvar1 var2 ... var20>  >sspan>             (nothi(icanCod'  &ty;p;    (g) IsModelectbBackwards IsRa bDeleteWholeWords IsRa>sspan>  >      (cursorPos  &ty;p;    (g) IsModelectacvtBackwards IsRa> &ty;p;>sspan>  Example script:style="font-family: monospace;"> stysp;&ty;p;    style="font-family: monospace;"> >  stysp;&tig;style="font-weight: bold;">="GetRacSvaingVariablesGepan Svaing Variables>tysp;>&nbsn >&tig;   &nbs OBSE v0016nighroducesber'  svaing_vao >&nbsn datatypetue o s presentingssvaingssof characters. Svaing variables caneb set someSvaingVarepo 6tor using ari &nbsn Simonarly, svaing variablesnshould style="fontthValid">IsModelectonly>&nbsn bctustdsto st oessvaings,sandepeRes sulteofea svaing-s wheting variablR should style="fontthValid">IsModelectonly>&nbsn (andestyle="fontthValid">IsModelectalways) >&nbsn be assignth"to aesvaing variable. Noteeprattdirect assignment of one svaing variableepo anotherecausts bot evariablesntoereferstotjectietR svaing. For instance, intpr'te llowing cod' stysp;style="font-family: monospace;">    &nbsesvaing_vao svaing1sty;p;     ...bot svaing1sand svaing2eendeup containingtcSecondesvaing." Ifepris"is not desired behavior,tust sv_Consvauctejo copy je    &nbseset svaing2epo sv_Consvaucttc%z"msvaing1   sspan>         &nbsesvaing_vao refNetR&ty;p;   tysp;    Becaustepe          style="font-family: monospace;"> >sspan>      Addihichally in v0017, support formsvaing operahichs hasebeeyleintegrated intoeprh language via OBSE expressiohs, will leaves &nbsfn whichsbsul easesv_Consvauct, sv_Subsvaing, etc.pacstly d prelated.stysp;&ty;p;Svaing Fn whichs:stysp;style="font-family: monospace;">        (nothi(g)  ts= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan :svaing style ="fontthValid">IsModeleptvar1 var2 ... var20 e&nban variableToSet:svaing_var> &ty;p;    . Tr'psecond is usedswi   .stysp;style="font-family: monospace;">        (nothi(svaing_var) sv_Desvauctsty;p;   IsModelectvar2:svaing_vao ... var10:svaing_vao>  >sspan>             (nothi(length  &ty;p;           (nothi(comparison IsModeleptvar1 var2 ... var20 e&nban variable:svaing_vao style="fontthValid">IsModelectcaseSensitiv' IsRa> & &ty;p;style="font-family: monospace;"> >     IsModelect e&nban jec ied scrip positionstyle="fontthValid">IsModelect. >&nbsn If omitted, style="fontthValid">IsModelectstartPos>  = 0. Omitting style="fontthValid">IsModelectnumToEras'>  erasesp;allecharactersefrom style="fontthValid">IsModelectstartPos>  tospe        (nothi(g) IsModelectstartPos  &tysp;> style="font-family: monospace;"> style ="fontthValid">IsModelect> >             (nothi(float) sv_ToNumericbsourceSvaing:svaing_var&tysp;> style="font-family: monospace;"> >     IsModelectstartPos, startPos +tsearchLen>  ]. Omit te< argumentsejo search te        (nothi(index IsModeleGeformatVars >&nbsn source:svaing_varstyle ="fontthValid">IsModeleGe style="fontthValid">IsModelectstartPos  &  >sspan>             (nothi(count  t) sv_Count subSvaing:s= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan bstyle ="fontthValid">IsModeleGeformatVars >&nbsn source:svaing_varstyle ="fontthValid">IsModeleGe style="fontthValid">IsModelectstartPos  &  > &ty;p;           (nothi(gumR pl&nbd  tsubSvaing:s= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan bstyle ="fontthValid">IsModeleGeformatVars >&nbsn source:svaing_varstyle ="fontthValid">IsModeleGe style="fontthValid">IsModelectstartPos  &  > &ty;p;           (nothi(g)  tsubSvaing:s= "#Formaobse_command_doc.html#FormatSed scrirsGeformatSvaingpan bstyle ="fontthValid">IsModeleGeformatVars >&nbsn targetSvaing:svaing_vao style="fontthValid">IsModelectinsertPos      &nbsn s whetsestyle ="font-weight: bold;"> . Tr' '.', '#'.eand ">&nb characters arens movip.stysp;style="font-family: monospace;">        (nothi(style="font-family: monospacesp;subsvaings:Array) sv_Split toSplit:svaing delimidirs:svaing> style ="fontthValid">IsModelect> > &ty;p;           (nothi(keyNete:svaing) GAtKeyNetRskeycodR sspan>             (nothi(character:svaing) AsciiToChar asciiCodR sspan>       parametererangingefromb0ejon8tied scrisbte        (nothi(hex:svaing) NumToHexenum sspan> p;           (nothi(percentscied:svaing) sv_Percentscy source:svaingsty;p;>sspan>  Character Fn whichs:ea single character is s presentedebyeanbintegerswi < a valu' fromb0ejon127 corresponding to itsbASCIIecodR. sv_GAtCharns whetsp;characters.stysp;  nbsp;         (nothi(isDigit IsRa) IsDigit character sspan>             (nothi(isPn whuation IsRa) IsPn whuation character sspan>             (nothi(isUpper IsRa) IsUppercas' character sspan>             (nothi(isPaint IsRa) IsPaintabl' character sspan>             (nothi(isLetter IsRa) IsLetter character sspan>             (nothi(character sspan>             (nothi(upperCharacter sspan>             (nothi(lowerCharacter sspan>             (nothi(number:float) ToNumber expression:svaing style ="fontthValid">IsModeleptbIsHex IsRa> &ty;p;>sspan>  style="font-family: monospace;"> >  Examples:>tysp;    Cipying aesvaing stysp;style="font-family: monospace;">    &nbseset svaing2epo sv_consvaucttc%z"msvaing1>sspan>         &nbseset svaing2epo sv_consvaucttc%z%z"msvaing1 svaing2sty;p;>sspan>  &tig;style="font-weight: bold;">="GetRacFormatSed scrirsGepan Format Sed scrirs>tysp;>&nbsn >&tig;   &nbs Some OBSE commandsntake a style="font-family: monospace;"> format svaing>&nbsn aseaeparameter. Formatssvaings are awhually a collewhichsof arguments consistingsof aesvaingte llowedebyezero toejwenty variableseand/ortunumbers. Tr'esvaingtied scris howeprh commandnshould ustepe    &nbse%a rns pl&nih byepe< character matctysp;>&nbsn style="font-family: monospace;">     %c rns pl&nipswi < jeIsModelectnth>  effect item.&ty;p;  nbsp; IsModelectnth>  rank.e&nban style="font-family: monospace;"> t&ty;p;  nbsp;  te&nban style="font-family: monospace;"> t&tysp;>&nbsn style="font-family: monospace;">    &nbs e&nban style="font-family: monospace;"> t%i rnisns pl&nideby pe&nbsn style="font-family: monospace;">    &nbs %v - s pl&nideby je     %x rns pl&nipswi < anbintegersin hexadd smalnformat. An ophichal digit from 0-9 immediately e llow/spejeis sed scrir indelatisbte&nbsn willtdisplay "00FF".& &ty;p;style="font-family: monospace;"> style="font-weight: bold;">tysp;>&nbsn style="font-family: monospace;">     %{ .. %} - Condihichally omitseaeporhichsof pe&nbsn style="font-family: monospace;">&nbnp;&     Noteeprattpr'n%e,m%q, ande%rssed scrirsbcan be usedbwi ="GetRacArray_VariablesGepan Array Variables>tysp;>&nbsn >&tig;   &nbs OBSE v0017nighroducesber' array_var datatype formsvoaing a collewhich ofbvalu'sbwi  .p;Inejeis documentation, "key" refers toepe< element'sbkey, ande"value" refers toepe< data associatipswi < jeatbkey.sty;p;   &nbsn An Array behaveselike arrayseinpacsteprogramming languages: je&nbsn A Map associatis numericskeysbwi &nbsn Like a Map, excephepe< keys are svaings. Keys arencase-insensitiv', soestyle ="font-weight: bold;"> sandestyle ="font-weight: bold;">&nbsn bot ereferstotjectietRevalu'. Trere is noepractical limid ontpre length ofeprhssvaings usedbasskeys. SvaingMapsbcan betustdsto simulate Cd">&nbsn ,bassigningepe .p;Most array operahichsnshould be performedbwi         (nothiarray_var astysp;  nbsp; sspan>      OBSE keepstprackeofejec numbersofereferencesejoteachmarray and desvaoysp;jecmarraynwhen noereferencesejotitns maih. Teis makes it unnecessary for scriptsejo worry about desvaoying arrayseexpdelitly. For example, continuingefrombpr'bcode abov' stysp;style="font-family: monospace;">        &nbsn style="font-weight: bold;">&nbsn sty;p;   &nbsn ,estyle ="font-weight: bold;">        (nothiarray_var arr_1sty;p;   &nbsn sty;p;style="font-weight: bold;">&nbsn Unlessbotherwise indelatid,sanestyle ="font-weight: bold;">  parameteremay be ei &nbsn orestyle ="font-weight: bold;">&nbsn . Te        (nothi(array_var) ar_Consvauct arrayType:svaing> stysp;  nbsp;         (nothi(size sspan>             (nothi(g) sspan>             (nothi(g)  style="font-family: monospace;"> >             (nothi(gumR movip  Examples:stysp;style="font-family: monospace;">    sspan>      .p;Ifepe        (nothi(key:svaingOrNumber) ar_Findtuvalu':svaingOrNumberOrForm arrayToSearch:array style ="fontthValid">IsModeleptinRange:range&  >sspan>             (nothi(sorttdArray:Array) ar_SortepoSort:array style ="fontthValid">IsModeleptsortDescending IsRa> > &ty;p;           (nothi(sorttdArray:Array) ar_SortAlphaepoSort:array style ="fontthValid">IsModeleptsortDescending IsRa tysp;  t>       ponprosctietRmarrays.stysp;style="font-family: monospace;">        (nothi(copy:array) ar_Copy src:array>sspan>             (nothi(copy:array) ar_DeepCopy src:array> &ty;p;           (nothi(key:arrayKey) ar_First src:array>sspan>             (nothi(key:arrayKey) ar_Last src:array>sspan>             (nothi(key:arrayKey) ar_Next src:array preledingKey:arrayKey>sspan>             (nothi(key:arrayKey) ar_Prev src:arrayeprevKey:arrayKey>sspan>             (nothi(badKey:sspan>             (nothi(badKey:svaing) ar_BadSvaingIndex> &ty;p;           (nothi(keys:Array) ar_Keys src:array>sspan>             (nothi(hasKey IsRa) ar_HasKey src:arrayekey:arrayKey>sspan>             (nothi(gullArray:array) ar_Null>sspan>             (nothi(list:Array) ar_List style ="fontthValid">IsModeleptelement0:multi>  style ="fontthValid">IsModeleptelement1:multi .. element19:multistysp;stysp;>&nbsn >  &tig;stmall>Tr' e llow/sp commands arctusable only wi < Array-typemarrays:stysp;stysp;>&tmall >&tig;style="font-family: monospace;"> style ="fontthValid">IsModelect> >             (nothi(bResiz'd IsRa) ar_Resiz' array:ArraybGewSize IsModeleptpadd/spValu':multi tysp;  t>             (nothi(bInsert'd IsRa) ar_Insert array:Arraybindex              (nothi(bInsert'd IsRa) ar_Insert target:Arraybindex sspan>     IsModelectstart>  up to and including style ="fontthValid">IsModeleptend>  ">&nbd inbintervals of style ="fontthValid">IsModelectstep>  . For example,estyle ="font-weight: bold;">  s whetsestyle ="font-weight: bold;">  andestyle ="font-weight: bold;">  s whetsestyle ="font-weight: bold;">  . Tris"is usRfulnfoo performing astradihichalestyle="font-weight: bold;">  loopbwi   expressioh. Tr'nophichalestyle="fontthValid">IsModelectstep>  argumentbdefaultsejon1.stysp;style="font-family: monospace;">        (nothi(rang':Array) ar_Range start IsModelectstep  &ty;p;>sspan>  style="font-family: monospace;"> >  s= "GetRacOBSE_E