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#Sexlab loli sfx how to
See any of the new zadEventWhatever.psc files for an example of how to create new events. This will not reset stored MCM configuration values. zadRegisterEvents may be sent to force the framework to dump / reregister all periodic events. DeviousEventLinked is automatically sent whenever a device with a linked effect keyword is executed (Probably internal use only). DeviousEvent is automatically sent whenever any event is executed (As per Srende's request). Furthermore, these events will automatically be included in the MCM menu.
#Sexlab loli sfx update
So, I overhauled the Events system today: You can now supply periodic events, that will be executed alongside DD's via the same staggered system (To avoid too many events from spamming the player, the system does (and always has) stagger events depending on how many there are, and what the current update interval is). Get duration left on current vibration event for actor. Is the actor currently in a vibration event? Return (akActor.IsInFaction(zadAnimatingFaction) || akActor.IsInFaction(Sexlab.AnimatingFaction))įunction SetAnimating(actor akActor, bool isAnimating=true) Is the actor animating through Sexlab, or DD? Int Function VibrateEffect(actor akActor, int vibStrength, int duration, bool teaseOnly=false, bool silent = false) Will document this properly at that point. Will split this up to a small library in the future. This function has suffered from feature creep pretty hard since it's inception, and is in need of refactoring. Returns number of times actor came from this effect, -1 if it edged them, or -2 if an event was already ongoing. Cause an actor to experience being edged. wrapper for Sexlab Aroused integrated / gag integrated moan.įunction SexlabMoan(actor akActor, int arousal=-1, sslBaseVoice voice = none)įunction Moan(actor akActor, int arousal=-1, sslBaseVoice voice = none) If provided, will stop vibration sound.įunction ActorOrgasm(actor akActor, int setArousalTo=-1, int vsID=-1) int setArousalTo=-1, The arousal value the actor should be set to post-orgasm Function ActorOrgasm(actor akActor, int setArousalTo=-1, int vsID=-1) Use this unless you need more control during the wait period.įunction PlayThirdPersonAnimation(actor akActor, idle animation, int duration, bool permitRestrictive=false)įunction EndThirdPersonAnimation(actor akActor, bool cameraState, bool permitRestrictive=false) Wrapper for both Start/End third person animation. Globally disable periodic event processing.īool Function StartThirdPersonAnimation(actor akActor, idle animation, bool permitRestrictive=false) Globally enable periodic event processing. Int Function IsWearingDevice(actor akActor, armor deviceRendered, keyword zad_DeviousDevice) that specific device, or 2 if she's wearing another device of the same type. Returns 0 if the actor is not wearing a device of this type, 1 if she is wearing
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Don't use this.įunction EquipDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool skipEvents=false, bool skipMutex=false)įunction RemoveDevice(actor akActor, armor deviceInventory, armor deviceRendered, keyword zad_DeviousDevice, bool destroyDevice=false, bool skipEvents=false, bool skipMutex=false) Used for speedily recovering from remove-all, and similar effects. bool skipMutex Internal use parameter only. Useful for swapping items of the same type (Switching plugs, belts, collars, etc) bool skipEvents Skip onequipped event for this call. keyword zad_DeviousDevice The keyword for this class of objects (See above explanation) armor deviceRendered The rendered device (See above explanation) armor deviceInventory The inventory device (See above explanation) Function EquipDevice(actor akActor, The actor that this should operate on. add your own keyword for a different type of device.įunction ManipulateDevice(actor akActor, armor device, bool equipOrUnequip, bool skipEvents = false) If you add custom belts, you must use either my existing keywords, or For instance, all belts provided by devious devices contain the Each category of item managed by this system must have a unique keyword. as an surrogate-state of sorts that is useful for internal scripts. item unequip every time / without resorting to spells/powers. Firstly, this permits us to allow the user to interact with the item freely, without seeing the The reason for this two item system is twofold: the item that actually shows up on characters. The inventory item is the user-facing item that the user may interact with. There are two items for each type of item in this system: An inventory item, and a rendered item.