This page is a quick script reference for Fallout. The game is script-driven, but due to its age and era, it does not have human-legible scripts. The goal is to help users parse these scripts and understand that roll_vs_skill(dude_obj, 14, 0)
means a roll against Speech with no modifiers applied.
In Fallout 2, these were consolidated into DEFINE.H.
Attributes[]
Attributes are checked directly.
get_critter_stat(OBJ, # below)
0 = Strength 1 = Perception 2 = Endurance 3 = Charisma 4 = Intelligence 5 = Agility 6 = Luck
Skills[]
Skills can be checked with fixed requirements or as randomized rolls.
(has_skill(OBJ, #below)
(is_success(do_check(OBJ, SKILL, MOD))
(is_success(roll_vs_skill(OBJ, SKILL, MOD%)))
0 = Small Guns 1 = Big Guns 2 = Energy Weapons 3 = Unarmed 4 = Melee Weapons 5 = Throwing 6 = First aid 7 = Doctor 8 = Sneak 9 = Lockpick 10 = Steal 11 = Traps 12 = Science 13 = Repair 14 = Speech 15 = Barter 16 = Gambling 17 = Outdoorsman
Perks[]
Perks are simply checked for, with an optional level.
(has_trait(0, OBJ, #below)
0 Awareness 1 Bonus HtH Attacks 2 Bonus HtH Damage 3 Bonus Move 4 Bonus Ranged Damage 5 Bonus Rate of Fire 6 Earlier Sequence 7 Faster Healing 8 More Criticals 9 Night Vision 10 Presence 11 Rad Resistance 12 Toughness 13 Strong Back 14 Sharpshooter 15 Silent Running 16 Survivalist 17 Master Trader 18 Educated 19 Healer 20 Fortune Finder 21 Better Criticals 22 Empathy 23 Slayer 24 Sniper 25 Silent Death 26 Action Boy 27 Mental Block 28 Lifegiver 29 Dodger 30 Snakeater 31 Mr. Fixit 32 Medic 33 Master Thief 34 Speaker 35 Heave Ho! 36 Friendly Foe 37 Pickpocket 38 Ghost 39 Cult of Personality 40 Scrounger 41 Explorer 42 Flower Child 43 Pathfinder 44 Animal Friend 45 Scout 46 Mysterious Stranger 47 Ranger 48 Quick Pockets 49 Smooth Talker 50 Swift Learner 51 Tag! 52 Mutate! 53 Nuka-Cola Addiction 54 Buffout Addiction 55 Mentats Addiction 56 Psycho Addiction 57 Radaway Addiction 58 Weapon Long Range (item perk) 59 Weapon Accurate (item perk) 60 Weapon Penetrate (item perk) 61 Weapon Knockback (item perk) 62 Powered Armor (item perk) 63 Combat Armor (item perk)
Traits[]
Traits are simply checked for.
(has_trait(2, OBJ, #below)
0 Fast Metabolism 1 Bruiser 2 Small Frame 3 One Hander 4 Finesse 5 Kamikaze 6 Heavy Handed 7 Fast Shot 8 Bloody Mess 9 Jinxed 10 Good Natured 11 Chem Reliant 12 Chem Resistant 13 Night Person 14 Skilled 15 Gifted
Injuries[]
Multiple injuries can be caused by adding the values together (eg. to cripple both legs, injure target using a value of 12.
Crippled LEFT LEG critter_injure(OBJ, 4); Crippled RIGHT LEG critter_injure(OBJ, 8); Crippled LEFT ARM critter_injure(OBJ, 16); Crippled RIGHT ARM critter_injure(OBJ, 32); Blindness (-5 Perception) critter_injure(OBJ, 64);
Script actions[]
These are various actions that can occur in scripts and are defined at the start of each script.
2 spatial_p_proc 3 description_p_proc 4 pickup_p_proc 6 use_p_proc 7 use_obj_on_p_proc 8 use_skill_on_p_proc 11 talk_p_proc 12 critter_p_proc 13 combat_p_proc 14 damage_p_proc 15 map_enter_p_proc [map_init] 16 map_exit_p_proc [remove_party] 18 destroy_p_proc 21 look_at_p_proc 22 timed_event_p_proc 23 map_update_p_proc