Fallout Wiki
Fallout Wiki

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
7 = Maximum Hit Points
8 = Maximum Action Points
9 = Armor Class
10 = Unarmed Damage
11 = Melee Damage
12 = Carry Weight
13 = Sequence
14 = Healing Rate
15 = Critical Chance %
16 = Better Criticals
17 = Damage Reduction (not %) NORMAL
18 = Damage Reduction (not %) LASER
19 = Damage Reduction (not %) FIRE
20 = Damage Reduction (not %) PLASMA
21 = Damage Reduction (not %) ELECTRICAL
22 = Damage Reduction (not %) EMP
23 = Damage Reduction (not %) EXPLOSION
24 = Damage Resistance (%) NORMAL
25 = Damage Resistance (%) LASER
26 = Damage Resistance (%) FIRE
27 = Damage Resistance (%) PLASMA
28 = Damage Resistance (%) ELECTRICAL
29 = Damage Resistance (%) EMP
30 = Damage Resistance (%) EXPLOSION
31 = Radiation Resistance %
32 = Poison Resistance %
33 = Age
34 = Gender (0 Male, 1 Female)
35 = Current HP
36 = Current Poison Level
37 = Current Radiation Level (# of rads)

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

Sources[]