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- ////////////////////////////////////////////////////////
- //
- // NWScript
- //
- // The list of actions and pre-defined constants.
- //
- // (c) BioWare Corp, 1999
- //
- ////////////////////////////////////////////////////////
- #define ENGINE_NUM_STRUCTURES 4
- #define ENGINE_STRUCTURE_0 effect
- #define ENGINE_STRUCTURE_1 event
- #define ENGINE_STRUCTURE_2 location
- #define ENGINE_STRUCTURE_3 talent
- // Constants
- int NUM_INVENTORY_SLOTS = 20;
- int TRUE = 1;
- int FALSE = 0;
- float DIRECTION_EAST = 0.0;
- float DIRECTION_NORTH = 90.0;
- float DIRECTION_WEST = 180.0;
- float DIRECTION_SOUTH = 270.0;
- float PI = 3.141592;
- int ATTITUDE_NEUTRAL = 0;
- int ATTITUDE_AGGRESSIVE = 1;
- int ATTITUDE_DEFENSIVE = 2;
- int ATTITUDE_SPECIAL = 3;
- int TALKVOLUME_TALK = 0;
- int TALKVOLUME_WHISPER = 1;
- int TALKVOLUME_SHOUT = 2;
- int TALKVOLUME_SILENT_TALK = 3;
- int TALKVOLUME_SILENT_SHOUT = 4;
- int INVENTORY_SLOT_HEAD = 0;
- int INVENTORY_SLOT_BODY = 1;
- int INVENTORY_SLOT_HANDS = 3;
- int INVENTORY_SLOT_RIGHTWEAPON = 4;
- int INVENTORY_SLOT_LEFTWEAPON = 5;
- int INVENTORY_SLOT_LEFTARM = 7;
- int INVENTORY_SLOT_RIGHTARM = 8;
- int INVENTORY_SLOT_IMPLANT = 9;
- int INVENTORY_SLOT_BELT = 10;
- int INVENTORY_SLOT_CWEAPON_L = 14;
- int INVENTORY_SLOT_CWEAPON_R = 15;
- int INVENTORY_SLOT_CWEAPON_B = 16;
- int INVENTORY_SLOT_CARMOUR = 17;
- int INVENTORY_SLOT_RIGHTWEAPON2= 18;
- int INVENTORY_SLOT_LEFTWEAPON2 = 19;
- //Effect type constants
- int DURATION_TYPE_INSTANT = 0;
- int DURATION_TYPE_TEMPORARY = 1;
- int DURATION_TYPE_PERMANENT = 2;
- int SUBTYPE_MAGICAL = 8;
- int SUBTYPE_SUPERNATURAL = 16;
- int SUBTYPE_EXTRAORDINARY = 24;
- int ABILITY_STRENGTH = 0; // should be the same as in nwseffectlist.cpp
- int ABILITY_DEXTERITY = 1;
- int ABILITY_CONSTITUTION = 2;
- int ABILITY_INTELLIGENCE = 3;
- int ABILITY_WISDOM = 4;
- int ABILITY_CHARISMA = 5;
- int SHAPE_SPELLCYLINDER = 0;
- int SHAPE_CONE = 1;
- int SHAPE_CUBE = 2;
- int SHAPE_SPELLCONE = 3;
- int SHAPE_SPHERE = 4;
- int OBJECT_TYPE_CREATURE = 1;
- int OBJECT_TYPE_ITEM = 2;
- int OBJECT_TYPE_TRIGGER = 4;
- int OBJECT_TYPE_DOOR = 8;
- int OBJECT_TYPE_AREA_OF_EFFECT = 16;
- int OBJECT_TYPE_WAYPOINT = 32;
- int OBJECT_TYPE_PLACEABLE = 64;
- int OBJECT_TYPE_STORE = 128;
- int OBJECT_TYPE_ENCOUNTER = 256;
- int OBJECT_TYPE_SOUND = 512;
- int OBJECT_TYPE_ALL = 32767;
- int OBJECT_TYPE_INVALID = 32767;
- int GENDER_MALE = 0;
- int GENDER_FEMALE = 1;
- int GENDER_BOTH = 2;
- int GENDER_OTHER = 3;
- int GENDER_NONE = 4;
- int DAMAGE_TYPE_BLUDGEONING = 1;
- int DAMAGE_TYPE_PIERCING = 2;
- int DAMAGE_TYPE_SLASHING = 4;
- int DAMAGE_TYPE_UNIVERSAL = 8;
- int DAMAGE_TYPE_ACID = 16;
- int DAMAGE_TYPE_COLD = 32;
- int DAMAGE_TYPE_LIGHT_SIDE = 64;
- int DAMAGE_TYPE_ELECTRICAL = 128;
- int DAMAGE_TYPE_FIRE = 256;
- int DAMAGE_TYPE_DARK_SIDE = 512;
- int DAMAGE_TYPE_SONIC = 1024;
- int DAMAGE_TYPE_ION = 2048;
- int DAMAGE_TYPE_BLASTER = 4096;
- // Special versus flag just for AC effects
- int AC_VS_DAMAGE_TYPE_ALL = 8199;
- int DAMAGE_BONUS_1 = 1;
- int DAMAGE_BONUS_2 = 2;
- int DAMAGE_BONUS_3 = 3;
- int DAMAGE_BONUS_4 = 4;
- int DAMAGE_BONUS_5 = 5;
- int DAMAGE_BONUS_1d4 = 6;
- int DAMAGE_BONUS_1d6 = 7;
- int DAMAGE_BONUS_1d8 = 8;
- int DAMAGE_BONUS_1d10 = 9;
- int DAMAGE_BONUS_2d6 = 10;
- int DAMAGE_POWER_NORMAL = 0;
- int DAMAGE_POWER_PLUS_ONE = 1;
- int DAMAGE_POWER_PLUS_TWO = 2;
- int DAMAGE_POWER_PLUS_THREE = 3;
- int DAMAGE_POWER_PLUS_FOUR = 4;
- int DAMAGE_POWER_PLUS_FIVE = 5;
- int DAMAGE_POWER_ENERGY = 6;
- int ATTACK_BONUS_MISC = 0;
- int ATTACK_BONUS_ONHAND = 1;
- int ATTACK_BONUS_OFFHAND = 2;
- int AC_DODGE_BONUS = 0;
- int AC_NATURAL_BONUS = 1;
- int AC_ARMOUR_ENCHANTMENT_BONUS = 2;
- int AC_SHIELD_ENCHANTMENT_BONUS = 3;
- int AC_DEFLECTION_BONUS = 4;
- int DOOR_ACTION_OPEN = 0;
- int DOOR_ACTION_UNLOCK = 1;
- int DOOR_ACTION_BASH = 2;
- int DOOR_ACTION_IGNORE = 3;
- int DOOR_ACTION_KNOCK = 4;
- int PLACEABLE_ACTION_USE = 0;
- int PLACEABLE_ACTION_UNLOCK = 1;
- int PLACEABLE_ACTION_BASH = 2;
- int PLACEABLE_ACTION_KNOCK = 4;
- int RACIAL_TYPE_UNKNOWN = 0;
- int RACIAL_TYPE_ELF = 1;
- int RACIAL_TYPE_GNOME = 2;
- int RACIAL_TYPE_HALFLING = 3;
- int RACIAL_TYPE_HALFELF = 4;
- int RACIAL_TYPE_DROID = 5;
- int RACIAL_TYPE_HUMAN = 6;
- int RACIAL_TYPE_ALL = 7;
- int RACIAL_TYPE_INVALID = 8;
- int ALIGNMENT_ALL = 0;
- int ALIGNMENT_NEUTRAL = 1;
- int ALIGNMENT_LIGHT_SIDE = 2;
- int ALIGNMENT_DARK_SIDE = 3;
- int SAVING_THROW_ALL = 0;
- int SAVING_THROW_FORT = 1;
- int SAVING_THROW_REFLEX = 2;
- int SAVING_THROW_WILL = 3;
- int SAVING_THROW_TYPE_ALL = 0;
- int SAVING_THROW_TYPE_NONE = 0;
- int SAVING_THROW_TYPE_ACID = 1;
- int SAVING_THROW_TYPE_SNEAK_ATTACK = 2;
- int SAVING_THROW_TYPE_COLD = 3;
- int SAVING_THROW_TYPE_DEATH = 4;
- int SAVING_THROW_TYPE_DISEASE = 5;
- int SAVING_THROW_TYPE_LIGHT_SIDE = 6;
- int SAVING_THROW_TYPE_ELECTRICAL = 7;
- int SAVING_THROW_TYPE_FEAR = 8;
- int SAVING_THROW_TYPE_FIRE = 9;
- int SAVING_THROW_TYPE_MIND_AFFECTING = 10;
- int SAVING_THROW_TYPE_DARK_SIDE = 11;
- int SAVING_THROW_TYPE_POISON = 12;
- int SAVING_THROW_TYPE_SONIC = 13;
- int SAVING_THROW_TYPE_TRAP = 14;
- int SAVING_THROW_TYPE_FORCE_POWER = 15;
- int SAVING_THROW_TYPE_ION = 16;
- int SAVING_THROW_TYPE_BLASTER = 17;
- int SAVING_THROW_TYPE_PARALYSIS = 18;
- int IMMUNITY_TYPE_NONE = 0;
- int IMMUNITY_TYPE_MIND_SPELLS = 1;
- int IMMUNITY_TYPE_POISON = 2;
- int IMMUNITY_TYPE_DISEASE = 3;
- int IMMUNITY_TYPE_FEAR = 4;
- int IMMUNITY_TYPE_TRAP = 5;
- int IMMUNITY_TYPE_PARALYSIS = 6;
- int IMMUNITY_TYPE_BLINDNESS = 7;
- int IMMUNITY_TYPE_DEAFNESS = 8;
- int IMMUNITY_TYPE_SLOW = 9;
- int IMMUNITY_TYPE_ENTANGLE = 10;
- int IMMUNITY_TYPE_SILENCE = 11;
- int IMMUNITY_TYPE_STUN = 12;
- int IMMUNITY_TYPE_SLEEP = 13;
- int IMMUNITY_TYPE_CHARM = 14;
- int IMMUNITY_TYPE_DOMINATE = 15;
- int IMMUNITY_TYPE_CONFUSED = 16;
- int IMMUNITY_TYPE_CURSED = 17;
- int IMMUNITY_TYPE_DAZED = 18;
- int IMMUNITY_TYPE_ABILITY_DECREASE = 19;
- int IMMUNITY_TYPE_ATTACK_DECREASE = 20;
- int IMMUNITY_TYPE_DAMAGE_DECREASE = 21;
- int IMMUNITY_TYPE_DAMAGE_IMMUNITY_DECREASE = 22;
- int IMMUNITY_TYPE_AC_DECREASE = 23;
- int IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE = 24;
- int IMMUNITY_TYPE_SAVING_THROW_DECREASE = 25;
- int IMMUNITY_TYPE_FORCE_RESISTANCE_DECREASE = 26;
- int IMMUNITY_TYPE_SKILL_DECREASE = 27;
- int IMMUNITY_TYPE_KNOCKDOWN = 28;
- int IMMUNITY_TYPE_NEGATIVE_LEVEL = 29;
- int IMMUNITY_TYPE_SNEAK_ATTACK = 30;
- int IMMUNITY_TYPE_CRITICAL_HIT = 31;
- int IMMUNITY_TYPE_DEATH = 32;
- int IMMUNITY_TYPE_DROID_CONFUSED = 33;
- int AREA_TRANSITION_RANDOM = 0;
- int AREA_TRANSITION_USER_DEFINED = 1;
- int AREA_TRANSITION_CITY_01 = 2;
- int AREA_TRANSITION_CITY_02 = 3;
- int AREA_TRANSITION_CITY_03 = 4;
- int AREA_TRANSITION_CITY_04 = 5;
- int AREA_TRANSITION_CITY_05 = 6;
- int AREA_TRANSITION_CRYPT_01 = 7;
- int AREA_TRANSITION_CRYPT_02 = 8;
- int AREA_TRANSITION_CRYPT_03 = 9;
- int AREA_TRANSITION_CRYPT_04 = 10;
- int AREA_TRANSITION_CRYPT_05 = 11;
- int AREA_TRANSITION_DUNGEON_01 = 12;
- int AREA_TRANSITION_DUNGEON_02 = 13;
- int AREA_TRANSITION_DUNGEON_03 = 14;
- int AREA_TRANSITION_DUNGEON_04 = 15;
- int AREA_TRANSITION_DUNGEON_05 = 16;
- int AREA_TRANSITION_DUNGEON_06 = 17;
- int AREA_TRANSITION_DUNGEON_07 = 18;
- int AREA_TRANSITION_DUNGEON_08 = 19;
- int AREA_TRANSITION_MINES_01 = 20;
- int AREA_TRANSITION_MINES_02 = 21;
- int AREA_TRANSITION_MINES_03 = 22;
- int AREA_TRANSITION_MINES_04 = 23;
- int AREA_TRANSITION_MINES_05 = 24;
- int AREA_TRANSITION_MINES_06 = 25;
- int AREA_TRANSITION_MINES_07 = 26;
- int AREA_TRANSITION_MINES_08 = 27;
- int AREA_TRANSITION_MINES_09 = 28;
- int AREA_TRANSITION_SEWER_01 = 29;
- int AREA_TRANSITION_SEWER_02 = 30;
- int AREA_TRANSITION_SEWER_03 = 31;
- int AREA_TRANSITION_SEWER_04 = 32;
- int AREA_TRANSITION_SEWER_05 = 33;
- int AREA_TRANSITION_CASTLE_01 = 34;
- int AREA_TRANSITION_CASTLE_02 = 35;
- int AREA_TRANSITION_CASTLE_03 = 36;
- int AREA_TRANSITION_CASTLE_04 = 37;
- int AREA_TRANSITION_CASTLE_05 = 38;
- int AREA_TRANSITION_CASTLE_06 = 39;
- int AREA_TRANSITION_CASTLE_07 = 40;
- int AREA_TRANSITION_CASTLE_08 = 41;
- int AREA_TRANSITION_INTERIOR_01 = 42;
- int AREA_TRANSITION_INTERIOR_02 = 43;
- int AREA_TRANSITION_INTERIOR_03 = 44;
- int AREA_TRANSITION_INTERIOR_04 = 45;
- int AREA_TRANSITION_INTERIOR_05 = 46;
- int AREA_TRANSITION_INTERIOR_06 = 47;
- int AREA_TRANSITION_INTERIOR_07 = 48;
- int AREA_TRANSITION_INTERIOR_08 = 49;
- int AREA_TRANSITION_INTERIOR_09 = 50;
- int AREA_TRANSITION_INTERIOR_10 = 51;
- int AREA_TRANSITION_INTERIOR_11 = 52;
- int AREA_TRANSITION_INTERIOR_12 = 53;
- int AREA_TRANSITION_INTERIOR_13 = 54;
- int AREA_TRANSITION_INTERIOR_14 = 55;
- int AREA_TRANSITION_INTERIOR_15 = 56;
- int AREA_TRANSITION_INTERIOR_16 = 57;
- int AREA_TRANSITION_FOREST_01 = 58;
- int AREA_TRANSITION_FOREST_02 = 59;
- int AREA_TRANSITION_FOREST_03 = 60;
- int AREA_TRANSITION_FOREST_04 = 61;
- int AREA_TRANSITION_FOREST_05 = 62;
- int AREA_TRANSITION_RURAL_01 = 63;
- int AREA_TRANSITION_RURAL_02 = 64;
- int AREA_TRANSITION_RURAL_03 = 65;
- int AREA_TRANSITION_RURAL_04 = 66;
- int AREA_TRANSITION_RURAL_05 = 67;
- // Legacy area-transition constants. Do not delete these.
- int AREA_TRANSITION_CITY = 2;
- int AREA_TRANSITION_CRYPT = 7;
- int AREA_TRANSITION_FOREST = 58;
- int AREA_TRANSITION_RURAL = 63;
- // NOTE: BODY_NODE_HAND should be used to attach to the 'handconjure' node.
- int BODY_NODE_HAND = 0;
- int BODY_NODE_CHEST = 1;
- int BODY_NODE_HEAD = 2;
- // NOTE: BODY_NODE_HAND_* should be used to attach specifically to either the left or right hand. The
- // nodes used with be 'lhand' and 'rhand'.
- int BODY_NODE_HAND_LEFT = 3;
- int BODY_NODE_HAND_RIGHT = 4;
- float RADIUS_SIZE_SMALL = 1.67f;
- float RADIUS_SIZE_MEDIUM = 3.33f;
- float RADIUS_SIZE_LARGE = 5.0f;
- float RADIUS_SIZE_HUGE = 6.67f;
- float RADIUS_SIZE_GARGANTUAN = 8.33f;
- float RADIUS_SIZE_COLOSSAL = 10.0f;
- // these are magic numbers. they should correspond to the values layed out in ExecuteCommandGetEffectType
- int EFFECT_TYPE_INVALIDEFFECT = 0;
- int EFFECT_TYPE_DAMAGE_RESISTANCE = 1;
- //int EFFECT_TYPE_ABILITY_BONUS = 2;
- int EFFECT_TYPE_REGENERATE = 3;
- //int EFFECT_TYPE_SAVING_THROW_BONUS = 4;
- //int EFFECT_TYPE_MODIFY_AC = 5;
- //int EFFECT_TYPE_ATTACK_BONUS = 6;
- int EFFECT_TYPE_DAMAGE_REDUCTION = 7;
- //int EFFECT_TYPE_DAMAGE_BONUS = 8;
- int EFFECT_TYPE_TEMPORARY_HITPOINTS = 9;
- //int EFFECT_TYPE_DAMAGE_IMMUNITY = 10;
- int EFFECT_TYPE_ENTANGLE = 11;
- int EFFECT_TYPE_INVULNERABLE = 12;
- int EFFECT_TYPE_DEAF = 13;
- int EFFECT_TYPE_RESURRECTION = 14;
- int EFFECT_TYPE_IMMUNITY = 15;
- //int EFFECT_TYPE_BLIND = 16;
- int EFFECT_TYPE_ENEMY_ATTACK_BONUS = 17;
- int EFFECT_TYPE_ARCANE_SPELL_FAILURE = 18;
- //int EFFECT_TYPE_MOVEMENT_SPEED = 19;
- int EFFECT_TYPE_AREA_OF_EFFECT = 20;
- int EFFECT_TYPE_BEAM = 21;
- //int EFFECT_TYPE_FORCE_RESISTANCE = 22;
- int EFFECT_TYPE_CHARMED = 23;
- int EFFECT_TYPE_CONFUSED = 24;
- int EFFECT_TYPE_FRIGHTENED = 25;
- int EFFECT_TYPE_DOMINATED = 26;
- int EFFECT_TYPE_PARALYZE = 27;
- int EFFECT_TYPE_DAZED = 28;
- int EFFECT_TYPE_STUNNED = 29;
- int EFFECT_TYPE_SLEEP = 30;
- int EFFECT_TYPE_POISON = 31;
- int EFFECT_TYPE_DISEASE = 32;
- int EFFECT_TYPE_CURSE = 33;
- int EFFECT_TYPE_SILENCE = 34;
- int EFFECT_TYPE_TURNED = 35;
- int EFFECT_TYPE_HASTE = 36;
- int EFFECT_TYPE_SLOW = 37;
- int EFFECT_TYPE_ABILITY_INCREASE = 38;
- int EFFECT_TYPE_ABILITY_DECREASE = 39;
- int EFFECT_TYPE_ATTACK_INCREASE = 40;
- int EFFECT_TYPE_ATTACK_DECREASE = 41;
- int EFFECT_TYPE_DAMAGE_INCREASE = 42;
- int EFFECT_TYPE_DAMAGE_DECREASE = 43;
- int EFFECT_TYPE_DAMAGE_IMMUNITY_INCREASE = 44;
- int EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE = 45;
- int EFFECT_TYPE_AC_INCREASE = 46;
- int EFFECT_TYPE_AC_DECREASE = 47;
- int EFFECT_TYPE_MOVEMENT_SPEED_INCREASE = 48;
- int EFFECT_TYPE_MOVEMENT_SPEED_DECREASE = 49;
- int EFFECT_TYPE_SAVING_THROW_INCREASE = 50;
- int EFFECT_TYPE_SAVING_THROW_DECREASE = 51;
- int EFFECT_TYPE_FORCE_RESISTANCE_INCREASE = 52;
- int EFFECT_TYPE_FORCE_RESISTANCE_DECREASE = 53;
- int EFFECT_TYPE_SKILL_INCREASE = 54;
- int EFFECT_TYPE_SKILL_DECREASE = 55;
- int EFFECT_TYPE_INVISIBILITY = 56;
- int EFFECT_TYPE_IMPROVEDINVISIBILITY = 57;
- int EFFECT_TYPE_DARKNESS = 58;
- int EFFECT_TYPE_DISPELMAGICALL = 59;
- int EFFECT_TYPE_ELEMENTALSHIELD = 60;
- int EFFECT_TYPE_NEGATIVELEVEL = 61;
- int EFFECT_TYPE_DISGUISE = 62;
- int EFFECT_TYPE_SANCTUARY = 63;
- int EFFECT_TYPE_TRUESEEING = 64;
- int EFFECT_TYPE_SEEINVISIBLE = 65;
- int EFFECT_TYPE_TIMESTOP = 66;
- int EFFECT_TYPE_BLINDNESS = 67;
- int EFFECT_TYPE_SPELLLEVELABSORPTION = 68;
- int EFFECT_TYPE_DISPELMAGICBEST = 69;
- int EFFECT_TYPE_ULTRAVISION = 70;
- int EFFECT_TYPE_MISS_CHANCE = 71;
- int EFFECT_TYPE_CONCEALMENT = 72;
- int EFFECT_TYPE_SPELL_IMMUNITY = 73;
- int EFFECT_TYPE_ASSUREDHIT = 74;
- int EFFECT_TYPE_VISUAL = 75;
- int EFFECT_TYPE_LIGHTSABERTHROW = 76;
- int EFFECT_TYPE_FORCEJUMP = 77;
- int EFFECT_TYPE_ASSUREDDEFLECTION = 78;
- int EFFECT_TYPE_DROID_CONFUSED = 79;
- int EFFECT_TYPE_MINDTRICK = 80; // DJS-OEI 7/28/2004
- int EFFECT_TYPE_DROIDSCRAMBLE = 81; // DJS-OEI 8/21/2004
- int ITEM_PROPERTY_ABILITY_BONUS = 0 ;
- int ITEM_PROPERTY_AC_BONUS = 1 ;
- int ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP = 2 ;
- int ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE = 3 ;
- int ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP = 4 ;
- int ITEM_PROPERTY_ENHANCEMENT_BONUS = 5 ;
- int ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP = 6 ;
- int ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP = 7 ;
- int ITEM_PROPERTY_ATTACK_PENALTY = 8 ;
- int ITEM_PROPERTY_BONUS_FEAT = 9 ;
- int ITEM_PROPERTY_ACTIVATE_ITEM = 10;
- int ITEM_PROPERTY_DAMAGE_BONUS = 11;
- int ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP = 12;
- int ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP = 13;
- int ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE = 14;
- int ITEM_PROPERTY_DECREASED_DAMAGE = 15;
- int ITEM_PROPERTY_DAMAGE_REDUCTION = 16;
- int ITEM_PROPERTY_DAMAGE_RESISTANCE = 17;
- int ITEM_PROPERTY_DAMAGE_VULNERABILITY = 18;
- int ITEM_PROPERTY_DECREASED_ABILITY_SCORE = 19;
- int ITEM_PROPERTY_DECREASED_AC = 20;
- int ITEM_PROPERTY_DECREASED_SKILL_MODIFIER = 21;
- int ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE = 22;
- int ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE = 23;
- int ITEM_PROPERTY_IMMUNITY = 24;
- int ITEM_PROPERTY_IMPROVED_FORCE_RESISTANCE = 25;
- int ITEM_PROPERTY_IMPROVED_SAVING_THROW = 26;
- int ITEM_PROPERTY_IMPROVED_SAVING_THROW_SPECIFIC = 27;
- int ITEM_PROPERTY_KEEN = 28;
- int ITEM_PROPERTY_LIGHT = 29;
- int ITEM_PROPERTY_MIGHTY = 30;
- int ITEM_PROPERTY_NO_DAMAGE = 31;
- int ITEM_PROPERTY_ON_HIT_PROPERTIES = 32;
- int ITEM_PROPERTY_DECREASED_SAVING_THROWS = 33;
- int ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC = 34;
- int ITEM_PROPERTY_REGENERATION = 35;
- int ITEM_PROPERTY_SKILL_BONUS = 36;
- int ITEM_PROPERTY_SECURITY_SPIKE = 37;
- int ITEM_PROPERTY_ATTACK_BONUS = 38;
- int ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP = 39;
- int ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP = 40;
- int ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER = 41;
- int ITEM_PROPERTY_UNLIMITED_AMMUNITION = 42;
- int ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP = 43;
- int ITEM_PROPERTY_USE_LIMITATION_CLASS = 44;
- int ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE = 45;
- int ITEM_PROPERTY_TRAP = 46;
- int ITEM_PROPERTY_TRUE_SEEING = 47;
- int ITEM_PROPERTY_ON_MONSTER_HIT = 48;
- int ITEM_PROPERTY_MASSIVE_CRITICALS = 49;
- int ITEM_PROPERTY_FREEDOM_OF_MOVEMENT = 50;
- int ITEM_PROPERTY_MONSTER_DAMAGE = 51;
- int ITEM_PROPERTY_SPECIAL_WALK = 52;
- int ITEM_PROPERTY_COMPUTER_SPIKE = 53;
- int ITEM_PROPERTY_REGENERATION_FORCE_POINTS = 54;
- int ITEM_PROPERTY_BLASTER_BOLT_DEFLECT_INCREASE = 55;
- int ITEM_PROPERTY_BLASTER_BOLT_DEFLECT_DECREASE = 56;
- int ITEM_PROPERTY_USE_LIMITATION_FEAT = 57;
- int ITEM_PROPERTY_DROID_REPAIR_KIT = 58;
- int ITEM_PROPERTY_DISGUISE = 59;//RWT-OEI 12/03/03 - Caught this list up with the in-game code
- int ITEM_PROPERTY_LIMIT_USE_BY_GENDER = 60;
- int ITEM_PROPERTY_LIMIT_USE_BY_SUBRACE = 61;
- int ITEM_PROPERTY_LIMIT_USE_BY_PC = 62;
- int ITEM_PROPERTY_DAMPEN_SOUND = 63;
- int ITEM_PROPERTY_DOORCUTTING = 64;
- int ITEM_PROPERTY_DOORSABERING = 65;
- int BASE_ITEM_QUARTER_STAFF = 0;
- int BASE_ITEM_STUN_BATON = 1;
- int BASE_ITEM_LONG_SWORD = 2;
- int BASE_ITEM_VIBRO_SWORD = 3;
- int BASE_ITEM_SHORT_SWORD = 4;
- int BASE_ITEM_VIBRO_BLADE = 5;
- int BASE_ITEM_DOUBLE_BLADED_SWORD = 6;
- int BASE_ITEM_VIBRO_DOUBLE_BLADE = 7;
- int BASE_ITEM_LIGHTSABER = 8;
- int BASE_ITEM_DOUBLE_BLADED_LIGHTSABER = 9;
- int BASE_ITEM_SHORT_LIGHTSABER = 10;
- int BASE_ITEM_LIGHTSABER_CRYSTALS = 11;
- int BASE_ITEM_BLASTER_PISTOL = 12;
- int BASE_ITEM_HEAVY_BLASTER = 13;
- int BASE_ITEM_HOLD_OUT_BLASTER = 14;
- int BASE_ITEM_ION_BLASTER = 15;
- int BASE_ITEM_DISRUPTER_PISTOL = 16;
- int BASE_ITEM_SONIC_PISTOL = 17;
- int BASE_ITEM_ION_RIFLE = 18;
- int BASE_ITEM_BOWCASTER = 19;
- int BASE_ITEM_BLASTER_CARBINE = 20;
- int BASE_ITEM_DISRUPTER_RIFLE = 21;
- int BASE_ITEM_SONIC_RIFLE = 22;
- int BASE_ITEM_REPEATING_BLASTER = 23;
- int BASE_ITEM_HEAVY_REPEATING_BLASTER = 24;
- int BASE_ITEM_FRAGMENTATION_GRENADES = 25;
- int BASE_ITEM_STUN_GRENADES = 26;
- int BASE_ITEM_THERMAL_DETONATOR = 27;
- int BASE_ITEM_POISON_GRENADE = 28;
- int BASE_ITEM_FLASH_GRENADE = 29;
- int BASE_ITEM_SONIC_GRENADE = 30;
- int BASE_ITEM_ADHESIVE_GRENADE = 31;
- int BASE_ITEM_CRYOBAN_GRENADE = 32;
- int BASE_ITEM_FIRE_GRENADE = 33;
- int BASE_ITEM_ION_GRENADE = 34;
- int BASE_ITEM_JEDI_ROBE = 35;
- int BASE_ITEM_JEDI_KNIGHT_ROBE = 36;
- int BASE_ITEM_JEDI_MASTER_ROBE = 37;
- int BASE_ITEM_ARMOR_CLASS_4 = 38;
- int BASE_ITEM_ARMOR_CLASS_5 = 39;
- int BASE_ITEM_ARMOR_CLASS_6 = 40;
- int BASE_ITEM_ARMOR_CLASS_7 = 41;
- int BASE_ITEM_ARMOR_CLASS_8 = 42;
- int BASE_ITEM_ARMOR_CLASS_9 = 43;
- int BASE_ITEM_MASK = 44;
- int BASE_ITEM_GAUNTLETS = 45;
- int BASE_ITEM_FOREARM_BANDS = 46;
- int BASE_ITEM_BELT = 47;
- int BASE_ITEM_IMPLANT_1 = 48;
- int BASE_ITEM_IMPLANT_2 = 49;
- int BASE_ITEM_IMPLANT_3 = 50;
- int BASE_ITEM_DATA_PAD = 52;
- int BASE_ITEM_ADRENALINE = 53;
- int BASE_ITEM_COMBAT_SHOTS = 54;
- int BASE_ITEM_MEDICAL_EQUIPMENT = 55;
- int BASE_ITEM_DROID_REPAIR_EQUIPMENT = 56;
- int BASE_ITEM_CREDITS = 57;
- int BASE_ITEM_TRAP_KIT = 58;
- int BASE_ITEM_SECURITY_SPIKES = 59;
- int BASE_ITEM_PROGRAMMING_SPIKES = 60;
- int BASE_ITEM_GLOW_ROD = 61;
- int BASE_ITEM_COLLAR_LIGHT = 62;
- int BASE_ITEM_TORCH = 63;
- int BASE_ITEM_PLOT_USEABLE_ITEMS = 64;
- int BASE_ITEM_AESTHETIC_ITEM = 65;
- int BASE_ITEM_DROID_LIGHT_PLATING = 66;
- int BASE_ITEM_DROID_MEDIUM_PLATING = 67;
- int BASE_ITEM_DROID_HEAVY_PLATING = 68;
- int BASE_ITEM_DROID_SEARCH_SCOPE = 69;
- int BASE_ITEM_DROID_MOTION_SENSORS = 70;
- int BASE_ITEM_DROID_SONIC_SENSORS = 71;
- int BASE_ITEM_DROID_TARGETING_COMPUTERS = 72;
- int BASE_ITEM_DROID_COMPUTER_SPIKE_MOUNT = 73;
- int BASE_ITEM_DROID_SECURITY_SPIKE_MOUNT = 74;
- int BASE_ITEM_DROID_SHIELD = 75;
- int BASE_ITEM_DROID_UTILITY_DEVICE = 76;
- int BASE_ITEM_BLASTER_RIFLE = 77;
- int BASE_ITEM_GHAFFI_STICK = 78;
- int BASE_ITEM_WOOKIE_WARBLADE = 79;
- int BASE_ITEM_GAMMOREAN_BATTLEAXE = 80;
- int BASE_ITEM_CREATURE_ITEM_SLASH = 81;
- int BASE_ITEM_CREATURE_ITEM_PIERCE = 82;
- int BASE_ITEM_CREATURE_WEAPON_SL_PRC = 83;
- int BASE_ITEM_CREATURE_HIDE_ITEM = 84;
- int BASE_ITEM_BASIC_CLOTHING = 85;
- int BASE_ITEM_WRIST_LAUNCHER = 91;
- int BASE_ITEM_FORCE_PIKE = 93; // DJS-OEI 8/19/2004
- int BASE_ITEM_INVALID = 256;
- // AMF: These constants define attack results
- int ATTACK_RESULT_INVALID = 0;
- int ATTACK_RESULT_HIT_SUCCESSFUL = 1;
- int ATTACK_RESULT_CRITICAL_HIT = 2;
- int ATTACK_RESULT_AUTOMATIC_HIT = 3;
- int ATTACK_RESULT_MISS = 4;
- int ATTACK_RESULT_ATTACK_RESISTED = 5;
- int ATTACK_RESULT_ATTACK_FAILED = 6;
- int ATTACK_RESULT_PARRIED = 8;
- int ATTACK_RESULT_DEFLECTED = 9;
- // these match the constants in visualeffects.2da
- int VFX_NONE = -1;
- int VFX_IMP_HEALING_SMALL = 1001;
- int VFX_IMP_FORCE_JUMP_ADVANCED = 1002;
- int VFX_PRO_AFFLICT = 1003;
- int VFX_IMP_CHOKE = 1004;
- int VFX_IMP_CURE = 1005;
- int VFX_PRO_DEATH_FIELD = 1006;
- int VFX_PRO_DROID_DISABLE = 1007;
- int VFX_PRO_DROID_KILL = 1008;
- int VFX_PRO_DRAIN = 1009;
- int VFX_PRO_FORCE_ARMOR = 1010;
- int VFX_PRO_FORCE_AURA = 1011;
- int VFX_IMP_FORCE_BREACH = 1012;
- int VFX_IMP_FORCE_PUSH = 1014;
- int VFX_PRO_FORCE_SHIELD = 1015;
- int VFX_IMP_FORCE_WAVE = 1017;
- int VFX_IMP_FORCE_WHIRLWIND = 1018;
- int VFX_IMP_HEAL = 1019;
- int VFX_IMP_SPEED_KNIGHT = 1020;
- int VFX_PRO_LIGHTNING_L = 1021;
- int VFX_IMP_SPEED_MASTERY = 1022;
- int VFX_PRO_RESIST_ELEMENTS = 1025;
- int VFX_PRO_RESIST_FORCE = 1026;
- int VFX_PRO_RESIST_POISON = 1027;
- int VFX_PRO_LIGHTNING_S = 1028;
- int VFX_IMP_MIND_FORCE = 1031;
- int VFX_IMP_SUPPRESS_FORCE = 1032;
- int VFX_IMP_MIND_KINIGHT = 1033;
- int VFX_IMP_MIND_MASTERY = 1034;
- int VFX_PRO_LIGHTNING_JEDI = 1035;
- int VFX_PRO_LIGHTNING_L_SOUND = 1036;
- int VFX_IMP_GRENADE_ADHESIVE_PERSONAL = 1038;
- int VFX_IMP_FLAME = 1039;
- int VFX_IMP_STUN = 1040;
- int VFX_DUR_STEALTH_PULSE = 2000;
- int VFX_DUR_INVISIBILITY = 2001;
- int VFX_DUR_SPEED = 2004;
- int VFX_DUR_FORCE_WHIRLWIND = 2007;
- int VFX_DUR_HOLD = 2008;
- int VFX_DUR_BODY_FUAL = 2024;
- int VFX_DUR_PSYCHIC_STATIC = 2025;
- int VFX_BEAM_DEATH_FIELD_TENTACLE = 2026;
- int VFX_BEAM_DROID_DISABLE = 2027;
- int VFX_BEAM_DROID_DESTROY = 2028;
- int VFX_BEAM_DRAIN_LIFE = 2029;
- int VFX_DUR_KNIGHTS_SPEED = 2031;
- int VFX_DUR_SHIELD_RED_MARK_I = 2032;
- int VFX_DUR_SHIELD_RED_MARK_II = 2034;
- int VFX_DUR_SHIELD_RED_MARK_IV = 2035;
- int VFX_BEAM_LIGHTNING_DARK_S = 2037;
- int VFX_BEAM_LIGHTNING_DARK_L = 2038;
- int VFX_DUR_SHIELD_BLUE_01 = 2040;
- int VFX_DUR_SHIELD_BLUE_02 = 2041;
- int VFX_DUR_SHIELD_BLUE_03 = 2042;
- int VFX_DUR_SHIELD_BLUE_04 = 2043;
- int VFX_DUR_SHIELD_GREEN_01 = 2044;
- int VFX_DUR_SHIELD_RED_01 = 2045;
- int VFX_DUR_SHIELD_RED_02 = 2046;
- int VFX_DUR_SHIELD_CHROME_01 = 2047;
- int VFX_DUR_SHIELD_CHROME_02 = 2048;
- int VFX_BEAM_ION_RAY_01 = 2049;
- int VFX_BEAM_ION_RAY_02 = 2050;
- int VFX_BEAM_COLD_RAY = 2051;
- int VFX_BEAM_STUN_RAY = 2052;
- int VFX_BEAM_FLAME_SPRAY = 2053;
- int VFX_DUR_CARBONITE_ENCASING = 2054;
- int VFX_DUR_CARBONITE_CHUNKS = 2055;
- int VFX_DUR_SHIELD_BLUE_MARK_I = 2056;
- int VFX_DUR_SHIELD_BLUE_MARK_II = 2058;
- int VFX_DUR_SHIELD_BLUE_MARK_IV = 2059;
- int VFX_DUR_ELECTRICAL_SPARK = 2067;
- int VFX_FNF_FORCE_WAVE = 3001;
- int VFX_FNF_PLOT_MAN_SONIC_WAVE = 3002;
- int VFX_FNF_GRENADE_FRAGMENTATION = 3003;
- int VFX_FNF_GRENADE_STUN = 3004;
- int VFX_FNF_GRENADE_THERMAL_DETONATOR = 3005;
- int VFX_FNF_GRENADE_POISON = 3006;
- int VFX_FNF_GRENADE_SONIC = 3007;
- int VFX_FNF_GRENADE_ADHESIVE = 3008;
- int VFX_FNF_GRENADE_CRYOBAN = 3009;
- int VFX_FNF_GRENADE_PLASMA = 3010;
- int VFX_FNF_GRENADE_ION = 3011;
- int VFX_FNF_GRAVITY_GENERATOR = 3013;
- int VFX_COM_SPARKS_LARGE = 4003;
- int VFX_COM_SPARKS_LIGHTSABER = 4004;
- int VFX_COM_SPARKS_PARRY_METAL = 4011;
- int VFX_COM_POWER_ATTACK_IMPROVED_STAFF = 4012;
- int VFX_COM_POWER_BLAST_IMPROVED = 4013;
- int VFX_COM_CRITICAL_STRIKE_IMPROVED_STAFF = 4014;
- int VFX_COM_SNIPER_SHOT_IMPROVED = 4015;
- int VFX_COM_MULTI_SHOT = 4016;
- int VFX_COM_WHIRLWIND_STRIKE_STAFF = 4017;
- int VFX_COM_CRITICAL_STRIKE_MASTERY_STAFF = 4018;
- int VFX_COM_POWER_ATTACK_MASTERY_STAFF = 4019;
- int VFX_COM_SNIPER_SHOT_MASTERY = 4020;
- int VFX_COM_FLURRY_IMPROVED_STAFF = 4021;
- int VFX_COM_RAPID_SHOT_IMPROVED = 4022;
- int VFX_COM_BLASTER_DEFLECTION = 4023;
- int VFX_COM_BLASTER_IMPACT = 4024;
- int VFX_COM_CRITICAL_STRIKE_IMPROVED_SABER = 4025;
- int VFX_COM_CRITICAL_STRIKE_MASTERY_SABER = 4026;
- int VFX_COM_POWER_ATTACK_IMPROVED_SABER = 4027;
- int VFX_COM_POWER_ATTACK_MASTERY_SABER = 4028;
- int VFX_COM_POWER_BLAST_MASTERY = 4029;
- int VFX_COM_FLURRY_IMPROVED_SABER = 4030;
- int VFX_COM_WHIRLWIND_STRIKE_SABER = 4031;
- int VFX_COM_BLASTER_IMPACT_GROUND = 4032;
- int VFX_COM_SPARKS_BLASTER = 4033;
- int VFX_COM_DROID_EXPLOSION_1 = 4034;
- int VFX_COM_DROID_EXPLOSION_2 = 4035;
- int VFX_COM_JEDI_FORCE_FIZZLE = 4036;
- int VFX_COM_FORCE_RESISTED = 4037;
- int VFX_ARD_LIGHT_YELLOW_10 = 5000;
- int VFX_ARD_LIGHT_YELLOW_20 = 5001;
- int VFX_ARD_LIGHT_BLIND = 5002;
- int VFX_ARD_HEAT_SHIMMER = 5003;
- int VFX_IMP_MIRV = 6000;
- int VFX_IMP_MIRV_IMPACT = 6001;
- int VFX_IMP_SCREEN_SHAKE = 6002;
- int VFX_DUR_HOLO_PROJECT = 9010; // DJS-OEI 9/15/2004
- int AOE_PER_FOGACID = 0;
- int AOE_PER_FOGFIRE = 1;
- int AOE_PER_FOGSTINK = 2;
- int AOE_PER_FOGKILL = 3;
- int AOE_PER_FOGMIND = 4;
- int AOE_PER_WALLFIRE = 5;
- int AOE_PER_WALLWIND = 6;
- int AOE_PER_WALLBLADE = 7;
- int AOE_PER_WEB = 8;
- int AOE_PER_ENTANGLE = 9;
- //int AOE_PER_CHAOS = 10;
- int AOE_PER_DARKNESS = 11;
- int AOE_MOB_CIRCEVIL = 12;
- int AOE_MOB_CIRCGOOD = 13;
- int AOE_MOB_CIRCLAW = 14;
- int AOE_MOB_CIRCCHAOS = 15;
- int AOE_MOB_FEAR = 16;
- int AOE_MOB_BLINDING = 17;
- int AOE_MOB_UNEARTHLY = 18;
- int AOE_MOB_MENACE = 19;
- int AOE_MOB_UNNATURAL = 20;
- int AOE_MOB_STUN = 21;
- int AOE_MOB_PROTECTION = 22;
- int AOE_MOB_FIRE = 23;
- int AOE_MOB_FROST = 24;
- int AOE_MOB_ELECTRICAL = 25;
- int AOE_PER_FOGGHOUL = 26;
- int AOE_MOB_TYRANT_FOG = 27;
- int AOE_PER_STORM = 28;
- int AOE_PER_INVIS_SPHERE = 29;
- int AOE_MOB_SILENCE = 30;
- int AOE_PER_DELAY_BLAST_FIREBALL = 31;
- int AOE_PER_GREASE = 32;
- int AOE_PER_CREEPING_DOOM = 33;
- int AOE_PER_EVARDS_BLACK_TENTACLES = 34;
- int AOE_MOB_INVISIBILITY_PURGE = 35;
- int AOE_MOB_DRAGON_FEAR = 36;
- // DJS-OEI 7/21/2004
- // Form re-design.
- /*
- // DJS-OEI 3/28/2004
- // These masks are used in Spells.2DA to indicate which spells
- // can be affected by which Forms. Unfortunately, the script compiler
- // won't let me make a constant with a Hex value, so I've had to use
- // decimal.
- int FORM_MASK_FORCE_FOCUS = 1;
- int FORM_MASK_ENDURING_FORCE = 2;
- int FORM_MASK_FORCE_AMPLIFICATION = 4;
- int FORM_MASK_FORCE_POTENCY = 8;
- int FORM_MASK_REGENERATION = 16;
- int FORM_MASK_POWER_OF_THE_DARK_SIDE = 32;
- */
- // these constants match those in spell.2da
- int FORCE_POWER_ALL_FORCE_POWERS = -1; // used for spell immunity.
- int FORCE_POWER_MASTER_ALTER = 0;
- int FORCE_POWER_MASTER_CONTROL = 1;
- int FORCE_POWER_MASTER_SENSE = 2;
- int FORCE_POWER_FORCE_JUMP_ADVANCED = 3;
- int FORCE_POWER_LIGHT_SABER_THROW_ADVANCED = 4;
- int FORCE_POWER_REGNERATION_ADVANCED = 5;
- int FORCE_POWER_AFFECT_MIND = 6;
- int FORCE_POWER_AFFLICTION = 7;
- int FORCE_POWER_SPEED_BURST = 8;
- int FORCE_POWER_CHOKE = 9;
- int FORCE_POWER_CURE = 10;
- int FORCE_POWER_DEATH_FIELD = 11;
- int FORCE_POWER_DROID_DISABLE = 12;
- int FORCE_POWER_DROID_DESTROY = 13;
- int FORCE_POWER_DOMINATE = 14;
- int FORCE_POWER_DRAIN_LIFE = 15;
- int FORCE_POWER_FEAR = 16;
- int FORCE_POWER_FORCE_ARMOR = 17;
- int FORCE_POWER_FORCE_AURA = 18;
- int FORCE_POWER_FORCE_BREACH = 19;
- int FORCE_POWER_FORCE_IMMUNITY = 20;
- int FORCE_POWER_FORCE_JUMP = 21;
- int FORCE_POWER_FORCE_MIND = 22;
- int FORCE_POWER_FORCE_PUSH = 23;
- int FORCE_POWER_FORCE_SHIELD = 24;
- int FORCE_POWER_FORCE_STORM = 25;
- int FORCE_POWER_FORCE_WAVE = 26;
- int FORCE_POWER_FORCE_WHIRLWIND = 27;
- int FORCE_POWER_HEAL = 28;
- int FORCE_POWER_HOLD = 29;
- int FORCE_POWER_HORROR = 30;
- int FORCE_POWER_INSANITY = 31;
- int FORCE_POWER_KILL = 32;
- int FORCE_POWER_KNIGHT_MIND = 33;
- int FORCE_POWER_KNIGHT_SPEED = 34;
- int FORCE_POWER_LIGHTNING = 35;
- int FORCE_POWER_MIND_MASTERY = 36;
- int FORCE_POWER_SPEED_MASTERY = 37;
- int FORCE_POWER_PLAGUE = 38;
- int FORCE_POWER_REGENERATION = 39;
- int FORCE_POWER_RESIST_COLD_HEAT_ENERGY = 40;
- int FORCE_POWER_RESIST_FORCE = 41;
- int FORCE_POWER_RESIST_POISON_DISEASE_SONIC = 42;
- int FORCE_POWER_SHOCK = 43;
- int FORCE_POWER_SLEEP = 44;
- int FORCE_POWER_SLOW = 45;
- int FORCE_POWER_STUN = 46;
- int FORCE_POWER_DROID_STUN = 47;
- int FORCE_POWER_SUPRESS_FORCE = 48;
- int FORCE_POWER_LIGHT_SABER_THROW = 49;
- int FORCE_POWER_WOUND = 50;
- int SPECIAL_ABILITY_BATTLE_MEDITATION = 51;
- int SPECIAL_ABILITY_BODY_FUEL = 52;
- int SPECIAL_ABILITY_COMBAT_REGENERATION = 53;
- int SPECIAL_ABILITY_WARRIOR_STANCE = 54;
- int SPECIAL_ABILITY_SENTINEL_STANCE = 55;
- int SPECIAL_ABILITY_DOMINATE_MIND = 56;
- int SPECIAL_ABILITY_PSYCHIC_STANCE = 57;
- int SPECIAL_ABILITY_CATHAR_REFLEXES = 58;
- int SPECIAL_ABILITY_ENHANCED_SENSES = 59;
- int SPECIAL_ABILITY_CAMOFLAGE = 60;
- int SPECIAL_ABILITY_TAUNT = 61;
- int SPECIAL_ABILITY_WHIRLING_DERVISH = 62;
- int SPECIAL_ABILITY_RAGE = 63;
- // DJS-OEI 12/9/2003
- // New Force Powers
- int FORCE_POWER_MASTER_ENERGY_RESISTANCE = 133;
- int FORCE_POWER_MASTER_HEAL = 134;
- int FORCE_POWER_FORCE_BARRIER = 135;
- int FORCE_POWER_IMPROVED_FORCE_BARRIER = 136;
- int FORCE_POWER_MASTER_FORCE_BARRIER = 137;
- int FORCE_POWER_BATTLE_MEDITATION_PC = 138; // Only PCs, CNPCs, and Friendly allies should cast
- int FORCE_POWER_IMPROVED_BATTLE_MEDITATION_PC = 139; // these versions of Battle Meditation.
- int FORCE_POWER_MASTER_BATTLE_MEDITATION_PC = 140; //
- int FORCE_POWER_BAT_MED_ENEMY = 141; // Only hostile creatures should cast
- int FORCE_POWER_IMP_BAT_MED_ENEMY = 142; // these versions of Battle Meditation.
- int FORCE_POWER_MAS_BAT_MED_ENEMY = 143; //
- int FORCE_POWER_CRUSH_OPPOSITION_I = 144;
- int FORCE_POWER_CRUSH_OPPOSITION_II = 145;
- int FORCE_POWER_CRUSH_OPPOSITION_III = 146;
- int FORCE_POWER_CRUSH_OPPOSITION_IV = 147;
- int FORCE_POWER_CRUSH_OPPOSITION_V = 148;
- int FORCE_POWER_CRUSH_OPPOSITION_VI = 149;
- int FORCE_POWER_FORCE_BODY = 150;
- int FORCE_POWER_IMPROVED_FORCE_BODY = 151;
- int FORCE_POWER_MASTER_FORCE_BODY = 152;
- int FORCE_POWER_DRAIN_FORCE = 153;
- int FORCE_POWER_IMPROVED_DRAIN_FORCE = 154;
- int FORCE_POWER_MASTER_DRAIN_FORCE = 155;
- int FORCE_POWER_FORCE_CAMOUFLAGE = 156;
- int FORCE_POWER_IMPROVED_FORCE_CAMOUFLAGE = 157;
- int FORCE_POWER_MASTER_FORCE_CAMOUFLAGE = 158;
- int FORCE_POWER_FORCE_SCREAM = 159;
- int FORCE_POWER_IMPROVED_FORCE_SCREAM = 160;
- int FORCE_POWER_MASTER_FORCE_SCREAM = 161;
- int FORCE_POWER_FORCE_REPULSION = 162;
- int FORCE_POWER_FORCE_REDIRECTION = 163;
- int FORCE_POWER_FURY = 164;
- int FORCE_POWER_IMPROVED_FURY = 165;
- int FORCE_POWER_MASTER_FURY = 166;
- int FORCE_POWER_INSPIRE_FOLLOWERS_I = 167;
- int FORCE_POWER_INSPIRE_FOLLOWERS_II = 168;
- int FORCE_POWER_INSPIRE_FOLLOWERS_III = 169;
- int FORCE_POWER_INSPIRE_FOLLOWERS_IV = 170;
- int FORCE_POWER_INSPIRE_FOLLOWERS_V = 171;
- int FORCE_POWER_INSPIRE_FOLLOWERS_VI = 172;
- int FORCE_POWER_REVITALIZE = 173;
- int FORCE_POWER_IMPROVED_REVITALIZE = 174;
- int FORCE_POWER_MASTER_REVITALIZE = 175;
- int FORCE_POWER_FORCE_SIGHT = 176;
- int FORCE_POWER_FORCE_CRUSH = 177;
- int FORCE_POWER_PRECOGNITION = 178;
- int FORCE_POWER_BATTLE_PRECOGNITION = 179;
- int FORCE_POWER_FORCE_ENLIGHTENMENT = 180;
- int FORCE_POWER_MIND_TRICK = 181;
- int FORCE_POWER_CONFUSION = 200;
- int FORCE_POWER_BEAST_TRICK = 182;
- int FORCE_POWER_BEAST_CONFUSION = 184;
- int FORCE_POWER_DROID_TRICK = 201;
- int FORCE_POWER_DROID_CONFUSION = 269;
- int FORCE_POWER_BREATH_CONTROL = 270;
- int FORCE_POWER_WOOKIEE_RAGE_I = 271;
- int FORCE_POWER_WOOKIEE_RAGE_II = 272;
- int FORCE_POWER_WOOKIEE_RAGE_III = 273;
- // DJS-OEI 7/21/2004
- // Form re-design.
- /*
- // DJS-OEI 3/25/2004
- int FORM_LIGHTSABER_PADAWAN_I = 205;
- int FORM_LIGHTSABER_PADAWAN_II = 206;
- int FORM_LIGHTSABER_PADAWAN_III = 207;
- int FORM_LIGHTSABER_DAKLEAN_I = 208;
- int FORM_LIGHTSABER_DAKLEAN_II = 209;
- int FORM_LIGHTSABER_DAKLEAN_III = 210;
- int FORM_LIGHTSABER_SENTINEL_I = 211;
- int FORM_LIGHTSABER_SENTINEL_II = 212;
- int FORM_LIGHTSABER_SENTINEL_III = 213;
- int FORM_LIGHTSABER_SODAK_I = 214;
- int FORM_LIGHTSABER_SODAK_II = 215;
- int FORM_LIGHTSABER_SODAK_III = 216;
- int FORM_LIGHTSABER_ANCIENT_I = 217;
- int FORM_LIGHTSABER_ANCIENT_II = 218;
- int FORM_LIGHTSABER_ANCIENT_III = 219;
- int FORM_LIGHTSABER_MASTER_I = 220;
- int FORM_LIGHTSABER_MASTER_II = 221;
- int FORM_LIGHTSABER_MASTER_III = 222;
- int FORM_CONSULAR_FORCE_FOCUS_I = 223;
- int FORM_CONSULAR_FORCE_FOCUS_II = 224;
- int FORM_CONSULAR_FORCE_FOCUS_III = 225;
- int FORM_CONSULAR_ENDURING_FORCE_I = 226;
- int FORM_CONSULAR_ENDURING_FORCE_II = 227;
- int FORM_CONSULAR_ENDURING_FORCE_III = 228;
- int FORM_CONSULAR_FORCE_AMPLIFICATION_I = 229;
- int FORM_CONSULAR_FORCE_AMPLIFICATION_II = 230;
- int FORM_CONSULAR_FORCE_AMPLIFICATION_III = 231;
- int FORM_CONSULAR_FORCE_SHELL_I = 232;
- int FORM_CONSULAR_FORCE_SHELL_II = 233;
- int FORM_CONSULAR_FORCE_SHELL_III = 234;
- int FORM_CONSULAR_FORCE_POTENCY_I = 235;
- int FORM_CONSULAR_FORCE_POTENCY_II = 236;
- int FORM_CONSULAR_FORCE_POTENCY_III = 237;
- int FORM_CONSULAR_REGENERATION_I = 238;
- int FORM_CONSULAR_REGENERATION_II = 239;
- int FORM_CONSULAR_REGENERATION_III = 240;
- int FORM_CONSULAR_POWER_OF_THE_DARK_SIDE_I = 241;
- int FORM_CONSULAR_POWER_OF_THE_DARK_SIDE_II = 242;
- int FORM_CONSULAR_POWER_OF_THE_DARK_SIDE_III = 243;
- */
- int FORM_SABER_I_SHII_CHO = 258;
- int FORM_SABER_II_MAKASHI = 259;
- int FORM_SABER_III_SORESU = 260;
- int FORM_SABER_IV_ATARU = 261;
- int FORM_SABER_V_SHIEN = 262;
- int FORM_SABER_VI_NIMAN = 263;
- int FORM_SABER_VII_JUYO = 264;
- int FORM_FORCE_I_FOCUS = 265;
- int FORM_FORCE_II_POTENCY = 266;
- int FORM_FORCE_III_AFFINITY = 267;
- int FORM_FORCE_IV_MASTERY = 268;
- // these constants must match those in poison.2da
- int POISON_ABILITY_SCORE_MILD = 0;
- int POISON_ABILITY_SCORE_AVERAGE = 1;
- int POISON_ABILITY_SCORE_VIRULENT = 2;
- int POISON_DAMAGE_MILD = 3;
- int POISON_DAMAGE_AVERAGE = 4;
- int POISON_DAMAGE_VIRULENT = 5;
- int POISON_ABILITY_AND_DAMAGE_AVERAGE = 6;
- int POISON_ABILITY_AND_DAMAGE_VIRULENT = 7;
- int POISON_DAMAGE_ROCKET = 8; // DJS-OEI 4/12/2004
- int POISON_DAMAGE_NORMAL_DART = 9; // DJS-OEI 4/13/2004
- int POISON_DAMAGE_KYBER_DART = 10; // DJS-OEI 4/13/2004
- int POISON_DAMAGE_KYBER_DART_HALF = 11; // DJS-OEI 4/13/2004
- // the thing after CREATURE_TYPE_ should refer to the
- // actual "subtype" in the lists given above.
- int CREATURE_TYPE_RACIAL_TYPE = 0;
- int CREATURE_TYPE_PLAYER_CHAR = 1;
- int CREATURE_TYPE_CLASS = 2;
- int CREATURE_TYPE_REPUTATION = 3;
- int CREATURE_TYPE_IS_ALIVE = 4;
- int CREATURE_TYPE_HAS_SPELL_EFFECT = 5;
- int CREATURE_TYPE_DOES_NOT_HAVE_SPELL_EFFECT = 6;
- int CREATURE_TYPE_PERCEPTION = 7;
- //int CREATURE_TYPE_ALIGNMENT = 2;
- int REPUTATION_TYPE_FRIEND = 0;
- int REPUTATION_TYPE_ENEMY = 1;
- int REPUTATION_TYPE_NEUTRAL = 2;
- int PERCEPTION_SEEN_AND_HEARD = 0;
- int PERCEPTION_NOT_SEEN_AND_NOT_HEARD = 1;
- int PERCEPTION_HEARD_AND_NOT_SEEN = 2;
- int PERCEPTION_SEEN_AND_NOT_HEARD = 3;
- int PERCEPTION_NOT_HEARD = 4;
- int PERCEPTION_HEARD = 5;
- int PERCEPTION_NOT_SEEN = 6;
- int PERCEPTION_SEEN = 7;
- int PLAYER_CHAR_NOT_PC = FALSE;
- int PLAYER_CHAR_IS_PC = TRUE;
- int CLASS_TYPE_SOLDIER = 0;
- int CLASS_TYPE_SCOUT = 1;
- int CLASS_TYPE_SCOUNDREL = 2;
- int CLASS_TYPE_JEDIGUARDIAN = 3;
- int CLASS_TYPE_JEDICONSULAR = 4;
- int CLASS_TYPE_JEDISENTINEL = 5;
- int CLASS_TYPE_COMBATDROID = 6;
- int CLASS_TYPE_EXPERTDROID = 7;
- int CLASS_TYPE_MINION = 8;
- // DJS-OEI 2/11/2004
- int CLASS_TYPE_TECHSPECIALIST = 9;
- int CLASS_TYPE_BOUNTYHUNTER = 10; // Cut, I believe
- int CLASS_TYPE_JEDIWEAPONMASTER = 11;
- int CLASS_TYPE_JEDIMASTER = 12;
- int CLASS_TYPE_JEDIWATCHMAN = 13;
- int CLASS_TYPE_SITHMARAUDER = 14;
- int CLASS_TYPE_SITHLORD = 15;
- int CLASS_TYPE_SITHASSASSIN = 16;
- int CLASS_TYPE_INVALID = 255;
- // These are for GetFirstInPersistentObject() and GetNextInPersistentObject()
- int PERSISTENT_ZONE_ACTIVE = 0;
- int PERSISTENT_ZONE_FOLLOW = 1;
- int INVALID_STANDARD_FACTION = -1;
- int STANDARD_FACTION_HOSTILE_1 = 1;
- int STANDARD_FACTION_FRIENDLY_1 = 2;
- int STANDARD_FACTION_HOSTILE_2 = 3;
- int STANDARD_FACTION_FRIENDLY_2 = 4;
- int STANDARD_FACTION_NEUTRAL = 5;
- int STANDARD_FACTION_INSANE = 6;
- int STANDARD_FACTION_PTAT_TUSKAN = 7;
- int STANDARD_FACTION_GLB_XOR = 8;
- int STANDARD_FACTION_SURRENDER_1 = 9;
- int STANDARD_FACTION_SURRENDER_2 = 10;
- int STANDARD_FACTION_PREDATOR = 11;
- int STANDARD_FACTION_PREY = 12;
- int STANDARD_FACTION_TRAP = 13;
- int STANDARD_FACTION_ENDAR_SPIRE = 14;
- int STANDARD_FACTION_RANCOR = 15;
- int STANDARD_FACTION_GIZKA_1 = 16;
- int STANDARD_FACTION_GIZKA_2 = 17;
- // DJS-OEI 2/25/2004
- int STANDARD_FACTION_SELF_LOATHING = 21;
- int STANDARD_FACTION_ONE_ON_ONE = 22;
- int STANDARD_FACTION_PARTYPUPPET = 23;
- // Skill defines
- int SKILL_COMPUTER_USE = 0;
- int SKILL_DEMOLITIONS = 1;
- int SKILL_STEALTH = 2;
- int SKILL_AWARENESS = 3;
- int SKILL_PERSUADE = 4;
- int SKILL_REPAIR = 5;
- int SKILL_SECURITY = 6;
- int SKILL_TREAT_INJURY = 7;
- int SKILL_MAX_SKILLS = 8;
- int SUBSKILL_FLAGTRAP = 100;
- int SUBSKILL_RECOVERTRAP = 101;
- int SUBSKILL_EXAMINETRAP = 102;
- // FEATS
- //int FEAT_ADVANCED_DODGE = 0;
- int FEAT_ADVANCED_JEDI_DEFENSE = 1;
- int FEAT_ADVANCED_GUARD_STANCE = 2;
- int FEAT_AMBIDEXTERITY = 3;
- int FEAT_ARMOUR_PROF_HEAVY = 4;
- int FEAT_ARMOUR_PROF_LIGHT = 5;
- int FEAT_ARMOUR_PROF_MEDIUM = 6;
- int FEAT_CAUTIOUS = 7;
- int FEAT_CRITICAL_STRIKE = 8;
- int FEAT_DOUBLE_WEAPON_FIGHTING = 9;
- int FEAT_EMPATHY = 10;
- int FEAT_FLURRY = 11;
- int FEAT_GEAR_HEAD = 12;
- int FEAT_GREAT_FORTITUDE = 13;
- int FEAT_IMPLANT_LEVEL_1 = 14;
- int FEAT_IMPLANT_LEVEL_2 = 15;
- int FEAT_IMPLANT_LEVEL_3 = 16;
- int FEAT_IMPROVED_POWER_ATTACK = 17;
- int FEAT_IMPROVED_POWER_BLAST = 18;
- int FEAT_IMPROVED_CRITICAL_STRIKE = 19;
- int FEAT_IMPROVED_SNIPER_SHOT = 20;
- int FEAT_IRON_WILL = 21;
- int FEAT_LIGHTNING_REFLEXES = 22;
- //int FEAT_MASTER_DODGE = 23;
- int FEAT_MASTER_JEDI_DEFENSE = 24;
- int FEAT_MASTER_GUARD_STANCE = 25;
- int FEAT_MULTI_SHOT = 26;
- int FEAT_PERCEPTIVE = 27;
- int FEAT_POWER_ATTACK = 28;
- int FEAT_POWER_BLAST = 29;
- int FEAT_RAPID_SHOT = 30;
- int FEAT_SNIPER_SHOT = 31;
- int FEAT_WEAPON_FOCUS_BLASTER = 32;
- int FEAT_WEAPON_FOCUS_BLASTER_RIFLE = 33;
- int FEAT_WEAPON_FOCUS_GRENADE = 34;
- int FEAT_WEAPON_FOCUS_HEAVY_WEAPONS = 35;
- int FEAT_WEAPON_FOCUS_LIGHTSABER = 36;
- int FEAT_WEAPON_FOCUS_MELEE_WEAPONS = 37;
- int FEAT_WEAPON_FOCUS_SIMPLE_WEAPONS = 38;
- int FEAT_WEAPON_PROFICIENCY_BLASTER = 39;
- int FEAT_WEAPON_PROFICIENCY_BLASTER_RIFLE = 40;
- int FEAT_WEAPON_PROFICIENCY_GRENADE = 41;
- int FEAT_WEAPON_PROFICIENCY_HEAVY_WEAPONS = 42;
- int FEAT_WEAPON_PROFICIENCY_LIGHTSABER = 43;
- int FEAT_WEAPON_PROFICIENCY_MELEE_WEAPONS = 44;
- int FEAT_WEAPON_PROFICIENCY_SIMPLE_WEAPONS = 45;
- int FEAT_WEAPON_SPECIALIZATION_BLASTER = 46;
- int FEAT_WEAPON_SPECIALIZATION_BLASTER_RIFLE = 47;
- int FEAT_WEAPON_SPECIALIZATION_GRENADE = 48;
- int FEAT_WEAPON_SPECIALIZATION_HEAVY_WEAPONS = 49;
- int FEAT_WEAPON_SPECIALIZATION_LIGHTSABER = 50;
- int FEAT_WEAPON_SPECIALIZATION_MELEE_WEAPONS = 51;
- int FEAT_WEAPON_SPECIALIZATION_SIMPLE_WEAPONS = 52;
- int FEAT_WHIRLWIND_ATTACK = 53;
- int FEAT_GUARD_STANCE = 54;
- int FEAT_JEDI_DEFENSE = 55;
- int FEAT_UNCANNY_DODGE_1 = 56;
- int FEAT_UNCANNY_DODGE_2 = 57;
- int FEAT_SKILL_FOCUS_COMPUTER_USE = 58;
- //int FEAT_DODGE = 59;
- int FEAT_SNEAK_ATTACK_1D6 = 60;
- int FEAT_SNEAK_ATTACK_2D6 = 61;
- int FEAT_SNEAK_ATTACK_3D6 = 62;
- int FEAT_SNEAK_ATTACK_4D6 = 63;
- int FEAT_SNEAK_ATTACK_5D6 = 64;
- int FEAT_SNEAK_ATTACK_6D6 = 65;
- int FEAT_SNEAK_ATTACK_7D6 = 66;
- int FEAT_SNEAK_ATTACK_8D6 = 67;
- int FEAT_SNEAK_ATTACK_9D6 = 68;
- int FEAT_SNEAK_ATTACK_10D6 = 69;
- int FEAT_SKILL_FOCUS_DEMOLITIONS = 70;
- int FEAT_SKILL_FOCUS_STEALTH = 71;
- int FEAT_SKILL_FOCUS_AWARENESS = 72;
- int FEAT_SKILL_FOCUS_PERSUADE = 73;
- int FEAT_SKILL_FOCUS_REPAIR = 74;
- int FEAT_SKILL_FOCUS_SECURITY = 75;
- int FEAT_SKILL_FOCUS_TREAT_INJUURY = 76;
- int FEAT_MASTER_SNIPER_SHOT = 77;
- int FEAT_DROID_UPGRADE_1 = 78;
- int FEAT_DROID_UPGRADE_2 = 79;
- int FEAT_DROID_UPGRADE_3 = 80;
- int FEAT_MASTER_CRITICAL_STRIKE = 81;
- int FEAT_MASTER_POWER_BLAST = 82;
- int FEAT_MASTER_POWER_ATTACK = 83;
- int FEAT_TOUGHNESS = 84;
- int FEAT_ADVANCED_DOUBLE_WEAPON_FIGHTING = 85;
- int FEAT_FORCE_FOCUS_ALTER = 86;
- int FEAT_FORCE_FOCUS_CONTROL = 87;
- int FEAT_FORCE_FOCUS_SENSE = 88;
- int FEAT_FORCE_FOCUS_ADVANCED = 89;
- int FEAT_FORCE_FOCUS_MASTERY = 90;
- int FEAT_IMPROVED_FLURRY = 91;
- int FEAT_IMPROVED_RAPID_SHOT = 92;
- int FEAT_PROFICIENCY_ALL = 93;
- int FEAT_BATTLE_MEDITATION = 94;
- // DJS-OEI 11/12/2003
- int FEAT_EVASION = 125;
- int FEAT_TARGETING_1 = 126;
- int FEAT_TARGETING_2 = 127;
- int FEAT_TARGETING_3 = 128;
- int FEAT_TARGETING_4 = 129;
- int FEAT_TARGETING_5 = 130;
- int FEAT_TARGETING_6 = 131;
- int FEAT_TARGETING_7 = 132;
- int FEAT_TARGETING_8 = 133;
- int FEAT_TARGETING_9 = 134;
- int FEAT_TARGETING_10 = 135;
- // DJS-OEI 10/5/2004
- // Moved down to 240+
- /*
- int FEAT_PRECISE_SHOT = 136;
- int FEAT_IMPROVED_PRECISE_SHOT = 137;
- int FEAT_MASTER_PRECISE_SHOT = 138;
- */
- int FEAT_CLOSE_COMBAT = 139;
- int FEAT_IMPROVED_CLOSE_COMBAT = 140;
- int FEAT_IMPROVED_FORCE_CAMOUFLAGE = 141;
- int FEAT_MASTER_FORCE_CAMOUFLAGE = 142;
- int FEAT_REGENERATE_FORCE_POINTS = 143;
- int FEAT_DARK_SIDE_CORRUPTION = 149;
- int FEAT_IGNORE_PAIN_1 = 150;
- int FEAT_IGNORE_PAIN_2 = 151;
- int FEAT_IGNORE_PAIN_3 = 152;
- int FEAT_INCREASE_COMBAT_DAMAGE_1 = 153;
- int FEAT_INCREASE_COMBAT_DAMAGE_2 = 154;
- int FEAT_INCREASE_COMBAT_DAMAGE_3 = 155;
- int FEAT_SUPERIOR_WEAPON_FOCUS_LIGHTSABER_1 = 156;
- int FEAT_SUPERIOR_WEAPON_FOCUS_LIGHTSABER_2 = 157;
- int FEAT_SUPERIOR_WEAPON_FOCUS_LIGHTSABER_3 = 158;
- int FEAT_SUPERIOR_WEAPON_FOCUS_TWO_WEAPON_1 = 159;
- int FEAT_SUPERIOR_WEAPON_FOCUS_TWO_WEAPON_2 = 160;
- int FEAT_SUPERIOR_WEAPON_FOCUS_TWO_WEAPON_3 = 161;
- int FEAT_LIGHT_SIDE_ENLIGHTENMENT = 167;
- int FEAT_DEFLECT = 168;
- int FEAT_INNER_STRENGTH_1 = 169;
- int FEAT_INNER_STRENGTH_2 = 170;
- int FEAT_INNER_STRENGTH_3 = 171;
- int FEAT_INCREASE_MELEE_DAMAGE_1 = 172;
- int FEAT_INCREASE_MELEE_DAMAGE_2 = 173;
- int FEAT_INCREASE_MELEE_DAMAGE_3 = 174;
- int FEAT_CRAFT = 175;
- int FEAT_MASTERCRAFT_WEAPONS_1 = 176;
- int FEAT_MASTERCRAFT_WEAPONS_2 = 177;
- int FEAT_MASTERCRAFT_WEAPONS_3 = 178;
- int FEAT_MASTERCRAFT_ARMOR_1 = 179;
- int FEAT_MASTERCRAFT_ARMOR_2 = 180;
- int FEAT_MASTERCRAFT_ARMOR_3 = 181;
- int FEAT_DROID_INTERFACE = 182;
- int FEAT_CLASS_SKILL_AWARENESS = 183;
- int FEAT_CLASS_SKILL_COMPUTER_USE = 184;
- int FEAT_CLASS_SKILL_DEMOLITIONS = 185;
- int FEAT_CLASS_SKILL_REPAIR = 186;
- int FEAT_CLASS_SKILL_SECURITY = 187;
- int FEAT_CLASS_SKILL_STEALTH = 188;
- int FEAT_CLASS_SKILL_TREAT_INJURY = 189;
- int FEAT_DUAL_STRIKE = 190;
- int FEAT_IMPROVED_DUAL_STRIKE = 191;
- int FEAT_MASTER_DUAL_STRIKE = 192;
- int FEAT_FINESSE_LIGHTSABERS = 193;
- int FEAT_FINESSE_MELEE_WEAPONS = 194;
- int FEAT_MOBILITY = 195;
- int FEAT_REGENERATE_VITALITY_POINTS = 196;
- int FEAT_STEALTH_RUN = 197;
- int FEAT_KINETIC_COMBAT = 198;
- int FEAT_SURVIVAL = 199;
- int FEAT_MANDALORIAN_COURAGE = 200;
- int FEAT_PERSONAL_CLOAKING_SHIELD = 201;
- int FEAT_MENTOR = 202;
- int FEAT_IMPLANT_SWITCHING = 203;
- int FEAT_SPIRIT = 204;
- int FEAT_FORCE_CHAIN = 205;
- int FEAT_WAR_VETERAN = 206;
- // DJS-OEI 10/5/2004
- // Moved down to 240+
- /*
- int FEAT_PRECISE_SHOT_IV = 226;
- int FEAT_PRECISE_SHOT_V = 227;
- */
- int FEAT_FIGHTING_SPIRIT = 236;
- int FEAT_HEROIC_RESOLVE = 237;
- int FEAT_PRECISE_SHOT = 240;
- int FEAT_IMPROVED_PRECISE_SHOT = 241;
- int FEAT_MASTER_PRECISE_SHOT = 242;
- int FEAT_PRECISE_SHOT_IV = 243;
- int FEAT_PRECISE_SHOT_V = 244;
- // Special Attack Defines
- int SPECIAL_ATTACK_INVALID = 0;
- int SPECIAL_ATTACK_CALLED_SHOT_LEG = 1;
- int SPECIAL_ATTACK_CALLED_SHOT_ARM = 2;
- int SPECIAL_ATTACK_SAP = 3;
- int SPECIAL_ATTACK_DISARM = 4;
- int SPECIAL_ATTACK_IMPROVED_DISARM = 5;
- int SPECIAL_ATTACK_KNOCKDOWN = 6;
- int SPECIAL_ATTACK_IMPROVED_KNOCKDOWN = 7;
- int SPECIAL_ATTACK_STUNNING_FIST = 8;
- int SPECIAL_ATTACK_FLURRY_OF_BLOWS = 9;
- int SPECIAL_ATTACK_RAPID_SHOT = 10;
- // Combat Mode Defines
- int COMBAT_MODE_INVALID = 0;
- int COMBAT_MODE_PARRY = 1;
- int COMBAT_MODE_POWER_ATTACK = 2;
- int COMBAT_MODE_IMPROVED_POWER_ATTACK = 3;
- int COMBAT_MODE_FLURRY_OF_BLOWS = 4;
- int COMBAT_MODE_RAPID_SHOT = 5;
- // These represent the row in the difficulty 2da, rather than
- // a difficulty value.
- int ENCOUNTER_DIFFICULTY_VERY_EASY = 0;
- int ENCOUNTER_DIFFICULTY_EASY = 1;
- int ENCOUNTER_DIFFICULTY_NORMAL = 2;
- int ENCOUNTER_DIFFICULTY_HARD = 3;
- int ENCOUNTER_DIFFICULTY_IMPOSSIBLE = 4;
- // Looping animation constants.
- int ANIMATION_LOOPING_PAUSE = 0;
- int ANIMATION_LOOPING_PAUSE2 = 1;
- int ANIMATION_LOOPING_LISTEN = 2;
- int ANIMATION_LOOPING_MEDITATE = 3;
- int ANIMATION_LOOPING_WORSHIP = 4;
- //int ANIMATION_LOOPING_LOOK_FAR = 5;
- //int ANIMATION_LOOPING_SIT_CHAIR = 6;
- //int ANIMATION_LOOPING_SIT_CROSS = 7;
- int ANIMATION_LOOPING_TALK_NORMAL = 5;
- int ANIMATION_LOOPING_TALK_PLEADING = 6;
- int ANIMATION_LOOPING_TALK_FORCEFUL = 7;
- int ANIMATION_LOOPING_TALK_LAUGHING = 8;
- int ANIMATION_LOOPING_TALK_SAD = 9;
- int ANIMATION_LOOPING_GET_LOW = 10;
- int ANIMATION_LOOPING_GET_MID = 11;
- int ANIMATION_LOOPING_PAUSE_TIRED = 12;
- int ANIMATION_LOOPING_PAUSE_DRUNK = 13;
- int ANIMATION_LOOPING_FLIRT = 14;
- int ANIMATION_LOOPING_USE_COMPUTER = 15;
- int ANIMATION_LOOPING_DANCE = 16;
- int ANIMATION_LOOPING_DANCE1 = 17;
- int ANIMATION_LOOPING_HORROR = 18;
- int ANIMATION_LOOPING_READY = 19;
- int ANIMATION_LOOPING_DEACTIVATE = 20;
- int ANIMATION_LOOPING_SPASM = 21;
- int ANIMATION_LOOPING_SLEEP = 22;
- int ANIMATION_LOOPING_PRONE = 23;
- int ANIMATION_LOOPING_PAUSE3 = 24;
- int ANIMATION_LOOPING_WELD = 25;
- int ANIMATION_LOOPING_DEAD = 26;
- int ANIMATION_LOOPING_TALK_INJURED = 27;
- int ANIMATION_LOOPING_LISTEN_INJURED = 28;
- int ANIMATION_LOOPING_TREAT_INJURED = 29;
- int ANIMATION_LOOPING_DEAD_PRONE = 30;
- int ANIMATION_LOOPING_KNEEL_TALK_ANGRY = 31;
- int ANIMATION_LOOPING_KNEEL_TALK_SAD = 32;
- int ANIMATION_LOOPING_CHECK_BODY = 33;
- int ANIMATION_LOOPING_UNLOCK_DOOR = 34;
- int ANIMATION_LOOPING_SIT_AND_MEDITATE = 35;
- int ANIMATION_LOOPING_SIT_CHAIR = 36;//AWD-OEI 07/06/2004
- int ANIMATION_LOOPING_SIT_CHAIR_DRINK = 37;//AWD-OEI 07/06/2004
- int ANIMATION_LOOPING_SIT_CHAIR_PAZAK = 38;//AWD-OEI 07/06/2004
- int ANIMATION_LOOPING_SIT_CHAIR_COMP1 = 39;//AWD-OEI 07/06/2004
- int ANIMATION_LOOPING_SIT_CHAIR_COMP2 = 40;//AWD-OEI 07/06/2004
- int ANIMATION_LOOPING_RAGE = 41;//JAB-OEI 07/15/2004
- //int ANIMATION_LOOPING_DIVE_ROLL = 42;//BMA-OEI 08/18/2004
- int ANIMATION_LOOPING_CLOSED = 43;//AWD-OEI 08/23/2004
- int ANIMATION_LOOPING_STEALTH = 44;//BMA-OEI 08/31/2004
- int ANIMATION_LOOPING_CHOKE_WORKING = 45;//DJS-OEI 09/09/2004
- int ANIMATION_LOOPING_MEDITATE_STAND = 46;//DJS-OEI 9/10/2004
- // NOTE: Choke is really a looping animation. The fire and forget constant has
- // been left in because it has already been used in many places. Please
- // use this constant from now on.
- int ANIMATION_LOOPING_CHOKE = 116;
- // Fire and forget animation constants.
- int ANIMATION_FIREFORGET_HEAD_TURN_LEFT = 100;
- int ANIMATION_FIREFORGET_HEAD_TURN_RIGHT = 101;
- int ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD = 102;
- int ANIMATION_FIREFORGET_PAUSE_BORED = 103;
- int ANIMATION_FIREFORGET_SALUTE = 104;
- int ANIMATION_FIREFORGET_BOW = 105;
- //int ANIMATION_FIREFORGET_STEAL = 106;
- int ANIMATION_FIREFORGET_GREETING = 106;
- int ANIMATION_FIREFORGET_TAUNT = 107;
- int ANIMATION_FIREFORGET_VICTORY1 = 108;
- int ANIMATION_FIREFORGET_VICTORY2 = 109;
- int ANIMATION_FIREFORGET_VICTORY3 = 110;
- //int ANIMATION_FIREFORGET_READ = 111;
- int ANIMATION_FIREFORGET_INJECT = 112;
- int ANIMATION_FIREFORGET_USE_COMPUTER = 113;
- int ANIMATION_FIREFORGET_PERSUADE = 114;
- int ANIMATION_FIREFORGET_ACTIVATE = 115;
- // NOTE: Please do not use this choke constant anymore. The choke is not a fire
- // and forget animation. The looping choke constant above should be used
- // instead.
- int ANIMATION_FIREFORGET_CHOKE = 116;
- int ANIMATION_FIREFORGET_THROW_HIGH = 117;
- int ANIMATION_FIREFORGET_THROW_LOW = 118;
- int ANIMATION_FIREFORGET_CUSTOM01 = 119;
- int ANIMATION_FIREFORGET_TREAT_INJURED = 120;
- int ANIMATION_FIREFORGET_FORCE_CAST = 121;
- int ANIMATION_FIREFORGET_OPEN = 122;//AWD-OEI 08/23/2004
- int ANIMATION_FIREFORGET_DIVE_ROLL = 123;//DJS-OEI 08/29/2004
- int ANIMATION_FIREFORGET_SCREAM = 124;//DJS-OEI 09/09/2004
- // Placeable animation constants
- int ANIMATION_PLACEABLE_ACTIVATE = 200;
- int ANIMATION_PLACEABLE_DEACTIVATE = 201;
- int ANIMATION_PLACEABLE_OPEN = 202;
- int ANIMATION_PLACEABLE_CLOSE = 203;
- int ANIMATION_PLACEABLE_ANIMLOOP01 = 204;
- int ANIMATION_PLACEABLE_ANIMLOOP02 = 205;
- int ANIMATION_PLACEABLE_ANIMLOOP03 = 206;
- int ANIMATION_PLACEABLE_ANIMLOOP04 = 207;
- int ANIMATION_PLACEABLE_ANIMLOOP05 = 208;
- int ANIMATION_PLACEABLE_ANIMLOOP06 = 209;
- int ANIMATION_PLACEABLE_ANIMLOOP07 = 210;
- int ANIMATION_PLACEABLE_ANIMLOOP08 = 211;
- int ANIMATION_PLACEABLE_ANIMLOOP09 = 212;
- int ANIMATION_PLACEABLE_ANIMLOOP10 = 213;
- // Room Animation Constants
- int ANIMATION_ROOM_SCRIPTLOOP01 = 1;
- int ANIMATION_ROOM_SCRIPTLOOP02 = 2;
- int ANIMATION_ROOM_SCRIPTLOOP03 = 3;
- int ANIMATION_ROOM_SCRIPTLOOP04 = 4;
- int ANIMATION_ROOM_SCRIPTLOOP05 = 5;
- int ANIMATION_ROOM_SCRIPTLOOP06 = 6;
- int ANIMATION_ROOM_SCRIPTLOOP07 = 7;
- int ANIMATION_ROOM_SCRIPTLOOP08 = 8;
- int ANIMATION_ROOM_SCRIPTLOOP09 = 9;
- int ANIMATION_ROOM_SCRIPTLOOP10 = 10;
- int ANIMATION_ROOM_SCRIPTLOOP11 = 11;
- int ANIMATION_ROOM_SCRIPTLOOP12 = 12;
- int ANIMATION_ROOM_SCRIPTLOOP13 = 13;
- int ANIMATION_ROOM_SCRIPTLOOP14 = 14;
- int ANIMATION_ROOM_SCRIPTLOOP15 = 15;
- int ANIMATION_ROOM_SCRIPTLOOP16 = 16;
- int ANIMATION_ROOM_SCRIPTLOOP17 = 17;
- int ANIMATION_ROOM_SCRIPTLOOP18 = 18;
- int ANIMATION_ROOM_SCRIPTLOOP19 = 19;
- int ANIMATION_ROOM_SCRIPTLOOP20 = 20;
- int TALENT_TYPE_FORCE = 0;
- int TALENT_TYPE_SPELL = 0;
- int TALENT_TYPE_FEAT = 1;
- int TALENT_TYPE_SKILL = 2;
- int TALENT_EXCLUDE_ALL_OF_TYPE = -1;
- int INVENTORY_DISTURB_TYPE_ADDED = 0;
- int INVENTORY_DISTURB_TYPE_REMOVED = 1;
- int INVENTORY_DISTURB_TYPE_STOLEN = 2;
- int GUI_PANEL_PLAYER_DEATH = 0;
- int POLYMORPH_TYPE_WEREWOLF = 0;
- int POLYMORPH_TYPE_WERERAT = 1;
- int POLYMORPH_TYPE_WERECAT = 2;
- int POLYMORPH_TYPE_GIANT_SPIDER = 3;
- int POLYMORPH_TYPE_TROLL = 4;
- int POLYMORPH_TYPE_UMBER_HULK = 5;
- int POLYMORPH_TYPE_PIXIE = 6;
- int POLYMORPH_TYPE_ZOMBIE = 7;
- int POLYMORPH_TYPE_RED_DRAGON = 8;
- int POLYMORPH_TYPE_FIRE_GIANT = 9;
- int POLYMORPH_TYPE_BALOR = 10;
- int POLYMORPH_TYPE_DEATH_SLAAD = 11;
- int POLYMORPH_TYPE_IRON_GOLEM = 12;
- int POLYMORPH_TYPE_HUGE_FIRE_ELEMENTAL = 13;
- int POLYMORPH_TYPE_HUGE_WATER_ELEMENTAL = 14;
- int POLYMORPH_TYPE_HUGE_EARTH_ELEMENTAL = 15;
- int POLYMORPH_TYPE_HUGE_AIR_ELEMENTAL = 16;
- int POLYMORPH_TYPE_ELDER_FIRE_ELEMENTAL = 17;
- int POLYMORPH_TYPE_ELDER_WATER_ELEMENTAL = 18;
- int POLYMORPH_TYPE_ELDER_EARTH_ELEMENTAL = 19;
- int POLYMORPH_TYPE_ELDER_AIR_ELEMENTAL = 20;
- int POLYMORPH_TYPE_BROWN_BEAR = 21;
- int POLYMORPH_TYPE_PANTHER = 22;
- int POLYMORPH_TYPE_WOLF = 23;
- int POLYMORPH_TYPE_BOAR = 24;
- int POLYMORPH_TYPE_BADGER = 25;
- int POLYMORPH_TYPE_PENGUIN = 26;
- int POLYMORPH_TYPE_COW = 27;
- int POLYMORPH_TYPE_DOOM_KNIGHT = 28;
- int POLYMORPH_TYPE_YUANTI = 29;
- int POLYMORPH_TYPE_IMP = 30;
- int POLYMORPH_TYPE_QUASIT = 31;
- int POLYMORPH_TYPE_SUCCUBUS = 32;
- int POLYMORPH_TYPE_DIRE_BROWN_BEAR = 33;
- int POLYMORPH_TYPE_DIRE_PANTHER = 34;
- int POLYMORPH_TYPE_DIRE_WOLF = 35;
- int POLYMORPH_TYPE_DIRE_BOAR = 36;
- int POLYMORPH_TYPE_DIRE_BADGER = 37;
- int INVISIBILITY_TYPE_NORMAL = 1;
- int INVISIBILITY_TYPE_DARKNESS = 2;
- int INVISIBILITY_TYPE_IMPROVED = 4;
- int CREATURE_SIZE_INVALID = 0;
- int CREATURE_SIZE_TINY = 1;
- int CREATURE_SIZE_SMALL = 2;
- int CREATURE_SIZE_MEDIUM = 3;
- int CREATURE_SIZE_LARGE = 4;
- int CREATURE_SIZE_HUGE = 5;
- int CAMERA_MODE_CHASE_CAMERA = 0;
- int CAMERA_MODE_TOP_DOWN = 1;
- int CAMERA_MODE_STIFF_CHASE_CAMERA = 2;
- int PROJECTILE_PATH_TYPE_DEFAULT = 0;
- int PROJECTILE_PATH_TYPE_HOMING = 1;
- int PROJECTILE_PATH_TYPE_BALLISTIC = 2;
- int PROJECTILE_PATH_TYPE_HIGH_BALLISTIC = 3;
- int PROJECTILE_PATH_TYPE_ACCELERATING = 4;
- int GAME_DIFFICULTY_VERY_EASY = 0;
- int GAME_DIFFICULTY_EASY = 1;
- int GAME_DIFFICULTY_NORMAL = 2;
- int GAME_DIFFICULTY_CORE_RULES = 3;
- int GAME_DIFFICULTY_DIFFICULT = 4;
- int ACTION_MOVETOPOINT = 0;
- int ACTION_PICKUPITEM = 1;
- int ACTION_DROPITEM = 2;
- int ACTION_ATTACKOBJECT = 3;
- int ACTION_CASTSPELL = 4;
- int ACTION_OPENDOOR = 5;
- int ACTION_CLOSEDOOR = 6;
- int ACTION_DIALOGOBJECT = 7;
- int ACTION_DISABLETRAP = 8;
- int ACTION_RECOVERTRAP = 9;
- int ACTION_FLAGTRAP = 10;
- int ACTION_EXAMINETRAP = 11;
- int ACTION_SETTRAP = 12;
- int ACTION_OPENLOCK = 13;
- int ACTION_LOCK = 14;
- int ACTION_USEOBJECT = 15;
- int ACTION_ANIMALEMPATHY = 16;
- int ACTION_REST = 17;
- int ACTION_TAUNT = 18;
- int ACTION_ITEMCASTSPELL = 19;
- int ACTION_COUNTERSPELL = 31;
- int ACTION_HEAL = 33;
- int ACTION_PICKPOCKET = 34;
- int ACTION_FOLLOW = 35;
- int ACTION_WAIT = 36;
- int ACTION_SIT = 37;
- int ACTION_FOLLOWLEADER = 38;
- int ACTION_FOLLOWOWNER = 43;
- int ACTION_INVALID = 65535;
- int ACTION_QUEUEEMPTY = 65534;
- int TRAP_BASE_TYPE_FLASH_STUN_MINOR = 0;
- int TRAP_BASE_TYPE_FLASH_STUN_AVERAGE = 1;
- int TRAP_BASE_TYPE_FLASH_STUN_DEADLY = 2;
- int TRAP_BASE_TYPE_FRAGMENTATION_MINE_MINOR = 3;
- int TRAP_BASE_TYPE_FRAGMENTATION_MINE_AVERAGE = 4;
- int TRAP_BASE_TYPE_FRAGMENTATION_MINE_DEADLY = 5;
- int TRAP_BASE_TYPE_LASER_SLICING_MINOR = 6;
- int TRAP_BASE_TYPE_LASER_SLICING_AVERAGE = 7;
- int TRAP_BASE_TYPE_LASER_SLICING_DEADLY = 8;
- int TRAP_BASE_TYPE_POISON_GAS_MINOR = 9;
- int TRAP_BASE_TYPE_POISON_GAS_AVERAGE = 10;
- int TRAP_BASE_TYPE_POISON_GAS_DEADLY = 11;
- int TRAP_BASE_TYPE_SONIC_CHARGE_MINOR = 14;
- int TRAP_BASE_TYPE_SONIC_CHARGE_AVERAGE = 15;
- int TRAP_BASE_TYPE_SONIC_CHARGE_DEADLY = 16;
- // DJS-OEI 1/20/2004
- int TRAP_BASE_TYPE_FLASH_STUN_STRONG = 17;
- int TRAP_BASE_TYPE_FLASH_STUN_DEVASTATING = 18;
- int TRAP_BASE_TYPE_FRAGMENTATION_MINE_STRONG = 19;
- int TRAP_BASE_TYPE_FRAGMENTATION_MINE_DEVASTATING = 20;
- int TRAP_BASE_TYPE_LASER_SLICING_STRONG = 21;
- int TRAP_BASE_TYPE_LASER_SLICING_DEVASTATING = 22;
- int TRAP_BASE_TYPE_POISON_GAS_STRONG = 23;
- int TRAP_BASE_TYPE_POISON_GAS_DEVASTATING = 24;
- int TRAP_BASE_TYPE_SONIC_CHARGE_STRONG = 25;
- int TRAP_BASE_TYPE_SONIC_CHARGE_DEVASTATING = 26;
- int SWMINIGAME_TRACKFOLLOWER_SOUND_ENGINE = 0;
- int SWMINIGAME_TRACKFOLLOWER_SOUND_DEATH = 1;
- int CONVERSATION_TYPE_CINEMATIC = 0;
- int CONVERSATION_TYPE_COMPUTER = 1;
- int PLANET_DANTOOINE = 0;
- int PLANET_DXUN = 1;
- int PLANET_EBON_HAWK = 2;
- int PLANET_KORRIBAN = 3;
- int PLANET_M4_78 = 4;
- int PLANET_MALACHOR_V = 5;
- int PLANET_NAR_SHADDAA = 6;
- int PLANET_ONDERON = 7;
- int PLANET_PERAGUS = 8;
- int PLANET_TELOS = 9;
- int PLANET_HARBINGER = 10;
- int PLANET_LIVE_01 = 11;//The 'live' planets are just space fillers
- int PLANET_LIVE_02 = 12;
- int PLANET_LIVE_03 = 13;
- int PLANET_LIVE_04 = 14;
- int PLANET_LIVE_05 = 15;
- int PLANET_LIVE_06 = 16;
- int NPC_PLAYER =-1;
- int NPC_ATTON = 0;
- int NPC_BAO_DUR = 1;
- int NPC_CANDEROUS = 2;
- int NPC_G0T0 = 3;
- int NPC_HANDMAIDEN = 4;
- int NPC_HK_47 = 5;
- int NPC_KREIA = 6;
- int NPC_MIRA = 7;
- int NPC_T3_M4 = 8;
- int NPC_VISAS = 9;
- int NPC_HANHARR = 10;
- int NPC_DISCIPLE = 11;
- int PUP_SENSORBALL = 0;
- int PUP_OTHER1 = 1;
- int PUP_OTHER2 = 2;
- int PARTY_AISTYLE_AGGRESSIVE = 0;
- int PARTY_AISTYLE_DEFENSIVE = 1;
- int PARTY_AISTYLE_PASSIVE = 2;
- int NPC_AISTYLE_DEFAULT_ATTACK = 0;//Depricated, we don't use this anymore. RWT-OEI 08/18/04
- int NPC_AISTYLE_RANGED_ATTACK = 1;
- int NPC_AISTYLE_MELEE_ATTACK = 2;
- int NPC_AISTYLE_AID = 3;
- int NPC_AISTYLE_GRENADE_THROWER = 4;//Depricated, we don't use this anymore. RWT-OEI 08/18/04
- int NPC_AISTYLE_JEDI_SUPPORT = 5;//Depricated, we don't use this anymore. RWT-OEI 08/18/04
- int NPC_AISTYLE_HEALER = 6;//RWT-OEI 03/18/04 - No fighting, just heals
- int NPC_AISTYLE_SKIRMISH = 7;//RWT-OEI 03/22/04 - This AI moves and shoots
- int NPC_AISTYLE_TURTLE = 8;//JAB-OEI 07/03/04 - Turtles then unleashes charged attack
- int NPC_AISTYLE_PARTY_AGGRO = 9;//RWT-OEI 08/18/04 - All out attacking party member
- int NPC_AISTYLE_PARTY_DEFENSE = 10;//RWT-OEI 08/18/04 - Attacks, but doesn't stray to far.
- int NPC_AISTYLE_PARTY_RANGED = 11;//RWT-OEI 08/18/04 - Doesn't run around a lot, but does heal.
- int NPC_AISTYLE_PARTY_STATIONARY= 12;//RWT-OEI 08/18/04 - Uses healing and defensive force powers.
- int NPC_AISTYLE_PARTY_SUPPORT = 13;//RWT-OEI 08/28/04 - Revisiting party AI stuff
- int NPC_AISTYLE_PARTY_REMOTE = 14;//RWT-OEI 09/08/04 - Combat AI for the floating remote.
- int NPC_AISTYLE_MONSTER_POWERS = 15;//DJS-OEI 09/27/04 - Combat AI for the Malachor Storm Beasts and other ability-using monsters.
- int DISGUISE_TYPE_TEST = 1;
- int DISGUISE_TYPE_P_T3M3 = 2;
- int DISGUISE_TYPE_P_HK47 = 3;
- int DISGUISE_TYPE_P_BASTILLA = 4;
- int DISGUISE_TYPE_P_CAND = 5;
- int DISGUISE_TYPE_P_CARTH = 6;
- int DISGUISE_TYPE_P_JOLEE = 7;
- int DISGUISE_TYPE_P_JUHANI = 8;
- int DISGUISE_TYPE_P_ZAALBAR = 9;
- int DISGUISE_TYPE_P_MISSION = 10;
- int DISGUISE_TYPE_N_ADMRLSAULKAR = 11;
- int DISGUISE_TYPE_N_BITH = 12;
- int DISGUISE_TYPE_N_CALONORD = 13;
- int DISGUISE_TYPE_N_COMMF = 14;
- int DISGUISE_TYPE_N_COMMKIDF = 15;
- int DISGUISE_TYPE_N_COMMKIDM = 16;
- int DISGUISE_TYPE_N_COMMM = 17;
- int DISGUISE_TYPE_N_CZERLAOFF = 18;
- int DISGUISE_TYPE_N_DARKJEDIF = 19;
- int DISGUISE_TYPE_N_DARKJEDIM = 20;
- int DISGUISE_TYPE_N_DARTHMALAK = 21;
- int DISGUISE_TYPE_N_DARTHREVAN = 22;
- int DISGUISE_TYPE_N_DODONNA = 23;
- int DISGUISE_TYPE_N_DUROS = 24;
- int DISGUISE_TYPE_N_FATCOMF = 25;
- int DISGUISE_TYPE_N_FATCOMM = 26;
- int DISGUISE_TYPE_N_SMUGGLER = 27;
- int DISGUISE_TYPE_N_SITHSOLDIER = 28;
- // int DISGUISE_TYPE_ = 29;
- int DISGUISE_TYPE_N_JEDICOUNTF = 30;
- int DISGUISE_TYPE_N_JEDICOUNTM = 31;
- int DISGUISE_TYPE_N_JEDIMALEK = 32;
- int DISGUISE_TYPE_N_JEDIMEMF = 33;
- int DISGUISE_TYPE_N_JEDIMEMM = 34;
- int DISGUISE_TYPE_N_MANDALORIAN = 35;
- int DISGUISE_TYPE_N_RAKATA = 36;
- int DISGUISE_TYPE_N_REPOFF = 37;
- int DISGUISE_TYPE_N_REPSOLD = 38;
- int DISGUISE_TYPE_N_RODIAN = 39;
- int DISGUISE_TYPE_C_SELKATH = 40;
- int DISGUISE_TYPE_N_SITHAPPREN = 41;
- int DISGUISE_TYPE_N_SITHCOMF = 42;
- int DISGUISE_TYPE_N_SITHCOMM = 43;
- //int DISGUISE_TYPE_N_SITHSOLDIER = 44;
- int DISGUISE_TYPE_N_SWOOPGANG = 45;
- int DISGUISE_TYPE_N_TUSKEN = 46;
- int DISGUISE_TYPE_N_TWILEKF = 47;
- int DISGUISE_TYPE_N_TWILEKM = 48;
- int DISGUISE_TYPE_N_WALRUSMAN = 49;
- int DISGUISE_TYPE_N_WOOKIEF = 50;
- int DISGUISE_TYPE_N_WOOKIEM = 51;
- int DISGUISE_TYPE_N_YODA = 52;
- int DISGUISE_TYPE_C_BANTHA = 53;
- int DISGUISE_TYPE_C_BRITH = 54;
- int DISGUISE_TYPE_C_DEWBACK = 55;
- int DISGUISE_TYPE_C_DRDASSASSIN = 56;
- int DISGUISE_TYPE_C_DRDASTRO = 57;
- int DISGUISE_TYPE_C_DRDG = 58;
- int DISGUISE_TYPE_C_DRDMKFOUR = 59;
- int DISGUISE_TYPE_C_DRDMKONE = 60;
- int DISGUISE_TYPE_C_DRDMKTWO = 61;
- int DISGUISE_TYPE_C_DRDPROBE = 62;
- int DISGUISE_TYPE_C_DRDPROT = 63;
- int DISGUISE_TYPE_C_DRDSENTRY = 64;
- int DISGUISE_TYPE_C_DRDSPYDER = 65;
- int DISGUISE_TYPE_C_DRDWAR = 66;
- int DISGUISE_TYPE_C_FIRIXA = 67;
- int DISGUISE_TYPE_C_GAMMOREAN = 68;
- int DISGUISE_TYPE_C_GIZKA = 69;
- int DISGUISE_TYPE_C_HUTT = 70;
- int DISGUISE_TYPE_C_IRIAZ = 71;
- int DISGUISE_TYPE_C_ITHORIAN = 72;
- int DISGUISE_TYPE_C_JAWA = 73;
- int DISGUISE_TYPE_C_KATAARN = 74;
- int DISGUISE_TYPE_C_KHOUNDA = 75;
- int DISGUISE_TYPE_C_KHOUNDB = 76;
- int DISGUISE_TYPE_C_KRAYTDRAGON = 77;
- int DISGUISE_TYPE_C_MYKAL = 78;
- int DISGUISE_TYPE_C_RAKGHOUL = 79;
- int DISGUISE_TYPE_C_RANCOR = 80;
- int DISGUISE_TYPE_C_SEABEAST = 81;
- //int DISGUISE_TYPE_ = 82;
- int DISGUISE_TYPE_C_TACH = 83;
- int DISGUISE_TYPE_C_TWOHEAD = 84;
- int DISGUISE_TYPE_C_VERKAAL = 85;
- int DISGUISE_TYPE_C_WRAID = 86;
- int DISGUISE_TYPE_C_RONTO = 87;
- int DISGUISE_TYPE_C_KINRATH = 88;
- int DISGUISE_TYPE_C_TUKATA = 89;
- int DISGUISE_TYPE_N_TUSKENF = 90;
- int DISGUISE_TYPE_P_FEM_A_SML_01 = 91;
- int DISGUISE_TYPE_P_FEM_A_MED_01 = 92;
- int DISGUISE_TYPE_P_FEM_A_LRG_01 = 93;
- int DISGUISE_TYPE_P_FEM_A_SML_02 = 94;
- int DISGUISE_TYPE_P_FEM_A_MED_02 = 95;
- int DISGUISE_TYPE_P_FEM_A_LRG_02 = 96;
- int DISGUISE_TYPE_P_FEM_A_SML_03 = 97;
- int DISGUISE_TYPE_P_FEM_A_MED_03 = 98;
- int DISGUISE_TYPE_P_FEM_A_LRG_03 = 99;
- int DISGUISE_TYPE_P_FEM_A_SML_04 = 100;
- int DISGUISE_TYPE_P_FEM_A_MED_04 = 101;
- int DISGUISE_TYPE_P_FEM_A_LRG_04 = 102;
- int DISGUISE_TYPE_P_FEM_A_SML_05 = 103;
- int DISGUISE_TYPE_P_FEM_A_MED_05 = 104;
- int DISGUISE_TYPE_P_FEM_A_LRG_05 = 105;
- int DISGUISE_TYPE_P_FEM_B_SML_01 = 106;
- int DISGUISE_TYPE_P_FEM_B_MED_01 = 107;
- int DISGUISE_TYPE_P_FEM_B_LRG_01 = 108;
- int DISGUISE_TYPE_P_FEM_B_SML_02 = 109;
- int DISGUISE_TYPE_P_FEM_B_MED_02 = 110;
- int DISGUISE_TYPE_P_FEM_B_LRG_02 = 111;
- int DISGUISE_TYPE_P_FEM_B_SML_03 = 112;
- int DISGUISE_TYPE_P_FEM_B_MED_03 = 113;
- int DISGUISE_TYPE_P_FEM_B_LRG_03 = 114;
- int DISGUISE_TYPE_P_FEM_B_SML_04 = 115;
- int DISGUISE_TYPE_P_FEM_B_MED_04 = 116;
- int DISGUISE_TYPE_P_FEM_B_LRG_04 = 117;
- int DISGUISE_TYPE_P_FEM_B_SML_05 = 118;
- int DISGUISE_TYPE_P_FEM_B_MED_05 = 119;
- int DISGUISE_TYPE_P_FEM_B_LRG_05 = 120;
- int DISGUISE_TYPE_P_FEM_C_SML_01 = 121;
- int DISGUISE_TYPE_P_FEM_C_MED_01 = 122;
- int DISGUISE_TYPE_P_FEM_C_LRG_01 = 123;
- int DISGUISE_TYPE_P_FEM_C_SML_02 = 124;
- int DISGUISE_TYPE_P_FEM_C_MED_02 = 125;
- int DISGUISE_TYPE_P_FEM_C_LRG_02 = 126;
- int DISGUISE_TYPE_P_FEM_C_SML_03 = 127;
- int DISGUISE_TYPE_P_FEM_C_MED_03 = 128;
- int DISGUISE_TYPE_P_FEM_C_LRG_03 = 129;
- int DISGUISE_TYPE_P_FEM_C_SML_04 = 130;
- int DISGUISE_TYPE_P_FEM_C_MED_04 = 131;
- int DISGUISE_TYPE_P_FEM_C_LRG_04 = 132;
- int DISGUISE_TYPE_P_FEM_C_SML_05 = 133;
- int DISGUISE_TYPE_P_FEM_C_MED_05 = 134;
- int DISGUISE_TYPE_P_FEM_C_LRG_05 = 135;
- int DISGUISE_TYPE_P_MAL_A_SML_01 = 136;
- int DISGUISE_TYPE_P_MAL_A_MED_01 = 137;
- int DISGUISE_TYPE_P_MAL_A_LRG_01 = 138;
- int DISGUISE_TYPE_P_MAL_A_SML_02 = 139;
- int DISGUISE_TYPE_P_MAL_A_MED_02 = 140;
- int DISGUISE_TYPE_P_MAL_A_LRG_02 = 141;
- int DISGUISE_TYPE_P_MAL_A_SML_03 = 142;
- int DISGUISE_TYPE_P_MAL_A_MED_03 = 143;
- int DISGUISE_TYPE_P_MAL_A_LRG_03 = 144;
- int DISGUISE_TYPE_P_MAL_A_SML_04 = 145;
- int DISGUISE_TYPE_P_MAL_A_MED_04 = 146;
- int DISGUISE_TYPE_P_MAL_A_LRG_04 = 147;
- int DISGUISE_TYPE_P_MAL_A_SML_05 = 148;
- int DISGUISE_TYPE_P_MAL_A_MED_05 = 149;
- int DISGUISE_TYPE_P_MAL_A_LRG_05 = 150;
- int DISGUISE_TYPE_P_MAL_B_SML_01 = 151;
- int DISGUISE_TYPE_P_MAL_B_MED_01 = 152;
- int DISGUISE_TYPE_P_MAL_B_LRG_01 = 153;
- int DISGUISE_TYPE_P_MAL_B_SML_02 = 154;
- int DISGUISE_TYPE_P_MAL_B_MED_02 = 155;
- int DISGUISE_TYPE_P_MAL_B_LRG_02 = 156;
- int DISGUISE_TYPE_P_MAL_B_SML_03 = 157;
- int DISGUISE_TYPE_P_MAL_B_MED_03 = 158;
- int DISGUISE_TYPE_P_MAL_B_LRG_03 = 159;
- int DISGUISE_TYPE_P_MAL_B_SML_04 = 160;
- int DISGUISE_TYPE_P_MAL_B_MED_04 = 161;
- int DISGUISE_TYPE_P_MAL_B_LRG_04 = 162;
- int DISGUISE_TYPE_P_MAL_B_SML_05 = 163;
- int DISGUISE_TYPE_P_MAL_B_MED_05 = 164;
- int DISGUISE_TYPE_P_MAL_B_LRG_05 = 165;
- int DISGUISE_TYPE_P_MAL_C_SML_01 = 166;
- int DISGUISE_TYPE_P_MAL_C_MED_01 = 167;
- int DISGUISE_TYPE_P_MAL_C_LRG_01 = 168;
- int DISGUISE_TYPE_P_MAL_C_SML_02 = 169;
- int DISGUISE_TYPE_P_MAL_C_MED_02 = 170;
- int DISGUISE_TYPE_P_MAL_C_LRG_02 = 171;
- int DISGUISE_TYPE_P_MAL_C_SML_03 = 172;
- int DISGUISE_TYPE_P_MAL_C_MED_03 = 173;
- int DISGUISE_TYPE_P_MAL_C_LRG_03 = 174;
- int DISGUISE_TYPE_P_MAL_C_SML_04 = 175;
- int DISGUISE_TYPE_P_MAL_C_MED_04 = 176;
- int DISGUISE_TYPE_P_MAL_C_LRG_04 = 177;
- int DISGUISE_TYPE_P_MAL_C_SML_05 = 178;
- int DISGUISE_TYPE_P_MAL_C_MED_05 = 179;
- int DISGUISE_TYPE_P_MAL_C_LRG_05 = 180;
- int DISGUISE_TYPE_ENVIRONMENTSUIT = 181;
- int DISGUISE_TYPE_TURRET = 182;
- int DISGUISE_TYPE_TURRET2 = 183;
- int DISGUISE_TYPE_N_DARTHBAND = 184;
- int DISGUISE_TYPE_COMMONER_FEM_WHITE = 185;
- int DISGUISE_TYPE_COMMONER_FEM_BLACK = 186;
- int DISGUISE_TYPE_COMMONER_FEM_OLD_ASIAN = 187;
- int DISGUISE_TYPE_COMMONER_FEM_OLD_WHITE = 188;
- int DISGUISE_TYPE_COMMONER_FEM_OLD_BLACK = 189;
- int DISGUISE_TYPE_COMMONER_MAL_WHITE = 190;
- int DISGUISE_TYPE_COMMONER_MAL_BLACK = 191;
- int DISGUISE_TYPE_COMMONER_MAL_OLD_ASIAN = 192;
- int DISGUISE_TYPE_COMMONER_MAL_OLD_WHITE = 193;
- int DISGUISE_TYPE_COMMONER_MAL_OLD_BLACK = 194;
- int DISGUISE_TYPE_CZERKA_OFFICER_WHITE = 195;
- int DISGUISE_TYPE_CZERKA_OFFICER_BLACK = 196;
- int DISGUISE_TYPE_CZERKA_OFFICER_OLD_ASIAN = 197;
- int DISGUISE_TYPE_CZERKA_OFFICER_OLD_WHITE = 198;
- int DISGUISE_TYPE_CZERKA_OFFICER_OLD_BLACK = 199;
- int DISGUISE_TYPE_JEDI_WHITE_FEMALE_02 = 200;
- int DISGUISE_TYPE_JEDI_WHITE_FEMALE_03 = 201;
- int DISGUISE_TYPE_JEDI_WHITE_FEMALE_04 = 202;
- int DISGUISE_TYPE_JEDI_WHITE_FEMALE_05 = 203;
- int DISGUISE_TYPE_JEDI_ASIAN_FEMALE_01 = 204;
- int DISGUISE_TYPE_JEDI_ASIAN_FEMALE_02 = 205;
- int DISGUISE_TYPE_JEDI_ASIAN_FEMALE_03 = 206;
- int DISGUISE_TYPE_JEDI_ASIAN_FEMALE_04 = 207;
- int DISGUISE_TYPE_JEDI_ASIAN_FEMALE_05 = 208;
- int DISGUISE_TYPE_JEDI_BLACK_FEMALE_01 = 209;
- int DISGUISE_TYPE_JEDI_BLACK_FEMALE_02 = 210;
- int DISGUISE_TYPE_JEDI_BLACK_FEMALE_03 = 211;
- int DISGUISE_TYPE_JEDI_BLACK_FEMALE_04 = 212;
- int DISGUISE_TYPE_JEDI_BLACK_FEMALE_05 = 213;
- int DISGUISE_TYPE_JEDI_WHITE_MALE_02 = 214;
- int DISGUISE_TYPE_JEDI_WHITE_MALE_03 = 215;
- int DISGUISE_TYPE_JEDI_WHITE_MALE_04 = 216;
- int DISGUISE_TYPE_JEDI_WHITE_MALE_05 = 217;
- int DISGUISE_TYPE_JEDI_ASIAN_MALE_01 = 218;
- int DISGUISE_TYPE_JEDI_ASIAN_MALE_02 = 219;
- int DISGUISE_TYPE_JEDI_ASIAN_MALE_03 = 220;
- int DISGUISE_TYPE_JEDI_ASIAN_MALE_04 = 221;
- int DISGUISE_TYPE_JEDI_ASIAN_MALE_05 = 222;
- int DISGUISE_TYPE_JEDI_BLACK_MALE_01 = 223;
- int DISGUISE_TYPE_JEDI_BLACK_MALE_02 = 224;
- int DISGUISE_TYPE_JEDI_BLACK_MALE_03 = 225;
- int DISGUISE_TYPE_JEDI_BLACK_MALE_04 = 226;
- int DISGUISE_TYPE_JEDI_BLACK_MALE_05 = 227;
- int DISGUISE_TYPE_HUTT_02 = 228;
- int DISGUISE_TYPE_HUTT_03 = 229;
- int DISGUISE_TYPE_HUTT_04 = 230;
- int DISGUISE_TYPE_DROID_ASTRO_02 = 231;
- int DISGUISE_TYPE_DROID_ASTRO_03 = 232;
- int DISGUISE_TYPE_DROID_PROTOCOL_02 = 233;
- int DISGUISE_TYPE_DROID_PROTOCOL_03 = 234;
- int DISGUISE_TYPE_DROID_PROTOCOL_04 = 235;
- int DISGUISE_TYPE_DROID_WAR_02 = 236;
- int DISGUISE_TYPE_DROID_WAR_03 = 237;
- int DISGUISE_TYPE_DROID_WAR_04 = 238;
- int DISGUISE_TYPE_DROID_WAR_05 = 239;
- int DISGUISE_TYPE_GAMMOREAN_02 = 240;
- int DISGUISE_TYPE_GAMMOREAN_03 = 241;
- int DISGUISE_TYPE_GAMMOREAN_04 = 242;
- int DISGUISE_TYPE_ITHORIAN_02 = 243;
- int DISGUISE_TYPE_ITHORIAN_03 = 244;
- int DISGUISE_TYPE_KATH_HOUND_A02 = 245;
- int DISGUISE_TYPE_KATH_HOUND_A03 = 246;
- int DISGUISE_TYPE_KATH_HOUND_A04 = 247;
- int DISGUISE_TYPE_KATH_HOUND_B02 = 248;
- int DISGUISE_TYPE_KATH_HOUND_B03 = 249;
- int DISGUISE_TYPE_KATH_HOUND_B04 = 250;
- int DISGUISE_TYPE_WRAID_02 = 251;
- int DISGUISE_TYPE_WRAID_03 = 252;
- int DISGUISE_TYPE_WRAID_04 = 253;
- int DISGUISE_TYPE_RAKATA_02 = 254;
- int DISGUISE_TYPE_RAKATA_03 = 255;
- int DISGUISE_TYPE_RODIAN_02 = 256;
- int DISGUISE_TYPE_RODIAN_03 = 257;
- int DISGUISE_TYPE_RODIAN_04 = 258;
- int DISGUISE_TYPE_SELKATH_02 = 259;
- int DISGUISE_TYPE_SELKATH_03 = 260;
- int DISGUISE_TYPE_SITH_SOLDIER_03 = 261;
- int DISGUISE_TYPE_SWOOP_GANG_02 = 262;
- int DISGUISE_TYPE_SWOOP_GANG_03 = 263;
- int DISGUISE_TYPE_SWOOP_GANG_04 = 264;
- int DISGUISE_TYPE_SWOOP_GANG_05 = 265;
- int DISGUISE_TYPE_TUSKAN_RAIDER_02 = 266;
- int DISGUISE_TYPE_TUSKAN_RAIDER_03 = 267;
- int DISGUISE_TYPE_TUSKAN_RAIDER_04 = 268;
- int DISGUISE_TYPE_TWILEK_MALE_02 = 269;
- int DISGUISE_TYPE_TWILEK_FEMALE_02 = 270;
- int DISGUISE_TYPE_WOOKIE_MALE_02 = 271;
- int DISGUISE_TYPE_WOOKIE_MALE_03 = 272;
- int DISGUISE_TYPE_WOOKIE_MALE_04 = 273;
- int DISGUISE_TYPE_WOOKIE_MALE_05 = 274;
- int DISGUISE_TYPE_WOOKIE_FEMALE_02 = 275;
- int DISGUISE_TYPE_WOOKIE_FEMALE_03 = 276;
- int DISGUISE_TYPE_WOOKIE_FEMALE_04 = 277;
- int DISGUISE_TYPE_WOOKIE_FEMALE_05 = 278;
- int DISGUISE_TYPE_ENVIRONMENTSUIT_02 = 279;
- int DISGUISE_TYPE_YUTHURA_BAN = 280;
- int DISGUISE_TYPE_SHYRACK_01 = 281;
- int DISGUISE_TYPE_SHYRACK_02 = 282;
- int DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_BLACK = 283;
- int DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_OLD_ASIAN = 284;
- int DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_OLD_WHITE = 285;
- int DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_OLD_BLACK = 286;
- int DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_BLACK = 287;
- int DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_OLD_ASIAN = 288;
- int DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_OLD_WHITE = 289;
- int DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_OLD_BLACK = 290;
- int DISGUISE_TYPE_SITH_FEM_WHITE = 291;
- int DISGUISE_TYPE_SITH_FEM_BLACK = 292;
- int DISGUISE_TYPE_SITH_FEM_OLD_ASIAN = 293;
- int DISGUISE_TYPE_SITH_FEM_OLD_WHITE = 294;
- int DISGUISE_TYPE_SITH_FEM_OLD_BLACK = 295;
- int DISGUISE_TYPE_SITH_MAL_WHITE = 296;
- int DISGUISE_TYPE_SITH_MAL_BLACK = 297;
- int DISGUISE_TYPE_SITH_MAL_OLD_ASIAN = 298;
- int DISGUISE_TYPE_SITH_MAL_OLD_WHITE = 299;
- int DISGUISE_TYPE_SITH_MAL_OLD_BLACK = 300;
- int DISGUISE_TYPE_SITH_FEM_ASIAN = 301;
- int DISGUISE_TYPE_SITH_MAL_ASIAN = 302;
- int DISGUISE_TYPE_JEDI_WHITE_OLD_MALE = 303;
- int DISGUISE_TYPE_JEDI_ASIAN_OLD_MALE = 304;
- int DISGUISE_TYPE_JEDI_BLACK_OLD_MALE = 305;
- int DISGUISE_TYPE_JEDI_WHITE_OLD_FEM = 306;
- int DISGUISE_TYPE_JEDI_ASIAN_OLD_FEM = 307;
- int DISGUISE_TYPE_JEDI_BLACK_OLD_FEM = 308;
- int PLOT_O_DOOM = 0;
- int PLOT_O_SCARY_STUFF = 1;
- int PLOT_O_BIG_MONSTERS = 2;
- int FORMATION_WEDGE = 0;
- int FORMATION_LINE = 1;
- int SUBSCREEN_ID_NONE = 0;
- int SUBSCREEN_ID_EQUIP = 1;
- int SUBSCREEN_ID_ITEM = 2;
- int SUBSCREEN_ID_CHARACTER_RECORD = 3;
- int SUBSCREEN_ID_ABILITY = 4;
- int SUBSCREEN_ID_MAP = 5;
- int SUBSCREEN_ID_QUEST = 6;
- int SUBSCREEN_ID_OPTIONS = 7;
- int SUBSCREEN_ID_MESSAGES = 8;
- int SHIELD_DROID_ENERGY_1 = 0;
- int SHIELD_DROID_ENERGY_2 = 1;
- int SHIELD_DROID_ENERGY_3 = 2;
- int SHIELD_DROID_ENVIRO_1 = 3;
- int SHIELD_DROID_ENVIRO_2 = 4;
- int SHIELD_DROID_ENVIRO_3 = 5;
- int SHIELD_ENERGY = 6;
- int SHIELD_ENERGY_SITH = 7;
- int SHIELD_ENERGY_ARKANIAN = 8;
- int SHIELD_ECHANI = 9;
- int SHIELD_MANDALORIAN_MELEE = 10;
- int SHIELD_MANDALORIAN_POWER = 11;
- int SHIELD_DUELING_ECHANI = 12;
- int SHIELD_DUELING_YUSANIS = 13;
- int SHIELD_VERPINE_PROTOTYPE = 14;
- int SHIELD_ANTIQUE_DROID = 15;
- int SHIELD_PLOT_TAR_M09AA = 16;
- int SHIELD_PLOT_UNK_M44AA = 17;
- int SHIELD_PLOT_MAN_M28AA = 18;
- int SHIELD_HEAT = 19;
- int SHIELD_DREXL = 20; // JAB-OEI 7/2/04
- int SUBRACE_NONE = 0;
- int SUBRACE_WOOKIE = 1;
- int VIDEO_EFFECT_NONE = -1;
- int VIDEO_EFFECT_SECURITY_CAMERA = 0;
- int VIDEO_EFFECT_FREELOOK_T3M4 = 1;
- int VIDEO_EFFECT_FREELOOK_HK47 = 2;
- int VIDEO_EFFECT_CLAIRVOYANCE = 3;
- int VIDEO_EFFECT_FORCESIGHT = 4;
- int VIDEO_EFFECT_VISAS_FREELOOK = 5;
- int VIDEO_EFFECT_CLAIRVOYANCEFULL = 6;
- int VIDEO_EFFECT_FURY_1 = 7;
- int VIDEO_EFFECT_FURY_2 = 8;
- int VIDEO_EFFECT_FURY_3 = 9;
- int VIDEO_FFECT_SECURITY_NO_LABEL = 10;//RWT-OEI 05/05/04 - Same as the Security Camera, but turns off the 'Press A to...' label.
- // DJS-OEI 1/14/2004
- // Modified the way these work. The values
- // listed here are now direct references to
- // rows in Tutorial.2DA. Originally these
- // would have to be converted to .2DA ids
- // in the code.
- int TUTORIAL_WINDOW_START_SWOOP_RACE = 9;
- int TUTORIAL_WINDOW_RETURN_TO_BASE = 40;
- // DJS-OEI 11/21/2003
- int TUTORIAL_WINDOW_TEMP1 = 42;
- int TUTORIAL_WINDOW_TEMP2 = 43;
- int TUTORIAL_WINDOW_TEMP3 = 44;
- int TUTORIAL_WINDOW_TEMP4 = 45;
- int TUTORIAL_WINDOW_TEMP5 = 46;
- int TUTORIAL_WINDOW_TEMP6 = 47;
- int TUTORIAL_WINDOW_TEMP7 = 48;
- int TUTORIAL_WINDOW_TEMP8 = 49;
- int TUTORIAL_WINDOW_TEMP9 = 50;
- int TUTORIAL_WINDOW_TEMP10 = 51;
- int TUTORIAL_WINDOW_TEMP11 = 52;
- int TUTORIAL_WINDOW_TEMP12 = 53;
- int TUTORIAL_WINDOW_TEMP13 = 54;
- int TUTORIAL_WINDOW_TEMP14 = 55;
- int TUTORIAL_WINDOW_TEMP15 = 56;
- int AI_LEVEL_VERY_HIGH = 4; // AWD-OEI 7/08/2004
- int AI_LEVEL_HIGH = 3; // AWD-OEI 7/08/2004
- int AI_LEVEL_NORMAL = 2; // AWD-OEI 7/08/2004
- int AI_LEVEL_LOW = 1; // AWD-OEI 7/08/2004
- int AI_LEVEL_VERY_LOW = 0; // AWD-OEI 7/08/2004
- int MOVEMENT_SPEED_PC = 0;
- int MOVEMENT_SPEED_IMMOBILE = 1;
- int MOVEMENT_SPEED_VERYSLOW = 2;
- int MOVEMENT_SPEED_SLOW = 3;
- int MOVEMENT_SPEED_NORMAL = 4;
- int MOVEMENT_SPEED_FAST = 5;
- int MOVEMENT_SPEED_VERYFAST = 6;
- int MOVEMENT_SPEED_DEFAULT = 7;
- int MOVEMENT_SPEED_DMFAST = 8;
- int LIVE_CONTENT_PKG1 = 1;
- int LIVE_CONTENT_PKG2 = 2;
- int LIVE_CONTENT_PKG3 = 3;
- int LIVE_CONTENT_PKG4 = 4;
- int LIVE_CONTENT_PKG5 = 5;
- int LIVE_CONTENT_PKG6 = 6;
- //RWT-OEI 12/16/03
- // These constants are for the Implant Swapping support in a_swapimplant
- // They correspond directly with the ACTIONIDs in the game for each of the
- // implant swapping actions.
- int IMPLANT_NONE = 0;
- int IMPLANT_REGEN = 1;
- int IMPLANT_STR = 2;
- int IMPLANT_END = 3;
- int IMPLANT_AGI = 4;
- // DJS-OEI 6/12/2004
- // These constants can be OR'ed together and sent to SetForfeitConditions()
- // in order to set up flagging situations that will alert the area script that
- // the player has violated them. This is usually used for Battle Arena restrictions.
- int FORFEIT_NO_FORCE_POWERS = 1; // Player cannot cast any Force Powers
- int FORFEIT_NO_ITEMS = 2; // Player cannot use any items (medpacs, grenades, stims, grenades)
- int FORFEIT_NO_WEAPONS = 4; // Player must fight unarmed. Equipping a weapon is a forfeit.
- int FORFEIT_DXUN_SWORD_ONLY = 8; // Player can only use the sword with tag 'pl_sword' given to them at the start
- // of one of the Dxun Battle Circle fights, or no weapon at all.
- int FORFEIT_NO_ARMOR = 16; // Player cannot use any armor.
- int FORFEIT_NO_RANGED = 32; // Player cannot use ranged weapons.
- int FORFEIT_NO_LIGHTSABER = 64; // Player cannot use lightsabers.
- int FORFEIT_NO_ITEM_BUT_SHIELD = 128; // Player cannot use items except for shields.
- string sLanguage = "nwscript";
- // 0: Get an integer between 0 and nMaxInteger-1.
- // Return value on error: 0
- int Random(int nMaxInteger);
- // 1: Output sString to the log file.
- void PrintString(string sString);
- // 2: Output a formatted float to the log file.
- // - nWidth should be a value from 0 to 18 inclusive.
- // - nDecimals should be a value from 0 to 9 inclusive.
- void PrintFloat(float fFloat, int nWidth=18, int nDecimals=9);
- // 3: Convert fFloat into a string.
- // - nWidth should be a value from 0 to 18 inclusive.
- // - nDecimals should be a value from 0 to 9 inclusive.
- string FloatToString(float fFloat, int nWidth=18, int nDecimals=9);
- // 4: Output nInteger to the log file.
- void PrintInteger(int nInteger);
- // 5: Output oObject's ID to the log file.
- void PrintObject(object oObject);
- // 6: Assign aActionToAssign to oActionSubject.
- // * No return value, but if an error occurs, the log file will contain
- // "AssignCommand failed."
- // (If the object doesn't exist, nothing happens.)
- void AssignCommand(object oActionSubject,action aActionToAssign);
- // 7: Delay aActionToDelay by fSeconds.
- // * No return value, but if an error occurs, the log file will contain
- // "DelayCommand failed.".
- void DelayCommand(float fSeconds, action aActionToDelay);
- // 8: Make oTarget run sScript and then return execution to the calling script.
- // If sScript does not specify a compiled script, nothing happens.
- // - nScriptVar: This value will be returned by calls to GetRunScriptVar.
- void ExecuteScript(string sScript, object oTarget, int nScriptVar=-1);
- // 9: Clear all the actions of the caller. (This will only work on Creatures)
- // * No return value, but if an error occurs, the log file will contain
- // "ClearAllActions failed.".
- void ClearAllActions();
- // 10: Cause the caller to face fDirection.
- // - fDirection is expressed as anticlockwise degrees from Due East.
- // DIRECTION_EAST, DIRECTION_NORTH, DIRECTION_WEST and DIRECTION_SOUTH are
- // predefined. (0.0f=East, 90.0f=North, 180.0f=West, 270.0f=South)
- void SetFacing(float fDirection);
- // 11: Switches the main character to a specified NPC
- // -1 specifies to switch back to the original PC
- int SwitchPlayerCharacter(int nNPC);
- // 12: Set the time to the time specified.
- // - nHour should be from 0 to 23 inclusive
- // - nMinute should be from 0 to 59 inclusive
- // - nSecond should be from 0 to 59 inclusive
- // - nMillisecond should be from 0 to 999 inclusive
- // 1) Time can only be advanced forwards; attempting to set the time backwards
- // will result in the day advancing and then the time being set to that
- // specified, e.g. if the current hour is 15 and then the hour is set to 3,
- // the day will be advanced by 1 and the hour will be set to 3.
- // 2) If values larger than the max hour, minute, second or millisecond are
- // specified, they will be wrapped around and the overflow will be used to
- // advance the next field, e.g. specifying 62 hours, 250 minutes, 10 seconds
- // and 10 milliseconds will result in the calendar day being advanced by 2
- // and the time being set to 18 hours, 10 minutes, 10 milliseconds.
- void SetTime(int nHour,int nMinute,int nSecond,int nMillisecond);
- // 13: Sets (by NPC constant) which party member should be the controlled
- // character
- int SetPartyLeader(int nNPC);
- // 14: Sets whether the current area is escapable or not
- // TRUE means you can not escape the area
- // FALSE means you can escape the area
- void SetAreaUnescapable(int bUnescapable);
- // 15: Returns whether the current area is escapable or not
- // TRUE means you can not escape the area
- // FALSE means you can escape the area
- int GetAreaUnescapable();
- // 16: Get the current hour.
- int GetTimeHour();
- // 17: Get the current minute
- int GetTimeMinute();
- // 18: Get the current second
- int GetTimeSecond();
- // 19: Get the current millisecond
- int GetTimeMillisecond();
- // 20: The action subject will generate a random location near its current location
- // and pathfind to it. All commands will remove a RandomWalk() from the action
- // queue if there is one in place.
- // * No return value, but if an error occurs the log file will contain
- // "ActionRandomWalk failed."
- void ActionRandomWalk();
- // 21: The action subject will move to lDestination.
- // - lDestination: The object will move to this location. If the location is
- // invalid or a path cannot be found to it, the command does nothing.
- // - bRun: If this is TRUE, the action subject will run rather than walk
- // * No return value, but if an error occurs the log file will contain
- // "MoveToPoint failed."
- void ActionMoveToLocation(location lDestination, int bRun=FALSE);
- // 22: Cause the action subject to move to a certain distance from oMoveTo.
- // If there is no path to oMoveTo, this command will do nothing.
- // - oMoveTo: This is the object we wish the action subject to move to
- // - bRun: If this is TRUE, the action subject will run rather than walk
- // - fRange: This is the desired distance between the action subject and oMoveTo
- // * No return value, but if an error occurs the log file will contain
- // "ActionMoveToObject failed."
- void ActionMoveToObject(object oMoveTo, int bRun=FALSE, float fRange=1.0f);
- // 23: Cause the action subject to move to a certain distance away from oFleeFrom.
- // - oFleeFrom: This is the object we wish the action subject to move away from.
- // If oFleeFrom is not in the same area as the action subject, nothing will
- // happen.
- // - bRun: If this is TRUE, the action subject will run rather than walk
- // - fMoveAwayRange: This is the distance we wish the action subject to put
- // between themselves and oFleeFrom
- // * No return value, but if an error occurs the log file will contain
- // "ActionMoveAwayFromObject failed."
- void ActionMoveAwayFromObject(object oFleeFrom, int bRun=FALSE, float fMoveAwayRange=40.0f);
- // 24: Get the area that oTarget is currently in
- // * Return value on error: OBJECT_INVALID
- object GetArea(object oTarget);
- // 25: The value returned by this function depends on the object type of the caller:
- // 1) If the caller is a door or placeable it returns the object that last
- // triggered it.
- // 2) If the caller is a trigger, area of effect, module, area or encounter it
- // returns the object that last entered it.
- // * Return value on error: OBJECT_INVALID
- object GetEnteringObject();
- // 26: Get the object that last left the caller. This function works on triggers,
- // areas of effect, modules, areas and encounters.
- // * Return value on error: OBJECT_INVALID
- object GetExitingObject();
- // 27: Get the position of oTarget
- // * Return value on error: vector (0.0f, 0.0f, 0.0f)
- vector GetPosition(object oTarget);
- // 28: Get the direction in which oTarget is facing, expressed as a float between
- // 0.0f and 360.0f
- // * Return value on error: -1.0f
- float GetFacing(object oTarget);
- // 29: Get the possessor of oItem
- // * Return value on error: OBJECT_INVALID
- object GetItemPossessor(object oItem);
- // 30: Get the object possessed by oCreature with the tag sItemTag
- // * Return value on error: OBJECT_INVALID
- object GetItemPossessedBy(object oCreature, string sItemTag);
- // 31: Create an item with the template sItemTemplate in oTarget's inventory.
- // - nStackSize: This is the stack size of the item to be created
- // * Return value: The object that has been created. On error, this returns
- // OBJECT_INVALID.
- //RWT-OEI 12/16/03 - Added the bHideMessage parameter
- object CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, int nHideMessage = 0);
- // 32: Equip oItem into nInventorySlot.
- // - nInventorySlot: INVENTORY_SLOT_*
- // * No return value, but if an error occurs the log file will contain
- // "ActionEquipItem failed."
- void ActionEquipItem(object oItem, int nInventorySlot, int bInstant=FALSE);
- // 33: Unequip oItem from whatever slot it is currently in.
- void ActionUnequipItem( object oItem, int bInstant = FALSE );
- // 34: Pick up oItem from the ground.
- // * No return value, but if an error occurs the log file will contain
- // "ActionPickUpItem failed."
- void ActionPickUpItem(object oItem);
- // 35: Put down oItem on the ground.
- // * No return value, but if an error occurs the log file will contain
- // "ActionPutDownItem failed."
- void ActionPutDownItem(object oItem);
- // 36: Get the last attacker of oAttackee. This should only be used ONLY in the
- // OnAttacked events for creatures, placeables and doors.
- // * Return value on error: OBJECT_INVALID
- object GetLastAttacker(object oAttackee=OBJECT_SELF);
- // 37: Attack oAttackee.
- // - bPassive: If this is TRUE, attack is in passive mode.
- void ActionAttack(object oAttackee, int bPassive=FALSE);
- // 38: Get the creature nearest to oTarget, subject to all the criteria specified.
- // - nFirstCriteriaType: CREATURE_TYPE_*
- // - nFirstCriteriaValue:
- // -> CLASS_TYPE_* if nFirstCriteriaType was CREATURE_TYPE_CLASS
- // -> SPELL_* if nFirstCriteriaType was CREATURE_TYPE_DOES_NOT_HAVE_SPELL_EFFECT
- // or CREATURE_TYPE_HAS_SPELL_EFFECT
- // -> TRUE or FALSE if nFirstCriteriaType was CREATURE_TYPE_IS_ALIVE
- // -> PERCEPTION_* if nFirstCriteriaType was CREATURE_TYPE_PERCEPTION
- // -> PLAYER_CHAR_IS_PC or PLAYER_CHAR_NOT_PC if nFirstCriteriaType was
- // CREATURE_TYPE_PLAYER_CHAR
- // -> RACIAL_TYPE_* if nFirstCriteriaType was CREATURE_TYPE_RACIAL_TYPE
- // -> REPUTATION_TYPE_* if nFirstCriteriaType was CREATURE_TYPE_REPUTATION
- // For example, to get the nearest PC, use:
- // (CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC)
- // - oTarget: We're trying to find the creature of the specified type that is
- // nearest to oTarget
- // - nNth: We don't have to find the first nearest: we can find the Nth nearest...
- // - nSecondCriteriaType: This is used in the same way as nFirstCriteriaType to
- // further specify the type of creature that we are looking for.
- // - nSecondCriteriaValue: This is used in the same way as nFirstCriteriaValue
- // to further specify the type of creature that we are looking for.
- // - nThirdCriteriaType: This is used in the same way as nFirstCriteriaType to
- // further specify the type of creature that we are looking for.
- // - nThirdCriteriaValue: This is used in the same way as nFirstCriteriaValue to
- // further specify the type of creature that we are looking for.
- // * Return value on error: OBJECT_INVALID
- object GetNearestCreature(int nFirstCriteriaType, int nFirstCriteriaValue, object oTarget=OBJECT_SELF, int nNth=1, int nSecondCriteriaType=-1, int nSecondCriteriaValue=-1, int nThirdCriteriaType=-1, int nThirdCriteriaValue=-1 );
- // 39: Add a speak action to the action subject.
- // - sStringToSpeak: String to be spoken
- // - nTalkVolume: TALKVOLUME_*
- void ActionSpeakString(string sStringToSpeak, int nTalkVolume=TALKVOLUME_TALK);
- // 40: Cause the action subject to play an animation
- // - nAnimation: ANIMATION_*
- // - fSpeed: Speed of the animation
- // - fDurationSeconds: Duration of the animation (this is not used for Fire and
- // Forget animations) If a time of -1.0f is specified for a looping animation
- // it will loop until the next animation is applied.
- void ActionPlayAnimation(int nAnimation, float fSpeed=1.0, float fDurationSeconds=0.0);
- // 41: Get the distance from the caller to oObject in metres.
- // * Return value on error: -1.0f
- float GetDistanceToObject(object oObject);
- // 42: * Returns TRUE if oObject is a valid object.
- int GetIsObjectValid(object oObject);
- // 43: Cause the action subject to open oDoor
- void ActionOpenDoor(object oDoor);
- // 44: Cause the action subject to close oDoor
- void ActionCloseDoor(object oDoor);
- // 45: Change the direction in which the camera is facing
- // - fDirection is expressed as anticlockwise degrees from Due East.
- // (0.0f=East, 90.0f=North, 180.0f=West, 270.0f=South)
- // This can be used to change the way the camera is facing after the player
- // emerges from an area transition.
- void SetCameraFacing(float fDirection);
- // 46: Play sSoundName
- // - sSoundName: TBD - SS
- void PlaySound(string sSoundName);
- // 47: Get the object at which the caller last cast a spell
- // * Return value on error: OBJECT_INVALID
- object GetSpellTargetObject();
- // 48: This action casts a spell at oTarget.
- // - nSpell: SPELL_*
- // - oTarget: Target for the spell
- // - nMetamagic: METAMAGIC_*
- // - bCheat: If this is TRUE, then the executor of the action doesn't have to be
- // able to cast the spell.
- // - nDomainLevel: TBD - SS
- // - nProjectilePathType: PROJECTILE_PATH_TYPE_*
- // - bInstantSpell: If this is TRUE, the spell is cast immediately. This allows
- // the end-user to simulate a high-level magic-user having lots of advance
- // warning of impending trouble
- void ActionCastSpellAtObject(int nSpell, object oTarget, int nMetaMagic=0 , int bCheat=FALSE, int nDomainLevel=0, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT, int bInstantSpell=FALSE);
- // 49: Get the current hitpoints of oObject
- // * Return value on error: 0
- int GetCurrentHitPoints(object oObject=OBJECT_SELF);
- // 50: Get the maximum hitpoints of oObject
- // * Return value on error: 0
- int GetMaxHitPoints(object oObject=OBJECT_SELF);
- // 51: EffectAssuredHit
- // Create an Assured Hit effect, which guarantees that all attacks are successful
- effect EffectAssuredHit();
- // 52:
- // Returns the last item that was equipped by a creature.
- object GetLastItemEquipped();
- // 53:
- // Returns the ID of the subscreen that is currently onscreen. This will be one of the
- // SUBSCREEN_ID_* constant values.
- int GetSubScreenID();
- // 54:
- // Cancels combat for the specified creature.
- void CancelCombat( object oidCreature );
- // 55:
- // returns the current force points for the creature
- int GetCurrentForcePoints(object oObject=OBJECT_SELF);
- // 56:
- // returns the Max force points for the creature
- int GetMaxForcePoints(object oObject=OBJECT_SELF);
- // 57:
- // Pauses the game if bPause is TRUE. Unpauses if bPause is FALSE.
- void PauseGame( int bPause );
- // 58: SetPlayerRestrictMode
- // Sets whether the player is currently in 'restricted' mode
- void SetPlayerRestrictMode( int bRestrict );
- // 59: Get the length of sString
- // * Return value on error: -1
- int GetStringLength(string sString);
- // 60: Convert sString into upper case
- // * Return value on error: ""
- string GetStringUpperCase(string sString);
- // 61: Convert sString into lower case
- // * Return value on error: ""
- string GetStringLowerCase(string sString);
- // 62: Get nCount characters from the right end of sString
- // * Return value on error: ""
- string GetStringRight(string sString, int nCount);
- // 63: Get nCounter characters from the left end of sString
- // * Return value on error: ""
- string GetStringLeft(string sString, int nCount);
- // 64: Insert sString into sDestination at nPosition
- // * Return value on error: ""
- string InsertString(string sDestination, string sString, int nPosition);
- // 65: Get nCount characters from sString, starting at nStart
- // * Return value on error: ""
- string GetSubString(string sString, int nStart, int nCount);
- // 66: Find the position of sSubstring inside sString
- // * Return value on error: -1
- int FindSubString(string sString, string sSubString);
- // 67: Maths operation: absolute value of fValue
- float fabs(float fValue);
- // 68: Maths operation: cosine of fValue
- float cos(float fValue);
- // 69: Maths operation: sine of fValue
- float sin(float fValue);
- // 70: Maths operation: tan of fValue
- float tan(float fValue);
- // 71: Maths operation: arccosine of fValue
- // * Returns zero if fValue > 1 or fValue < -1
- float acos(float fValue);
- // 72: Maths operation: arcsine of fValue
- // * Returns zero if fValue >1 or fValue < -1
- float asin(float fValue);
- // 73: Maths operation: arctan of fValue
- float atan(float fValue);
- // 74: Maths operation: log of fValue
- // * Returns zero if fValue <= zero
- float log(float fValue);
- // 75: Maths operation: fValue is raised to the power of fExponent
- // * Returns zero if fValue ==0 and fExponent <0
- float pow(float fValue, float fExponent);
- // 76: Maths operation: square root of fValue
- // * Returns zero if fValue <0
- float sqrt(float fValue);
- // 77: Maths operation: integer absolute value of nValue
- // * Return value on error: 0
- int abs(int nValue);
- // 78: Create a Heal effect. This should be applied as an instantaneous effect.
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nDamageToHeal < 0.
- effect EffectHeal(int nDamageToHeal);
- // 79: Create a Damage effect
- // - nDamageAmount: amount of damage to be dealt. This should be applied as an
- // instantaneous effect.
- // - nDamageType: DAMAGE_TYPE_*
- // - nDamagePower: DAMAGE_POWER_*
- effect EffectDamage(int nDamageAmount, int nDamageType=DAMAGE_TYPE_UNIVERSAL, int nDamagePower=DAMAGE_POWER_NORMAL);
- // 80: Create an Ability Increase effect
- // - bAbilityToIncrease: ABILITY_*
- effect EffectAbilityIncrease(int nAbilityToIncrease, int nModifyBy);
- // 81: Create a Damage Resistance effect that removes the first nAmount points of
- // damage of type nDamageType, up to nLimit (or infinite if nLimit is 0)
- // - nDamageType: DAMAGE_TYPE_*
- // - nAmount
- // - nLimit
- effect EffectDamageResistance(int nDamageType, int nAmount, int nLimit=0);
- // 82: Create a Resurrection effect. This should be applied as an instantaneous effect.
- // DJS-OEI 8/26/2004
- // Added a parameter for the percentage of HP the target
- // should receive when they are revived.
- effect EffectResurrection( int nHPPercent=0 );
- // 83: GetPlayerRestrictMode
- // returns the current player 'restricted' mode
- int GetPlayerRestrictMode(object oObject = OBJECT_SELF);
- // 84: Get the Caster Level of oCreature.
- // * Return value on error: 0;
- int GetCasterLevel(object oCreature);
- // 85: Get the first in-game effect on oCreature.
- effect GetFirstEffect(object oCreature);
- // 86: Get the next in-game effect on oCreature.
- effect GetNextEffect(object oCreature);
- // 87: Remove eEffect from oCreature.
- // * No return value
- void RemoveEffect(object oCreature, effect eEffect);
- // 88: * Returns TRUE if eEffect is a valid effect.
- int GetIsEffectValid(effect eEffect);
- // 89: Get the duration type (DURATION_TYPE_*) of eEffect.
- // * Return value if eEffect is not valid: -1
- int GetEffectDurationType(effect eEffect);
- // 90: Get the subtype (SUBTYPE_*) of eEffect.
- // * Return value on error: 0
- int GetEffectSubType(effect eEffect);
- // 91: Get the object that created eEffect.
- // * Returns OBJECT_INVALID if eEffect is not a valid effect.
- object GetEffectCreator(effect eEffect);
- // 92: Convert nInteger into a string.
- // * Return value on error: ""
- string IntToString(int nInteger);
- // 93: Get the first object in oArea.
- // If no valid area is specified, it will use the caller's area.
- // - oArea
- // - nObjectFilter: OBJECT_TYPE_*
- // * Return value on error: OBJECT_INVALID
- object GetFirstObjectInArea(object oArea=OBJECT_INVALID, int nObjectFilter=OBJECT_TYPE_CREATURE);
- // 94: Get the next object in oArea.
- // If no valid area is specified, it will use the caller's area.
- // - oArea
- // - nObjectFilter: OBJECT_TYPE_*
- // * Return value on error: OBJECT_INVALID
- object GetNextObjectInArea(object oArea=OBJECT_INVALID, int nObjectFilter=OBJECT_TYPE_CREATURE);
- // 95: Get the total from rolling (nNumDice x d2 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d2(int nNumDice=1);
- // 96: Get the total from rolling (nNumDice x d3 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d3(int nNumDice=1);
- // 97: Get the total from rolling (nNumDice x d4 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d4(int nNumDice=1);
- // 98: Get the total from rolling (nNumDice x d6 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d6(int nNumDice=1);
- // 99: Get the total from rolling (nNumDice x d8 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d8(int nNumDice=1);
- // 100: Get the total from rolling (nNumDice x d10 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d10(int nNumDice=1);
- // 101: Get the total from rolling (nNumDice x d12 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d12(int nNumDice=1);
- // 102: Get the total from rolling (nNumDice x d20 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d20(int nNumDice=1);
- // 103: Get the total from rolling (nNumDice x d100 dice).
- // - nNumDice: If this is less than 1, the value 1 will be used.
- int d100(int nNumDice=1);
- // 104: Get the magnitude of vVector; this can be used to determine the
- // distance between two points.
- // * Return value on error: 0.0f
- float VectorMagnitude(vector vVector);
- // 105: Get the metamagic type (METAMAGIC_*) of the last spell cast by the caller
- // * Return value if the caster is not a valid object: -1
- int GetMetaMagicFeat();
- // 106: Get the object type (OBJECT_TYPE_*) of oTarget
- // * Return value if oTarget is not a valid object: -1
- int GetObjectType(object oTarget);
- // 107: Get the racial type (RACIAL_TYPE_*) of oCreature
- // * Return value if oCreature is not a valid creature: RACIAL_TYPE_INVALID
- int GetRacialType(object oCreature);
- // 108: Do a Fortitude Save check for the given DC
- // - oCreature
- // - nDC: Difficulty check
- // - nSaveType: SAVING_THROW_TYPE_*
- // - oSaveVersus
- // Returns: 0 if the saving throw roll failed
- // Returns: 1 if the saving throw roll succeeded
- // Returns: 2 if the target was immune to the save type specified
- int FortitudeSave(object oCreature, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF);
- // 109: Does a Reflex Save check for the given DC
- // - oCreature
- // - nDC: Difficulty check
- // - nSaveType: SAVING_THROW_TYPE_*
- // - oSaveVersus
- // Returns: 0 if the saving throw roll failed
- // Returns: 1 if the saving throw roll succeeded
- // Returns: 2 if the target was immune to the save type specified
- int ReflexSave(object oCreature, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF);
- // 110: Does a Will Save check for the given DC
- // - oCreature
- // - nDC: Difficulty check
- // - nSaveType: SAVING_THROW_TYPE_*
- // - oSaveVersus
- // Returns: 0 if the saving throw roll failed
- // Returns: 1 if the saving throw roll succeeded
- // Returns: 2 if the target was immune to the save type specified
- int WillSave(object oCreature, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF);
- // 111: Get the DC to save against for a spell (5 + spell level + CHA Mod + WIS Mod).
- // This can be called by a creature or by an Area of Effect object.
- int GetSpellSaveDC();
- // 112: Set the subtype of eEffect to Magical and return eEffect.
- // (Effects default to magical if the subtype is not set)
- effect MagicalEffect(effect eEffect);
- // 113: Set the subtype of eEffect to Supernatural and return eEffect.
- // (Effects default to magical if the subtype is not set)
- effect SupernaturalEffect(effect eEffect);
- // 114: Set the subtype of eEffect to Extraordinary and return eEffect.
- // (Effects default to magical if the subtype is not set)
- effect ExtraordinaryEffect(effect eEffect);
- // 115: Create an AC Increase effect
- // - nValue: size of AC increase
- // - nModifyType: AC_*_BONUS
- // - nDamageType: DAMAGE_TYPE_*
- // * Default value for nDamageType should only ever be used in this function prototype.
- effect EffectACIncrease(int nValue, int nModifyType=AC_DODGE_BONUS, int nDamageType=AC_VS_DAMAGE_TYPE_ALL);
- // 116: If oObject is a creature, this will return that creature's armour class
- // If oObject is an item, door or placeable, this will return zero.
- // - nForFutureUse: this parameter is not currently used
- // * Return value if oObject is not a creature, item, door or placeable: -1
- int GetAC(object oObject, int nForFutureUse=0);
- // 117: Create an AC Decrease effect
- // - nSave: SAVING_THROW_* (not SAVING_THROW_TYPE_*)
- // - nValue: size of AC decrease
- // - nSaveType: SAVING_THROW_TYPE_*
- effect EffectSavingThrowIncrease(int nSave, int nValue, int nSaveType=SAVING_THROW_TYPE_ALL);
- // 118: Create an Attack Increase effect
- // - nBonus: size of attack bonus
- // - nModifierType: ATTACK_BONUS_*
- effect EffectAttackIncrease(int nBonus, int nModifierType=ATTACK_BONUS_MISC);
- // 119: Create a Damage Reduction effect
- // - nAmount: amount of damage reduction
- // - nDamagePower: DAMAGE_POWER_*
- // - nLimit: How much damage the effect can absorb before disappearing.
- // Set to zero for infinite
- effect EffectDamageReduction(int nAmount, int nDamagePower, int nLimit=0);
- // 120: Create a Damage Increase effect
- // - nBonus: DAMAGE_BONUS_*
- // - nDamageType: DAMAGE_TYPE_*
- effect EffectDamageIncrease(int nBonus, int nDamageType=DAMAGE_TYPE_UNIVERSAL);
- // 121: Convert nRounds into a number of seconds
- // A round is always 6.0 seconds
- float RoundsToSeconds(int nRounds);
- // 122: Convert nHours into a number of seconds
- // The result will depend on how many minutes there are per hour (game-time)
- float HoursToSeconds(int nHours);
- // 123: Convert nTurns into a number of seconds
- // A turn is always 60.0 seconds
- float TurnsToSeconds(int nTurns);
- // 124. SoundObjectSetFixedVariance
- // Sets the constant variance at which to play the sound object
- // This variance is a multiplier of the original sound
- void SoundObjectSetFixedVariance( object oSound, float fFixedVariance );
- // 125: Get an integer between 0 and 100 (inclusive) to represent oCreature's
- // Good/Evil alignment
- // (100=good, 0=evil)
- // * Return value if oCreature is not a valid creature: -1
- int GetGoodEvilValue(object oCreature);
- // 126: GetPartyMemberCount
- // Returns a count of how many members are in the party including the player character
- int GetPartyMemberCount();
- // 127: Return an ALIGNMENT_* constant to represent oCreature's good/evil alignment
- // * Return value if oCreature is not a valid creature: -1
- int GetAlignmentGoodEvil(object oCreature);
- // 128: Get the first object in nShape
- // - nShape: SHAPE_*
- // - fSize:
- // -> If nShape == SHAPE_SPHERE, this is the radius of the sphere
- // -> If nShape == SHAPE_SPELLCYLINDER, this is the radius of the cylinder
- // -> If nShape == SHAPE_CONE, this is the widest radius of the cone
- // -> If nShape == SHAPE_CUBE, this is half the length of one of the sides of
- // the cube
- // - lTarget: This is the centre of the effect, usually GetSpellTargetPosition(),
- // or the end of a cylinder or cone.
- // - bLineOfSight: This controls whether to do a line-of-sight check on the
- // object returned.
- // (This can be used to ensure that spell effects do not go through walls.)
- // - nObjectFilter: This allows you to filter out undesired object types, using
- // bitwise "or".
- // For example, to return only creatures and doors, the value for this
- // parameter would be OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR
- // - vOrigin: This is only used for cylinders and cones, and specifies the
- // origin of the effect(normally the spell-caster's position).
- // Return value on error: OBJECT_INVALID
- object GetFirstObjectInShape(int nShape, float fSize, location lTarget, int bLineOfSight=FALSE, int nObjectFilter=OBJECT_TYPE_CREATURE, vector vOrigin=[0.0,0.0,0.0]);
- // 129: Get the next object in nShape
- // - nShape: SHAPE_*
- // - fSize:
- // -> If nShape == SHAPE_SPHERE, this is the radius of the sphere
- // -> If nShape == SHAPE_SPELLCYLINDER, this is the radius of the cylinder
- // -> If nShape == SHAPE_CONE, this is the widest radius of the cone
- // -> If nShape == SHAPE_CUBE, this is half the length of one of the sides of
- // the cube
- // - lTarget: This is the centre of the effect, usually GetSpellTargetPosition(),
- // or the end of a cylinder or cone.
- // - bLineOfSight: This controls whether to do a line-of-sight check on the
- // object returned. (This can be used to ensure that spell effects do not go
- // through walls.)
- // - nObjectFilter: This allows you to filter out undesired object types, using
- // bitwise "or". For example, to return only creatures and doors, the value for
- // this parameter would be OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR
- // - vOrigin: This is only used for cylinders and cones, and specifies the origin
- // of the effect (normally the spell-caster's position).
- // Return value on error: OBJECT_INVALID
- object GetNextObjectInShape(int nShape, float fSize, location lTarget, int bLineOfSight=FALSE, int nObjectFilter=OBJECT_TYPE_CREATURE, vector vOrigin=[0.0,0.0,0.0]);
- // 130: Create an Entangle effect
- // When applied, this effect will restrict the creature's movement and apply a
- // (-2) to all attacks and a -4 to AC.
- effect EffectEntangle();
- // 131: Cause oObject to run evToRun
- void SignalEvent(object oObject, event evToRun);
- // 132: Create an event of the type nUserDefinedEventNumber
- event EventUserDefined(int nUserDefinedEventNumber);
- // 133: Create a Death effect
- // - nSpectacularDeath: if this is TRUE, the creature to which this effect is
- // applied will die in an extraordinary fashion
- // - nDisplayFeedback
- // - nNoFadeAway: Passing TRUE for this parameter will keep the bodies from fading after the creature
- // dies. Note that NO XP will be awarded if the creature is killed with this parameter.
- effect EffectDeath(int nSpectacularDeath=FALSE, int nDisplayFeedback=TRUE, int nNoFadeAway=FALSE);
- // 134: Create a Knockdown effect
- // This effect knocks creatures off their feet, they will sit until the effect
- // is removed. This should be applied as a temporary effect with a 3 second
- // duration minimum (1 second to fall, 1 second sitting, 1 second to get up).
- effect EffectKnockdown();
- // 135: Give oItem to oGiveTo
- // If oItem is not a valid item, or oGiveTo is not a valid object, nothing will
- // happen.
- void ActionGiveItem(object oItem, object oGiveTo);
- // 136: Take oItem from oTakeFrom
- // If oItem is not a valid item, or oTakeFrom is not a valid object, nothing
- // will happen.
- void ActionTakeItem(object oItem, object oTakeFrom);
- // 137: Normalize vVector
- vector VectorNormalize(vector vVector);
- // 138:
- // Gets the stack size of an item.
- int GetItemStackSize( object oItem );
- // 139: Get the ability score of type nAbility for a creature (otherwise 0)
- // - oCreature: the creature whose ability score we wish to find out
- // - nAbilityType: ABILITY_*
- // Return value on error: 0
- int GetAbilityScore(object oCreature, int nAbilityType);
- // 140: * Returns TRUE if oCreature is a dead NPC, dead PC or a dying PC.
- int GetIsDead(object oCreature);
- // 141: Output vVector to the logfile.
- // - vVector
- // - bPrepend: if this is TRUE, the message will be prefixed with "PRINTVECTOR:"
- void PrintVector(vector vVector, int bPrepend);
- // 142: Create a vector with the specified values for x, y and z
- vector Vector(float x=0.0f, float y=0.0f, float z=0.0f);
- // 143: Cause the caller to face vTarget
- void SetFacingPoint(vector vTarget);
- // 144: Convert fAngle to a vector
- vector AngleToVector(float fAngle);
- // 145: Convert vVector to an angle
- float VectorToAngle(vector vVector);
- // 146: The caller will perform a Melee Touch Attack on oTarget
- // This is not an action, and it assumes the caller is already within range of
- // oTarget
- // * Returns 0 on a miss, 1 on a hit and 2 on a critical hit
- int TouchAttackMelee(object oTarget, int bDisplayFeedback=TRUE);
- // 147: The caller will perform a Ranged Touch Attack on oTarget
- // * Returns 0 on a miss, 1 on a hit and 2 on a critical hit
- int TouchAttackRanged(object oTarget, int bDisplayFeedback=TRUE);
- // 148: Create a Paralyze effect
- effect EffectParalyze();
- // 149: Create a Spell Immunity effect.
- // There is a known bug with this function. There *must* be a parameter specified
- // when this is called (even if the desired parameter is SPELL_ALL_SPELLS),
- // otherwise an effect of type EFFECT_TYPE_INVALIDEFFECT will be returned.
- // - nImmunityToSpell: SPELL_*
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nImmunityToSpell is
- // invalid.
- effect EffectSpellImmunity(int nImmunityToSpell=FORCE_POWER_ALL_FORCE_POWERS);
- // 150:
- // Set the stack size of an item.
- // NOTE: The stack size will be clamped to between 1 and the max stack size (as
- // specified in the base item).
- void SetItemStackSize( object oItem, int nStackSize );
- // 151: Get the distance in metres between oObjectA and oObjectB.
- // * Return value if either object is invalid: 0.0f
- float GetDistanceBetween(object oObjectA, object oObjectB);
- // 152: SetReturnStrref
- // This function will turn on/off the display of the 'return to ebon hawk' option
- // on the map screen and allow the string to be changed to an arbitrary string ref
- // srReturnQueryStrRef is the string ref that will be displayed in the query pop
- // up confirming that you wish to return to the specified location.
- void SetReturnStrref(int bShow, int srStringRef = 0, int srReturnQueryStrRef = 0);
- // 153: EffectForceJump
- // The effect required for force jumping
- effect EffectForceJump(object oTarget, int nAdvanced = 0);
- // 154: Create a Sleep effect
- effect EffectSleep();
- // 155: Get the object which is in oCreature's specified inventory slot
- // - nInventorySlot: INVENTORY_SLOT_*
- // - oCreature
- // * Returns OBJECT_INVALID if oCreature is not a valid creature or there is no
- // item in nInventorySlot.
- object GetItemInSlot(int nInventorySlot, object oCreature=OBJECT_SELF);
- // 156: This was previously EffectCharmed();
- effect EffectTemporaryForcePoints(int nTempForce);
- // 157: Create a Confuse effect
- effect EffectConfused();
- // 158: Create a Frighten effect
- effect EffectFrightened();
- // 159: Choke the bugger...
- effect EffectChoke( );
- // 160: Sets a global string with the specified identifier. This is an EXTREMELY
- // restricted function - do not use without expilicit permission.
- // This means if you are not Preston. Then go see him if you're even thinking
- // about using this.
- void SetGlobalString( string sIdentifier, string sValue );
- // 161: Create a Stun effect
- effect EffectStunned();
- // 162: Set whether oTarget's action stack can be modified
- void SetCommandable(int bCommandable, object oTarget=OBJECT_SELF);
- // 163: Determine whether oTarget's action stack can be modified.
- int GetCommandable(object oTarget=OBJECT_SELF);
- // 164: Create a Regenerate effect.
- // - nAmount: amount of damage to be regenerated per time interval
- // - fIntervalSeconds: length of interval in seconds
- effect EffectRegenerate(int nAmount, float fIntervalSeconds);
- // 165: Create a Movement Speed Increase effect.
- // - nNewSpeedPercent: This works in a dodgy way so please read this notes carefully.
- // If you supply an integer under 100, 100 gets added to it to produce the final speed.
- // e.g. if you supply 50, then the resulting speed is 150% of the original speed.
- // If you supply 100 or above, then this is used directly as the resulting speed.
- // e.g. if you specify 100, then the resulting speed is 100% of the original speed that is,
- // it is unchanged.
- // However if you specify 200, then the resulting speed is double the original speed.
- effect EffectMovementSpeedIncrease(int nNewSpeedPercent);
- // 166: Get the number of hitdice for oCreature.
- // * Return value if oCreature is not a valid creature: 0
- int GetHitDice(object oCreature);
- // 167: The action subject will follow oFollow until a ClearAllActions() is called.
- // - oFollow: this is the object to be followed
- // - fFollowDistance: follow distance in metres
- // * No return value
- void ActionForceFollowObject(object oFollow, float fFollowDistance=0.0f);
- // 168: Get the Tag of oObject
- // * Return value if oObject is not a valid object: ""
- string GetTag(object oObject);
- // 169: Do a Force Resistance check between oSource and oTarget, returning TRUE if
- // the force was resisted.
- // * Return value if oSource or oTarget is an invalid object: FALSE
- int ResistForce(object oSource, object oTarget);
- // 170: Get the effect type (EFFECT_TYPE_*) of eEffect.
- // * Return value if eEffect is invalid: EFFECT_INVALIDEFFECT
- int GetEffectType(effect eEffect);
- // 171: Create an Area Of Effect effect in the area of the creature it is applied to.
- // If the scripts are not specified, default ones will be used.
- effect EffectAreaOfEffect(int nAreaEffectId, string sOnEnterScript="", string sHeartbeatScript="", string sOnExitScript="");
- // 172: * Returns TRUE if the Faction Ids of the two objects are the same
- int GetFactionEqual(object oFirstObject, object oSecondObject=OBJECT_SELF);
- // 173: Make oObjectToChangeFaction join the faction of oMemberOfFactionToJoin.
- // NB. ** This will only work for two NPCs **
- void ChangeFaction(object oObjectToChangeFaction, object oMemberOfFactionToJoin);
- // 174: * Returns TRUE if oObject is listening for something
- int GetIsListening(object oObject);
- // 175: Set whether oObject is listening.
- void SetListening(object oObject, int bValue);
- // 176: Set the string for oObject to listen for.
- // Note: this does not set oObject to be listening.
- void SetListenPattern(object oObject, string sPattern, int nNumber=0);
- // 177: * Returns TRUE if sStringToTest matches sPattern.
- int TestStringAgainstPattern(string sPattern, string sStringToTest);
- // 178: Get the appropriate matched string (this should only be used in
- // OnConversation scripts).
- // * Returns the appropriate matched string, otherwise returns ""
- string GetMatchedSubstring(int nString);
- // 179: Get the number of string parameters available.
- // * Returns -1 if no string matched (this could be because of a dialogue event)
- int GetMatchedSubstringsCount();
- // 180: * Create a Visual Effect that can be applied to an object.
- // - nVisualEffectId
- // - nMissEffect: if this is TRUE, a random vector near or past the target will
- // be generated, on which to play the effect
- effect EffectVisualEffect(int nVisualEffectId, int nMissEffect=FALSE);
- // 181: Get the weakest member of oFactionMember's faction.
- // * Returns OBJECT_INVALID if oFactionMember's faction is invalid.
- object GetFactionWeakestMember(object oFactionMember=OBJECT_SELF, int bMustBeVisible=TRUE);
- // 182: Get the strongest member of oFactionMember's faction.
- // * Returns OBJECT_INVALID if oFactionMember's faction is invalid.
- object GetFactionStrongestMember(object oFactionMember=OBJECT_SELF, int bMustBeVisible=TRUE);
- // 183: Get the member of oFactionMember's faction that has taken the most hit points
- // of damage.
- // * Returns OBJECT_INVALID if oFactionMember's faction is invalid.
- object GetFactionMostDamagedMember(object oFactionMember=OBJECT_SELF, int bMustBeVisible=TRUE);
- // 184: Get the member of oFactionMember's faction that has taken the fewest hit
- // points of damage.
- // * Returns OBJECT_INVALID if oFactionMember's faction is invalid.
- object GetFactionLeastDamagedMember(object oFactionMember=OBJECT_SELF, int bMustBeVisible=TRUE);
- // 185: Get the amount of gold held by oFactionMember's faction.
- // * Returns -1 if oFactionMember's faction is invalid.
- int GetFactionGold(object oFactionMember);
- // 186: Get an integer between 0 and 100 (inclusive) that represents how
- // oSourceFactionMember's faction feels about oTarget.
- // * Return value on error: -1
- int GetFactionAverageReputation(object oSourceFactionMember, object oTarget);
- // 187: Get an integer between 0 and 100 (inclusive) that represents the average
- // good/evil alignment of oFactionMember's faction.
- // * Return value on error: -1
- int GetFactionAverageGoodEvilAlignment(object oFactionMember);
- // 188. SoundObjectGetFixedVariance
- // Gets the constant variance at which to play the sound object
- float SoundObjectGetFixedVariance(object oSound);
- // 189: Get the average level of the members of the faction.
- // * Return value on error: -1
- int GetFactionAverageLevel(object oFactionMember);
- // 190: Get the average XP of the members of the faction.
- // * Return value on error: -1
- int GetFactionAverageXP(object oFactionMember);
- // 191: Get the most frequent class in the faction - this can be compared with the
- // constants CLASS_TYPE_*.
- // * Return value on error: -1
- int GetFactionMostFrequentClass(object oFactionMember);
- // 192: Get the object faction member with the lowest armour class.
- // * Returns OBJECT_INVALID if oFactionMember's faction is invalid.
- object GetFactionWorstAC(object oFactionMember=OBJECT_SELF, int bMustBeVisible=TRUE);
- // 193: Get the object faction member with the highest armour class.
- // * Returns OBJECT_INVALID if oFactionMember's faction is invalid.
- object GetFactionBestAC(object oFactionMember=OBJECT_SELF, int bMustBeVisible=TRUE);
- // 194: Get a global string with the specified identifier
- // This is an EXTREMELY restricted function. Use only with explicit permission.
- // This means if you are not Preston. Then go see him if you're even thinking
- // about using this.
- string GetGlobalString( string sIdentifier );
- // 195: In an onConversation script this gets the number of the string pattern
- // matched (the one that triggered the script).
- // * Returns -1 if no string matched
- int GetListenPatternNumber();
- // 196: Jump to an object ID, or as near to it as possible.
- void ActionJumpToObject(object oToJumpTo, int bWalkStraightLineToPoint=TRUE);
- // 197: Get the first waypoint with the specified tag.
- // * Returns OBJECT_INVALID if the waypoint cannot be found.
- object GetWaypointByTag(string sWaypointTag);
- // 198: Get the destination (a waypoint or a door) for a trigger or a door.
- // * Returns OBJECT_INVALID if oTransition is not a valid trigger or door.
- object GetTransitionTarget(object oTransition);
- // 199: Link the two supplied effects, returning eChildEffect as a child of
- // eParentEffect.
- // Note: When applying linked effects if the target is immune to all valid
- // effects all other effects will be removed as well. This means that if you
- // apply a visual effect and a silence effect (in a link) and the target is
- // immune to the silence effect that the visual effect will get removed as well.
- // Visual Effects are not considered "valid" effects for the purposes of
- // determining if an effect will be removed or not and as such should never be
- // packaged *only* with other visual effects in a link.
- effect EffectLinkEffects(effect eChildEffect, effect eParentEffect );
- // 200: Get the nNth object with the specified tag.
- // - sTag
- // - nNth: the nth object with this tag may be requested
- // * Returns OBJECT_INVALID if the object cannot be found.
- object GetObjectByTag(string sTag, int nNth=0);
- // 201: Adjust the alignment of oSubject.
- // - oSubject
- // - nAlignment:
- // -> ALIGNMENT_LIGHT_SIDE/ALIGNMENT_DARK_SIDE: oSubject's
- // alignment will be shifted in the direction specified
- // -> ALIGNMENT_NEUTRAL: nShift is applied to oSubject's dark side/light side
- // alignment value in the direction which is towards neutrality.
- // e.g. If oSubject has an alignment value of 80 (i.e. light side)
- // then if nShift is 15, the alignment value will become (80-15)=65
- // Furthermore, the shift will at most take the alignment value to 50 and
- // not beyond.
- // e.g. If oSubject has an alignment value of 40 then if nShift is 15,
- // the aligment value will become 50
- // - nShift: this is the desired shift in alignment
- // * No return value
- // - bDontModifyNPCs - Defaults to 'FALSE', if you pass in 'TRUE' then you can adjust
- // the playercharacter's alignment without impacting the rest of the NPCs
- void AdjustAlignment(object oSubject, int nAlignment, int nShift, int bDontModifyNPCs = FALSE);
- // 202: Do nothing for fSeconds seconds.
- void ActionWait(float fSeconds);
- // 203: Set the transition bitmap of a player; this should only be called in area
- // transition scripts. This action should be run by the person "clicking" the
- // area transition via AssignCommand.
- // - nPredefinedAreaTransition:
- // -> To use a predefined area transition bitmap, use one of AREA_TRANSITION_*
- // -> To use a custom, user-defined area transition bitmap, use
- // AREA_TRANSITION_USER_DEFINED and specify the filename in the second
- // parameter
- // - sCustomAreaTransitionBMP: this is the filename of a custom, user-defined
- // area transition bitmap
- void SetAreaTransitionBMP(int nPredefinedAreaTransition, string sCustomAreaTransitionBMP="");
- // AMF: APRIL 28, 2003 - I HAVE CHANGED THIS FUNCTION AS PER DAN'S REQUEST
- // 204: Starts a conversation with oObjectToConverseWith - this will cause their
- // OnDialog event to fire.
- // - oObjectToConverseWith
- // - sDialogResRef: If this is blank, the creature's own dialogue file will be used
- // - bPrivateConversation: If this is blank, the default is FALSE.
- // - nConversationType - If this is blank the default will be Cinematic, ie. a normal conversation type
- // other choices inclue: CONVERSATION_TYPE_COMPUTER
- // UPDATE: nConversationType actually has no meaning anymore. This has been replaced by a flag in the dialog editor. However
- // for backwards compatability it has been left here. So when using this command place CONVERSATION_TYPE_CINEMATIC in here. - DJF
- // - bIgnoreStartRange - If this is blank the default will be FALSE, ie. Start conversation ranges are in effect
- // Setting this to TRUE will cause creatures to start a conversation without requiring to close
- // the distance between the two object in dialog.
- // - sNameObjectToIgnore1-6 - Normally objects in the animation list of the dialog editor have to be available for animations on that node to work
- // these 6 strings are to indicate 6 objects that don�t need to be available for things to proceed. The string should be EXACTLY
- // the same as the string that it represents in the dialog editor.
- // - nBarkX and nBarkY - These override the left, top corner position for the bark string if the conversation starting is a bark string.
- // They only happen on a conversation by conversation basis and don't stay in effect in subsequent conversations.
- void ActionStartConversation(object oObjectToConverse, string sDialogResRef = "", int bPrivateConversation = FALSE, int nConversationType = CONVERSATION_TYPE_CINEMATIC, int bIgnoreStartRange = FALSE, string sNameObjectToIgnore1 = "", string sNameObjectToIgnore2 = "", string sNameObjectToIgnore3 = "", string sNameObjectToIgnore4 = "", string sNameObjectToIgnore5 = "", string sNameObjectToIgnore6 = "", int bUseLeader = FALSE, int nBarkX = -1, int nBarkY = -1, int bDontClearAllActions = 0);
- // 205: Pause the current conversation.
- void ActionPauseConversation();
- // 206: Resume a conversation after it has been paused.
- void ActionResumeConversation();
- // 207: Create a Beam effect.
- // - nBeamVisualEffect: VFX_BEAM_*
- // - oEffector: the beam is emitted from this creature
- // - nBodyPart: BODY_NODE_*
- // - bMissEffect: If this is TRUE, the beam will fire to a random vector near or
- // past the target
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nBeamVisualEffect is
- // not valid.
- effect EffectBeam(int nBeamVisualEffect, object oEffector, int nBodyPart, int bMissEffect=FALSE);
- // 208: Get an integer between 0 and 100 (inclusive) that represents how oSource
- // feels about oTarget.
- // -> 0-10 means oSource is hostile to oTarget
- // -> 11-89 means oSource is neutral to oTarget
- // -> 90-100 means oSource is friendly to oTarget
- // * Returns -1 if oSource or oTarget does not identify a valid object
- int GetReputation(object oSource, object oTarget);
- // 209: Adjust how oSourceFactionMember's faction feels about oTarget by the
- // specified amount.
- // Note: This adjusts Faction Reputation, how the entire faction that
- // oSourceFactionMember is in, feels about oTarget.
- // * No return value
- void AdjustReputation(object oTarget, object oSourceFactionMember, int nAdjustment);
- // 210: Gets the actual file name of the current module
- string GetModuleFileName();
- // 211: Get the creature that is going to attack oTarget.
- // Note: This value is cleared out at the end of every combat round and should
- // not be used in any case except when getting a "going to be attacked" shout
- // from the master creature (and this creature is a henchman)
- // * Returns OBJECT_INVALID if oTarget is not a valid creature.
- object GetGoingToBeAttackedBy(object oTarget);
- // 212: Create a Force Resistance Increase effect.
- // - nValue: size of Force Resistance increase
- effect EffectForceResistanceIncrease(int nValue);
- // 213: Get the location of oObject.
- location GetLocation(object oObject);
- // 214: The subject will jump to lLocation instantly (even between areas).
- // If lLocation is invalid, nothing will happen.
- void ActionJumpToLocation(location lLocation);
- // 215: Create a location.
- location Location(vector vPosition, float fOrientation);
- // 216: Apply eEffect at lLocation.
- void ApplyEffectAtLocation(int nDurationType, effect eEffect, location lLocation, float fDuration=0.0f);
- // 217: * Returns TRUE if oCreature is a Player Controlled character.
- int GetIsPC(object oCreature);
- // 218: Convert fFeet into a number of meters.
- float FeetToMeters(float fFeet);
- // 219: Convert fYards into a number of meters.
- float YardsToMeters(float fYards);
- // 220: Apply eEffect to oTarget.
- void ApplyEffectToObject(int nDurationType, effect eEffect, object oTarget, float fDuration=0.0f);
- // 221: The caller will immediately speak sStringToSpeak (this is different from
- // ActionSpeakString)
- // - sStringToSpeak
- // - nTalkVolume: TALKVOLUME_*
- void SpeakString(string sStringToSpeak, int nTalkVolume=TALKVOLUME_TALK);
- // 222: Get the location of the caller's last spell target.
- location GetSpellTargetLocation();
- // 223: Get the position vector from lLocation.
- vector GetPositionFromLocation(location lLocation);
- // 224: the effect of body fule.. convers HP -> FP i think
- effect EffectBodyFuel( );
- // 225: Get the orientation value from lLocation.
- float GetFacingFromLocation(location lLocation);
- // 226: Get the creature nearest to lLocation, subject to all the criteria specified.
- // - nFirstCriteriaType: CREATURE_TYPE_*
- // - nFirstCriteriaValue:
- // -> CLASS_TYPE_* if nFirstCriteriaType was CREATURE_TYPE_CLASS
- // -> SPELL_* if nFirstCriteriaType was CREATURE_TYPE_DOES_NOT_HAVE_SPELL_EFFECT
- // or CREATURE_TYPE_HAS_SPELL_EFFECT
- // -> TRUE or FALSE if nFirstCriteriaType was CREATURE_TYPE_IS_ALIVE
- // -> PERCEPTION_* if nFirstCriteriaType was CREATURE_TYPE_PERCEPTION
- // -> PLAYER_CHAR_IS_PC or PLAYER_CHAR_NOT_PC if nFirstCriteriaType was
- // CREATURE_TYPE_PLAYER_CHAR
- // -> RACIAL_TYPE_* if nFirstCriteriaType was CREATURE_TYPE_RACIAL_TYPE
- // -> REPUTATION_TYPE_* if nFirstCriteriaType was CREATURE_TYPE_REPUTATION
- // For example, to get the nearest PC, use
- // (CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC)
- // - lLocation: We're trying to find the creature of the specified type that is
- // nearest to lLocation
- // - nNth: We don't have to find the first nearest: we can find the Nth nearest....
- // - nSecondCriteriaType: This is used in the same way as nFirstCriteriaType to
- // further specify the type of creature that we are looking for.
- // - nSecondCriteriaValue: This is used in the same way as nFirstCriteriaValue
- // to further specify the type of creature that we are looking for.
- // - nThirdCriteriaType: This is used in the same way as nFirstCriteriaType to
- // further specify the type of creature that we are looking for.
- // - nThirdCriteriaValue: This is used in the same way as nFirstCriteriaValue to
- // further specify the type of creature that we are looking for.
- // * Return value on error: OBJECT_INVALID
- object GetNearestCreatureToLocation(int nFirstCriteriaType, int nFirstCriteriaValue, location lLocation, int nNth=1, int nSecondCriteriaType=-1, int nSecondCriteriaValue=-1, int nThirdCriteriaType=-1, int nThirdCriteriaValue=-1 );
- // 227: Get the Nth object nearest to oTarget that is of the specified type.
- // - nObjectType: OBJECT_TYPE_*
- // - oTarget
- // - nNth
- // * Return value on error: OBJECT_INVALID
- object GetNearestObject(int nObjectType=OBJECT_TYPE_ALL, object oTarget=OBJECT_SELF, int nNth=1);
- // 228: Get the nNth object nearest to lLocation that is of the specified type.
- // - nObjectType: OBJECT_TYPE_*
- // - lLocation
- // - nNth
- // * Return value on error: OBJECT_INVALID
- object GetNearestObjectToLocation(int nObjectType, location lLocation, int nNth=1);
- // 229: Get the nth Object nearest to oTarget that has sTag as its tag.
- // * Return value on error: OBJECT_INVALID
- object GetNearestObjectByTag(string sTag, object oTarget=OBJECT_SELF, int nNth=1);
- // 230: Convert nInteger into a floating point number.
- float IntToFloat(int nInteger);
- // 231: Convert fFloat into the nearest integer.
- int FloatToInt(float fFloat);
- // 232: Convert sNumber into an integer.
- int StringToInt(string sNumber);
- // 233: Convert sNumber into a floating point number.
- float StringToFloat(string sNumber);
- // 234: Cast spell nSpell at lTargetLocation.
- // - nSpell: SPELL_*
- // - lTargetLocation
- // - nMetaMagic: METAMAGIC_*
- // - bCheat: If this is TRUE, then the executor of the action doesn't have to be
- // able to cast the spell.
- // - nProjectilePathType: PROJECTILE_PATH_TYPE_*
- // - bInstantSpell: If this is TRUE, the spell is cast immediately; this allows
- // the end-user to simulate
- // a high-level magic user having lots of advance warning of impending trouble.
- void ActionCastSpellAtLocation(int nSpell, location lTargetLocation, int nMetaMagic=0, int bCheat=FALSE, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT, int bInstantSpell=FALSE);
- // 235: * Returns TRUE if oSource considers oTarget as an enemy.
- int GetIsEnemy(object oTarget, object oSource=OBJECT_SELF);
- // 236: * Returns TRUE if oSource considers oTarget as a friend.
- int GetIsFriend(object oTarget, object oSource=OBJECT_SELF);
- // 237: * Returns TRUE if oSource considers oTarget as neutral.
- int GetIsNeutral(object oTarget, object oSource=OBJECT_SELF);
- // 238: Get the PC that is involved in the conversation.
- // * Returns OBJECT_INVALID on error.
- object GetPCSpeaker();
- // 239: Get a string from the talk table using nStrRef.
- string GetStringByStrRef(int nStrRef);
- // 240: Causes the creature to speak a translated string.
- // - nStrRef: Reference of the string in the talk table
- // - nTalkVolume: TALKVOLUME_*
- void ActionSpeakStringByStrRef(int nStrRef, int nTalkVolume=TALKVOLUME_TALK);
- // 241: Destroy oObject (irrevocably).
- // This will not work on modules and areas.
- // The bNoFade and fDelayUntilFade are for creatures and placeables only
- void DestroyObject(object oDestroy, float fDelay=0.0f, int bNoFade = FALSE, float fDelayUntilFade = 0.0f, int nHideFeedback = 0);
- // 242: Get the module.
- // * Return value on error: OBJECT_INVALID
- object GetModule();
- // 243: Create an object of the specified type at lLocation.
- // - nObjectType: OBJECT_TYPE_ITEM, OBJECT_TYPE_CREATURE, OBJECT_TYPE_PLACEABLE,
- // OBJECT_TYPE_STORE
- // - sTemplate
- // - lLocation
- // - bUseAppearAnimation
- // Waypoints can now also be created using the CreateObject function.
- // nObjectType is: OBJECT_TYPE_WAYPOINT
- // sTemplate will be the tag of the waypoint
- // lLocation is where the waypoint will be placed
- // bUseAppearAnimation is ignored
- object CreateObject(int nObjectType, string sTemplate, location lLocation, int bUseAppearAnimation=FALSE);
- // 244: Create an event which triggers the "SpellCastAt" script
- event EventSpellCastAt(object oCaster, int nSpell, int bHarmful=TRUE);
- // 245: This is for use in a "Spell Cast" script, it gets who cast the spell.
- // The spell could have been cast by a creature, placeable or door.
- // * Returns OBJECT_INVALID if the caller is not a creature, placeable or door.
- object GetLastSpellCaster();
- // 246: This is for use in a "Spell Cast" script, it gets the ID of the spell that
- // was cast.
- int GetLastSpell();
- // 247: This is for use in a user-defined script, it gets the event number.
- int GetUserDefinedEventNumber();
- // 248: This is for use in a Spell script, it gets the ID of the spell that is being
- // cast (SPELL_*).
- int GetSpellId();
- // 249: Generate a random name.
- string RandomName();
- // 250: Create a Poison effect.
- // - nPoisonType: POISON_*
- effect EffectPoison(int nPoisonType);
- // 251: Returns whether this script is being run
- // while a load game is in progress
- int GetLoadFromSaveGame();
- // 252: Assured Deflection
- // This effect ensures that all projectiles shot at a jedi will be deflected
- // without doing an opposed roll. It takes an optional parameter to say whether
- // the deflected projectile will return to the attacker and cause damage
- effect EffectAssuredDeflection(int nReturn = 0);
- // 253: Get the name of oObject.
- string GetName(object oObject);
- // 254: Use this in a conversation script to get the person with whom you are conversing.
- // * Returns OBJECT_INVALID if the caller is not a valid creature.
- object GetLastSpeaker();
- // 255: Use this in an OnDialog script to start up the dialog tree.
- // - sResRef: if this is not specified, the default dialog file will be used
- // - oObjectToDialog: if this is not specified the person that triggered the
- // event will be used
- int BeginConversation(string sResRef="", object oObjectToDialog=OBJECT_INVALID);
- // 256: Use this in an OnPerception script to get the object that was perceived.
- // * Returns OBJECT_INVALID if the caller is not a valid creature.
- object GetLastPerceived();
- // 257: Use this in an OnPerception script to determine whether the object that was
- // perceived was heard.
- int GetLastPerceptionHeard();
- // 258: Use this in an OnPerception script to determine whether the object that was
- // perceived has become inaudible.
- int GetLastPerceptionInaudible();
- // 259: Use this in an OnPerception script to determine whether the object that was
- // perceived was seen.
- int GetLastPerceptionSeen();
- // 260: Use this in an OnClosed script to get the object that closed the door or placeable.
- // * Returns OBJECT_INVALID if the caller is not a valid door or placeable.
- object GetLastClosedBy();
- // 261: Use this in an OnPerception script to determine whether the object that was
- // perceived has vanished.
- int GetLastPerceptionVanished();
- // 262: Get the first object within oPersistentObject.
- // - oPersistentObject
- // - nResidentObjectType: OBJECT_TYPE_*
- // - nPersistentZone: PERSISTENT_ZONE_ACTIVE. [This could also take the value
- // PERSISTENT_ZONE_FOLLOW, but this is no longer used.]
- // * Returns OBJECT_INVALID if no object is found.
- object GetFirstInPersistentObject(object oPersistentObject=OBJECT_SELF, int nResidentObjectType=OBJECT_TYPE_CREATURE, int nPersistentZone=PERSISTENT_ZONE_ACTIVE);
- // 263: Get the next object within oPersistentObject.
- // - oPersistentObject
- // - nResidentObjectType: OBJECT_TYPE_*
- // - nPersistentZone: PERSISTENT_ZONE_ACTIVE. [This could also take the value
- // PERSISTENT_ZONE_FOLLOW, but this is no longer used.]
- // * Returns OBJECT_INVALID if no object is found.
- object GetNextInPersistentObject(object oPersistentObject=OBJECT_SELF, int nResidentObjectType=OBJECT_TYPE_CREATURE, int nPersistentZone=PERSISTENT_ZONE_ACTIVE);
- // 264: This returns the creator of oAreaOfEffectObject.
- // * Returns OBJECT_INVALID if oAreaOfEffectObject is not a valid Area of Effect object.
- object GetAreaOfEffectCreator(object oAreaOfEffectObject=OBJECT_SELF);
- // 265: Brings up the level up GUI for the player. The GUI will only show up
- // if the player has gained enough experience points to level up.
- // * Returns TRUE if the GUI was successfully brought up; FALSE if not.
- int ShowLevelUpGUI();
- // 266: Flag the specified item as being non-equippable or not. Set bNonEquippable
- // to TRUE to prevent this item from being equipped, and FALSE to allow
- // the normal equipping checks to determine if the item can be equipped.
- // NOTE: This will do nothing if the object passed in is not an item. Items that
- // are already equipped when this is called will not automatically be
- // unequipped. These items will just be prevented from being re-equipped
- // should they be unequipped.
- void SetItemNonEquippable( object oItem, int bNonEquippable );
- // 267: GetButtonMashCheck
- // This function returns whether the button mash check, used for the combat tutorial, is on
- int GetButtonMashCheck();
- // 268: SetButtonMashCheck
- // This function sets the button mash check variable, and is used for turning the check on and off
- void SetButtonMashCheck(int nCheck);
- // 269: EffectForcePushTargeted
- // This effect is exactly the same as force push, except it takes a location parameter that specifies
- // where the location of the force push is to be done from. All orientations are also based on this location.
- // AMF: The new ignore test direct line variable should be used with extreme caution
- // It overrides geometry checks for force pushes, so that the object that the effect is applied to
- // is guaranteed to move that far, ignoring collisions. It is best used for cutscenes.
- effect EffectForcePushTargeted(location lCentre, int nIgnoreTestDirectLine = 0);
- // 270: Create a Haste effect.
- effect EffectHaste();
- // 271: Give oItem to oGiveTo (instant; for similar Action use ActionGiveItem)
- // If oItem is not a valid item, or oGiveTo is not a valid object, nothing will
- // happen.
- void GiveItem(object oItem, object oGiveTo);
- // 272: Convert oObject into a hexadecimal string.
- string ObjectToString(object oObject);
- // 273: Create an Immunity effect.
- // - nImmunityType: IMMUNITY_TYPE_*
- effect EffectImmunity(int nImmunityType);
- // 274: - oCreature
- // - nImmunityType: IMMUNITY_TYPE_*
- // - oVersus: if this is specified, then we also check for the race and
- // alignment of oVersus
- // * Returns TRUE if oCreature has immunity of type nImmunity versus oVersus.
- int GetIsImmune(object oCreature, int nImmunityType, object oVersus=OBJECT_INVALID);
- // 275: Creates a Damage Immunity Increase effect.
- // - nDamageType: DAMAGE_TYPE_*
- // - nPercentImmunity
- effect EffectDamageImmunityIncrease(int nDamageType, int nPercentImmunity);
- // 276: Determine whether oEncounter is active.
- int GetEncounterActive(object oEncounter=OBJECT_SELF);
- // 277: Set oEncounter's active state to nNewValue.
- // - nNewValue: TRUE/FALSE
- // - oEncounter
- void SetEncounterActive(int nNewValue, object oEncounter=OBJECT_SELF);
- // 278: Get the maximum number of times that oEncounter will spawn.
- int GetEncounterSpawnsMax(object oEncounter=OBJECT_SELF);
- // 279: Set the maximum number of times that oEncounter can spawn
- void SetEncounterSpawnsMax(int nNewValue, object oEncounter=OBJECT_SELF);
- // 280: Get the number of times that oEncounter has spawned so far
- int GetEncounterSpawnsCurrent(object oEncounter=OBJECT_SELF);
- // 281: Set the number of times that oEncounter has spawned so far
- void SetEncounterSpawnsCurrent(int nNewValue, object oEncounter=OBJECT_SELF);
- // 282: Use this in an OnItemAcquired script to get the item that was acquired.
- // * Returns OBJECT_INVALID if the module is not valid.
- object GetModuleItemAcquired();
- // 283: Use this in an OnItemAcquired script to get the creatre that previously
- // possessed the item.
- // * Returns OBJECT_INVALID if the item was picked up from the ground.
- object GetModuleItemAcquiredFrom();
- // 284: Set the value for a custom token.
- void SetCustomToken(int nCustomTokenNumber, string sTokenValue);
- // 285: Determine whether oCreature has nFeat, and nFeat is useable.
- // PLEASE NOTE!!! - This function will return FALSE if the target
- // is not currently able to use the feat due to daily limits or
- // other restrictions. Use GetFeatAcquired() if you just want to
- // know if they've got it or not.
- // - nFeat: FEAT_*
- // - oCreature
- int GetHasFeat(int nFeat, object oCreature=OBJECT_SELF);
- // 286: Determine whether oCreature has nSkill, and nSkill is useable.
- // - nSkill: SKILL_*
- // - oCreature
- int GetHasSkill(int nSkill, object oCreature=OBJECT_SELF);
- // 287: Use nFeat on oTarget.
- // - nFeat: FEAT_*
- // - oTarget
- void ActionUseFeat(int nFeat, object oTarget);
- // 288: Runs the action "UseSkill" on the current creature
- // Use nSkill on oTarget.
- // - nSkill: SKILL_*
- // - oTarget
- // - nSubSkill: SUBSKILL_*
- // - oItemUsed: Item to use in conjunction with the skill
- void ActionUseSkill(int nSkill, object oTarget, int nSubSkill=0, object oItemUsed=OBJECT_INVALID );
- // 289: Determine whether oSource sees oTarget.
- int GetObjectSeen(object oTarget, object oSource=OBJECT_SELF);
- // 290: Determine whether oSource hears oTarget.
- int GetObjectHeard(object oTarget, object oSource=OBJECT_SELF);
- // 291: Use this in an OnPlayerDeath module script to get the last player that died.
- object GetLastPlayerDied();
- // 292: Use this in an OnItemLost script to get the item that was lost/dropped.
- // * Returns OBJECT_INVALID if the module is not valid.
- object GetModuleItemLost();
- // 293: Use this in an OnItemLost script to get the creature that lost the item.
- // * Returns OBJECT_INVALID if the module is not valid.
- object GetModuleItemLostBy();
- // 294: Do aActionToDo.
- void ActionDoCommand(action aActionToDo);
- // 295: Conversation event.
- event EventConversation();
- // 296: Set the difficulty level of oEncounter.
- // - nEncounterDifficulty: ENCOUNTER_DIFFICULTY_*
- // - oEncounter
- void SetEncounterDifficulty(int nEncounterDifficulty, object oEncounter=OBJECT_SELF);
- // 297: Get the difficulty level of oEncounter.
- int GetEncounterDifficulty(object oEncounter=OBJECT_SELF);
- // 298: Get the distance between lLocationA and lLocationB.
- float GetDistanceBetweenLocations(location lLocationA, location lLocationB);
- // 299: Use this in spell scripts to get nDamage adjusted by oTarget's reflex and
- // evasion saves.
- // - nDamage
- // - oTarget
- // - nDC: Difficulty check
- // - nSaveType: SAVING_THROW_TYPE_*
- // - oSaveVersus
- int GetReflexAdjustedDamage(int nDamage, object oTarget, int nDC, int nSaveType=SAVING_THROW_TYPE_NONE, object oSaveVersus=OBJECT_SELF);
- // 300: Play nAnimation immediately.
- // - nAnimation: ANIMATION_*
- // - fSpeed
- // - fSeconds: Duration of the animation (this is not used for Fire and
- // Forget animations) If a time of -1.0f is specified for a looping animation
- // it will loop until the next animation is applied.
- void PlayAnimation(int nAnimation, float fSpeed=1.0, float fSeconds=0.0);
- // 301: Create a Spell Talent.
- // - nSpell: SPELL_*
- talent TalentSpell(int nSpell);
- // 302: Create a Feat Talent.
- // - nFeat: FEAT_*
- talent TalentFeat(int nFeat);
- // 303: Create a Skill Talent.
- // - nSkill: SKILL_*
- talent TalentSkill(int nSkill);
- // 304: Determine if oObject has effects originating from nSpell.
- // - nSpell: SPELL_*
- // - oObject
- int GetHasSpellEffect(int nSpell, object oObject=OBJECT_SELF);
- // 305: Get the spell (SPELL_*) that applied eSpellEffect.
- // * Returns -1 if eSpellEffect was applied outside a spell script.
- int GetEffectSpellId(effect eSpellEffect);
- // 306: Determine whether oCreature has tTalent.
- int GetCreatureHasTalent(talent tTalent, object oCreature=OBJECT_SELF);
- // 307: Get a random talent of oCreature, within nCategory.
- // - nCategory: TALENT_CATEGORY_*
- // - oCreature
- // - nInclusion: types of talent to include
- talent GetCreatureTalentRandom(int nCategory, object oCreature=OBJECT_SELF, int nInclusion=0);
- // 308: Get the best talent (i.e. closest to nCRMax without going over) of oCreature,
- // within nCategory.
- // - nCategory: TALENT_CATEGORY_*
- // - nCRMax: Challenge Rating of the talent
- // - oCreature
- // - nInclusion: types of talent to include
- // - nExcludeType: TALENT_TYPE_FEAT or TALENT_TYPE_FORCE, type of talent that we wish to ignore
- // - nExcludeId: Talent ID of the talent we wish to ignore.
- // A value of TALENT_EXCLUDE_ALL_OF_TYPE for this parameter will mean that all talents of
- // type nExcludeType are ignored.
- talent GetCreatureTalentBest(int nCategory, int nCRMax, object oCreature=OBJECT_SELF, int nInclusion=0, int nExcludeType = -1, int nExcludeId = -1);
- // 309: Use tChosenTalent on oTarget.
- void ActionUseTalentOnObject(talent tChosenTalent, object oTarget);
- // 310: Use tChosenTalent at lTargetLocation.
- void ActionUseTalentAtLocation(talent tChosenTalent, location lTargetLocation);
- // 311: Get the gold piece value of oItem.
- // * Returns 0 if oItem is not a valid item.
- int GetGoldPieceValue(object oItem);
- // 312: * Returns TRUE if oCreature is of a playable racial type.
- int GetIsPlayableRacialType(object oCreature);
- // 313: Jump to lDestination. The action is added to the TOP of the action queue.
- void JumpToLocation(location lDestination);
- // 314: Create a Temporary Hitpoints effect.
- // - nHitPoints: a positive integer
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nHitPoints < 0.
- effect EffectTemporaryHitpoints(int nHitPoints);
- // 315: Get the number of ranks that oTarget has in nSkill.
- // - nSkill: SKILL_*
- // - oTarget
- // * Returns -1 if oTarget doesn't have nSkill.
- // * Returns 0 if nSkill is untrained.
- int GetSkillRank(int nSkill, object oTarget=OBJECT_SELF);
- // 316: Get the attack target of oCreature.
- // This only works when oCreature is in combat.
- object GetAttackTarget(object oCreature=OBJECT_SELF);
- // 317: Get the attack type (SPECIAL_ATTACK_*) of oCreature's last attack.
- // This only works when oCreature is in combat.
- int GetLastAttackType(object oCreature=OBJECT_SELF);
- // 318: Get the attack mode (COMBAT_MODE_*) of oCreature's last attack.
- // This only works when oCreature is in combat.
- int GetLastAttackMode(object oCreature=OBJECT_SELF);
- // 319: Get the distance in metres between oObjectA and oObjectB in 2D.
- // * Return value if either object is invalid: 0.0f
- float GetDistanceBetween2D(object oObjectA, object oObjectB);
- // 320: * Returns TRUE if oCreature is in combat.
- //RWT-OEI 09/30/04 - If you pass TRUE in as the second parameter then
- //this function will only return true if the character is in REAL combat.
- //If you don't know what that means, don't pass in TRUE.
- int GetIsInCombat(object oCreature=OBJECT_SELF, int bOnlyCountReal = FALSE);
- // 321: Get the last command (ASSOCIATE_COMMAND_*) issued to oAssociate.
- int GetLastAssociateCommand(object oAssociate=OBJECT_SELF);
- // 322: Give nGP gold to oCreature.
- void GiveGoldToCreature(object oCreature, int nGP);
- // 323: Set the destroyable status of the caller.
- // - bDestroyable: If this is FALSE, the caller does not fade out on death, but
- // sticks around as a corpse.
- // - bRaiseable: If this is TRUE, the caller can be raised via resurrection.
- // - bSelectableWhenDead: If this is TRUE, the caller is selectable after death.
- void SetIsDestroyable(int bDestroyable, int bRaiseable=TRUE, int bSelectableWhenDead=FALSE);
- // 324: Set the locked state of oTarget, which can be a door or a placeable object.
- void SetLocked(object oTarget, int bLocked);
- // 325: Get the locked state of oTarget, which can be a door or a placeable object.
- int GetLocked(object oTarget);
- // 326: Use this in a trigger's OnClick event script to get the object that last
- // clicked on it.
- // This is identical to GetEnteringObject.
- object GetClickingObject();
- // 327: Initialise oTarget to listen for the standard Associates commands.
- void SetAssociateListenPatterns(object oTarget=OBJECT_SELF);
- // 328: Get the last weapon that oCreature used in an attack.
- // * Returns OBJECT_INVALID if oCreature did not attack, or has no weapon equipped.
- object GetLastWeaponUsed(object oCreature);
- // 329: Use oPlaceable.
- void ActionInteractObject(object oPlaceable);
- // 330: Get the last object that used the placeable object that is calling this function.
- // * Returns OBJECT_INVALID if it is called by something other than a placeable or
- // a door.
- object GetLastUsedBy();
- // 331: Returns the ability modifier for the specified ability
- // Get oCreature's ability modifier for nAbility.
- // - nAbility: ABILITY_*
- // - oCreature
- int GetAbilityModifier(int nAbility, object oCreature=OBJECT_SELF);
- // 332: Determined whether oItem has been identified.
- int GetIdentified(object oItem);
- // 333: Set whether oItem has been identified.
- void SetIdentified(object oItem, int bIdentified);
- // 334: Get the distance between lLocationA and lLocationB. in 2D
- float GetDistanceBetweenLocations2D(location lLocationA, location lLocationB);
- // 335: Get the distance from the caller to oObject in metres.
- // * Return value on error: -1.0f
- float GetDistanceToObject2D(object oObject);
- // 336: Get the last blocking door encountered by the caller of this function.
- // * Returns OBJECT_INVALID if the caller is not a valid creature.
- object GetBlockingDoor();
- // 337: - oTargetDoor
- // - nDoorAction: DOOR_ACTION_*
- // * Returns TRUE if nDoorAction can be performed on oTargetDoor.
- int GetIsDoorActionPossible(object oTargetDoor, int nDoorAction);
- // 338: Perform nDoorAction on oTargetDoor.
- void DoDoorAction(object oTargetDoor, int nDoorAction);
- // 339: Get the first item in oTarget's inventory (start to cycle through oTarget's
- // inventory).
- // * Returns OBJECT_INVALID if the caller is not a creature, item, placeable or store,
- // or if no item is found.
- object GetFirstItemInInventory(object oTarget=OBJECT_SELF);
- // 340: Get the next item in oTarget's inventory (continue to cycle through oTarget's
- // inventory).
- // * Returns OBJECT_INVALID if the caller is not a creature, item, placeable or store,
- // or if no item is found.
- object GetNextItemInInventory(object oTarget=OBJECT_SELF);
- // 341: A creature can have up to three classes. This function determines the
- // creature's class (CLASS_TYPE_*) based on nClassPosition.
- // - nClassPosition: 1, 2 or 3
- // - oCreature
- // * Returns CLASS_TYPE_INVALID if the oCreature does not have a class in
- // nClassPosition (i.e. a single-class creature will only have a value in
- // nClassLocation=1) or if oCreature is not a valid creature.
- int GetClassByPosition(int nClassPosition, object oCreature=OBJECT_SELF);
- // 342: A creature can have up to three classes. This function determines the
- // creature's class level based on nClass Position.
- // - nClassPosition: 1, 2 or 3
- // - oCreature
- // * Returns 0 if oCreature does not have a class in nClassPosition
- // (i.e. a single-class creature will only have a value in nClassLocation=1)
- // or if oCreature is not a valid creature.
- int GetLevelByPosition(int nClassPosition, object oCreature=OBJECT_SELF);
- // 343: Determine the levels that oCreature holds in nClassType.
- // - nClassType: CLASS_TYPE_*
- // - oCreature
- int GetLevelByClass(int nClassType, object oCreature=OBJECT_SELF);
- // 344: Get the amount of damage of type nDamageType that has been dealt to the caller.
- // - nDamageType: DAMAGE_TYPE_*
- int GetDamageDealtByType(int nDamageType);
- // 345: Get the total amount of damage that has been dealt to the caller.
- int GetTotalDamageDealt();
- // 346: Get the last object that damaged the caller.
- // * Returns OBJECT_INVALID if the caller is not a valid object.
- object GetLastDamager();
- // 347: Get the last object that disarmed the trap on the caller.
- // * Returns OBJECT_INVALID if the caller is not a valid placeable, trigger or
- // door.
- object GetLastDisarmed();
- // 348: Get the last object that disturbed the inventory of the caller.
- // * Returns OBJECT_INVALID if the caller is not a valid creature or placeable.
- object GetLastDisturbed();
- // 349: Get the last object that locked the caller.
- // * Returns OBJECT_INVALID if the caller is not a valid door or placeable.
- object GetLastLocked();
- // 350: Get the last object that unlocked the caller.
- // * Returns OBJECT_INVALID if the caller is not a valid door or placeable.
- object GetLastUnlocked();
- // 351: Create a Skill Increase effect.
- // - nSkill: SKILL_*
- // - nValue
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nSkill is invalid.
- effect EffectSkillIncrease(int nSkill, int nValue);
- // 352: Get the type of disturbance (INVENTORY_DISTURB_*) that caused the caller's
- // OnInventoryDisturbed script to fire. This will only work for creatures and
- // placeables.
- int GetInventoryDisturbType();
- // 353: get the item that caused the caller's OnInventoryDisturbed script to fire.
- // * Returns OBJECT_INVALID if the caller is not a valid object.
- object GetInventoryDisturbItem();
- // 354: Displays the upgrade screen where the player can modify weapons and armor
- // If oItem is NOT invalid, then the player will be forced to upgrade oItem and only oItem.
- // If oCharacter is NOT invalid, then that character's various skills will be used... *NOT IMPLEMENTED*
- // If nDisableItemCreation = TRUE, then the player will not be able to access the item creation screen
- // If nDisableUpgrade = TRUE, then the player will be forced straight to item creation and not be able
- // to access Item Upgrading.
- void ShowUpgradeScreen(object oItem = OBJECT_INVALID, object oCharacter = OBJECT_INVALID, int nDisableItemCreation = FALSE, int nDisableUpgrade = FALSE, string sOverride2DA = "");
- // 355: Set eEffect to be versus a specific alignment.
- // - eEffect
- // - nLawChaos: ALIGNMENT_LAWFUL/ALIGNMENT_CHAOTIC/ALIGNMENT_ALL
- // - nGoodEvil: ALIGNMENT_GOOD/ALIGNMENT_EVIL/ALIGNMENT_ALL
- effect VersusAlignmentEffect(effect eEffect, int nLawChaos=ALIGNMENT_ALL, int nGoodEvil=ALIGNMENT_ALL);
- // 356: Set eEffect to be versus nRacialType.
- // - eEffect
- // - nRacialType: RACIAL_TYPE_*
- effect VersusRacialTypeEffect(effect eEffect, int nRacialType);
- // 357: Set eEffect to be versus traps.
- effect VersusTrapEffect(effect eEffect);
- // 358: Get the gender of oCreature.
- int GetGender(object oCreature);
- // 359: * Returns TRUE if tTalent is valid.
- int GetIsTalentValid(talent tTalent);
- // 360: Causes the action subject to move away from lMoveAwayFrom.
- void ActionMoveAwayFromLocation(location lMoveAwayFrom, int bRun=FALSE, float fMoveAwayRange=40.0f);
- // 361: Get the target that the caller attempted to attack - this should be used in
- // conjunction with GetAttackTarget(). This value is set every time an attack is
- // made, and is reset at the end of combat.
- // * Returns OBJECT_INVALID if the caller is not a valid creature.
- object GetAttemptedAttackTarget();
- // 362: Get the type (TALENT_TYPE_*) of tTalent.
- int GetTypeFromTalent(talent tTalent);
- // 363: Get the ID of tTalent. This could be a SPELL_*, FEAT_* or SKILL_*.
- int GetIdFromTalent(talent tTalent);
- // 364: Starts a game of pazaak.
- // - nOpponentPazaakDeck: Index into PazaakDecks.2da; specifies which deck the opponent will use.
- // - sEndScript: Script to be run when game finishes.
- // - nMaxWager: Max player wager. If <= 0, the player's credits won't be modified by the result of the game and the wager screen will not show up.
- // - bShowTutorial: Plays in tutorial mode (nMaxWager should be 0).
- void PlayPazaak(int nOpponentPazaakDeck, string sEndScript, int nMaxWager, int bShowTutorial=FALSE, object oOpponent=OBJECT_INVALID);
- // 365: Returns result of last Pazaak game. Should be used only in an EndScript sent to PlayPazaak.
- // * Returns 0 if player loses, 1 if player wins.
- int GetLastPazaakResult();
- // 366: displays a feed back string for the object spicified and the constant
- // repersents the string to be displayed see:FeedBackText.2da
- void DisplayFeedBackText(object oCreature, int nTextConstant);
- // 367: Add a journal quest entry to the player.
- // - szPlotID: the plot identifier used in the toolset's Journal Editor
- // - nState: the state of the plot as seen in the toolset's Journal Editor
- // - bAllowOverrideHigher: If this is TRUE, you can set the state to a lower
- // number than the one it is currently on
- void AddJournalQuestEntry(string szPlotID, int nState, int bAllowOverrideHigher=FALSE);
- // 368: Remove a journal quest entry from the player.
- // - szPlotID: the plot identifier used in the toolset's Journal Editor
- void RemoveJournalQuestEntry(string szPlotID);
- // 369: Gets the State value of a journal quest. Returns 0 if no quest entry has been added for this szPlotID.
- // - szPlotID: the plot identifier used in the toolset's Journal Editor
- int GetJournalEntry(string szPlotID);
- // 370: PlayRumblePattern
- // Starts a defined rumble pattern playing
- int PlayRumblePattern(int nPattern);
- // 371: StopRumblePattern
- // Stops a defined rumble pattern
- int StopRumblePattern(int nPattern);
- // 372: Damages the creatures force points
- effect EffectDamageForcePoints(int nDamage);
- // 373: Heals the creatures force points
- effect EffectHealForcePoints(int nHeal);
- // 374: Send a server message (szMessage) to the oPlayer.
- void SendMessageToPC(object oPlayer, string szMessage);
- // 375: Get the target at which the caller attempted to cast a spell.
- // This value is set every time a spell is cast and is reset at the end of
- // combat.
- // * Returns OBJECT_INVALID if the caller is not a valid creature.
- object GetAttemptedSpellTarget();
- // 376: Get the last creature that opened the caller.
- // * Returns OBJECT_INVALID if the caller is not a valid door or placeable.
- object GetLastOpenedBy();
- // 377: Determine whether oCreature has nSpell memorised.
- // PLEASE NOTE!!! - This function will return FALSE if the target
- // is not currently able to use the spell due to lack of sufficient
- // Force Points. Use GetSpellAcquired() if you just want to
- // know if they've got it or not.
- // - nSpell: SPELL_*
- // - oCreature
- int GetHasSpell(int nSpell, object oCreature=OBJECT_SELF);
- // 378: Open oStore for oPC.
- void OpenStore(object oStore, object oPC, int nBonusMarkUp=0, int nBonusMarkDown=0);
- // 379:
- void ActionSurrenderToEnemies();
- // 380: Get the first member of oMemberOfFaction's faction (start to cycle through
- // oMemberOfFaction's faction).
- // * Returns OBJECT_INVALID if oMemberOfFaction's faction is invalid.
- object GetFirstFactionMember(object oMemberOfFaction, int bPCOnly=TRUE);
- // 381: Get the next member of oMemberOfFaction's faction (continue to cycle through
- // oMemberOfFaction's faction).
- // * Returns OBJECT_INVALID if oMemberOfFaction's faction is invalid.
- object GetNextFactionMember(object oMemberOfFaction, int bPCOnly=TRUE);
- // 382: Force the action subject to move to lDestination.
- void ActionForceMoveToLocation(location lDestination, int bRun=FALSE, float fTimeout=30.0f);
- // 383: Force the action subject to move to oMoveTo.
- void ActionForceMoveToObject(object oMoveTo, int bRun=FALSE, float fRange=1.0f, float fTimeout=30.0f);
- // 384: Get the experience assigned in the journal editor for szPlotID.
- int GetJournalQuestExperience(string szPlotID);
- // 385: Jump to oToJumpTo (the action is added to the top of the action queue).
- void JumpToObject(object oToJumpTo, int nWalkStraightLineToPoint=1);
- // 386: Set whether oMapPin is enabled.
- // - oMapPin
- // - nEnabled: 0=Off, 1=On
- void SetMapPinEnabled(object oMapPin, int nEnabled);
- // 387: Create a Hit Point Change When Dying effect.
- // - fHitPointChangePerRound: this can be positive or negative, but not zero.
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if fHitPointChangePerRound is 0.
- effect EffectHitPointChangeWhenDying(float fHitPointChangePerRound);
- // 388: Spawn a GUI panel for the client that controls oPC.
- // - oPC
- // - nGUIPanel: GUI_PANEL_*
- // * Nothing happens if oPC is not a player character or if an invalid value is
- // used for nGUIPanel.
- void PopUpGUIPanel(object oPC, int nGUIPanel);
- // 389: This allows you to add a new class to any creature object
- void AddMultiClass(int nClassType, object oSource);
- // 390: Tests a linked effect to see if the target is immune to it.
- // If the target is imune to any of the linked effect then he is immune to all of it
- int GetIsLinkImmune(object oTarget, effect eEffect );
- // 391: Stunn the droid
- effect EffectDroidStun( );
- // 392: Force push the creature...
- effect EffectForcePushed();
- // 393: Gives nXpAmount to oCreature.
- void GiveXPToCreature(object oCreature, int nXpAmount);
- // 394: Sets oCreature's experience to nXpAmount.
- void SetXP(object oCreature, int nXpAmount);
- // 395: Get oCreature's experience.
- int GetXP(object oCreature);
- // 396: Convert nInteger to hex, returning the hex value as a string.
- // * Return value has the format "0x????????" where each ? will be a hex digit
- // (8 digits in total).
- string IntToHexString(int nInteger);
- // 397: Get the base item type (BASE_ITEM_*) of oItem.
- // * Returns BASE_ITEM_INVALID if oItem is an invalid item.
- int GetBaseItemType(object oItem);
- // 398: Determines whether oItem has nProperty.
- // - oItem
- // - nProperty: ITEM_PROPERTY_*
- // * Returns FALSE if oItem is not a valid item, or if oItem does not have
- // nProperty.
- int GetItemHasItemProperty(object oItem, int nProperty);
- // 399: The creature will equip the melee weapon in its possession that can do the
- // most damage. If no valid melee weapon is found, it will equip the most
- // damaging range weapon. This function should only ever be called in the
- // EndOfCombatRound scripts, because otherwise it would have to stop the combat
- // round to run simulation.
- // - oVersus: You can try to get the most damaging weapon against oVersus
- // - bOffHand
- void ActionEquipMostDamagingMelee(object oVersus=OBJECT_INVALID, int bOffHand=FALSE);
- // 400: The creature will equip the range weapon in its possession that can do the
- // most damage.
- // If no valid range weapon can be found, it will equip the most damaging melee
- // weapon.
- // - oVersus: You can try to get the most damaging weapon against oVersus
- void ActionEquipMostDamagingRanged(object oVersus=OBJECT_INVALID);
- // 401: Get the Armour Class of oItem.
- // * Return 0 if the oItem is not a valid item, or if oItem has no armour value.
- int GetItemACValue(object oItem);
- // 402:
- // Effect that will play an animation and display a visual effect to indicate the
- // target has resisted a force power.
- effect EffectForceResisted( object oSource );
- // 403: Expose the entire map of oArea to oPlayer.
- void ExploreAreaForPlayer(object oArea, object oPlayer);
- // 404: The creature will equip the armour in its possession that has the highest
- // armour class.
- void ActionEquipMostEffectiveArmor();
- // 405: * Returns TRUE if it is currently day.
- int GetIsDay();
- // 406: * Returns TRUE if it is currently night.
- int GetIsNight();
- // 407: * Returns TRUE if it is currently dawn.
- int GetIsDawn();
- // 408: * Returns TRUE if it is currently dusk.
- int GetIsDusk();
- // 409: * Returns TRUE if oCreature was spawned from an encounter.
- int GetIsEncounterCreature(object oCreature=OBJECT_SELF);
- // 410: Use this in an OnPlayerDying module script to get the last player who is dying.
- object GetLastPlayerDying();
- // 411: Get the starting location of the module.
- location GetStartingLocation();
- // 412: Make oCreatureToChange join one of the standard factions.
- // ** This will only work on an NPC **
- // - nStandardFaction: STANDARD_FACTION_*
- void ChangeToStandardFaction(object oCreatureToChange, int nStandardFaction);
- // 413: Play oSound.
- void SoundObjectPlay(object oSound);
- // 414: Stop playing oSound.
- void SoundObjectStop(object oSound);
- // 415: Set the volume of oSound.
- // - oSound
- // - nVolume: 0-127
- void SoundObjectSetVolume(object oSound, int nVolume);
- // 416: Set the position of oSound.
- void SoundObjectSetPosition(object oSound, vector vPosition);
- // 417: Immediately speak a conversation one-liner.
- // - sDialogResRef
- // - oTokenTarget: This must be specified if there are creature-specific tokens
- // in the string.
- void SpeakOneLinerConversation(string sDialogResRef="", object oTokenTarget=OBJECT_TYPE_INVALID);
- // 418: Get the amount of gold possessed by oTarget.
- int GetGold(object oTarget=OBJECT_SELF);
- // 419: Use this in an OnRespawnButtonPressed module script to get the object id of
- // the player who last pressed the respawn button.
- object GetLastRespawnButtonPresser();
- // 420:
- // Effect that will display a visual effect on the specified object's hand to
- // indicate a force power has fizzled out.
- effect EffectForceFizzle();
- // 421: SetLightsaberPowered
- // Allows a script to set the state of the lightsaber. This will override any
- // game determined lightsaber powerstates.
- void SetLightsaberPowered( object oCreature, int bOverride, int bPowered = TRUE, int bShowTransition = FALSE);
- // 422: * Returns TRUE if the weapon equipped is capable of damaging oVersus.
- int GetIsWeaponEffective(object oVersus=OBJECT_INVALID, int bOffHand=FALSE);
- // 423: Use this in a SpellCast script to determine whether the spell was considered
- // harmful.
- // * Returns TRUE if the last spell cast was harmful.
- int GetLastSpellHarmful();
- // 424: Activate oItem.
- event EventActivateItem(object oItem, location lTarget, object oTarget=OBJECT_INVALID);
- // 425: Play the background music for oArea.
- void MusicBackgroundPlay(object oArea);
- // 426: Stop the background music for oArea.
- void MusicBackgroundStop(object oArea);
- // 427: Set the delay for the background music for oArea.
- // - oArea
- // - nDelay: delay in milliseconds
- void MusicBackgroundSetDelay(object oArea, int nDelay);
- // 428: Change the background day track for oArea to nTrack.
- // - oArea
- // - nTrack
- void MusicBackgroundChangeDay(object oArea, int nTrack, int nStreamingMusic = FALSE);
- // 429: Change the background night track for oArea to nTrack.
- // - oArea
- // - nTrack
- void MusicBackgroundChangeNight(object oArea, int nTrack, int nStreamingMusic = FALSE);
- // 430: Play the battle music for oArea.
- void MusicBattlePlay(object oArea);
- // 431: Stop the battle music for oArea.
- void MusicBattleStop(object oArea);
- // 432: Change the battle track for oArea.
- // - oArea
- // - nTrack
- void MusicBattleChange(object oArea, int nTrack);
- // 433: Play the ambient sound for oArea.
- void AmbientSoundPlay(object oArea);
- // 434: Stop the ambient sound for oArea.
- void AmbientSoundStop(object oArea);
- // 435: Change the ambient day track for oArea to nTrack.
- // - oArea
- // - nTrack
- void AmbientSoundChangeDay(object oArea, int nTrack);
- // 436: Change the ambient night track for oArea to nTrack.
- // - oArea
- // - nTrack
- void AmbientSoundChangeNight(object oArea, int nTrack);
- // 437: Get the object that killed the caller.
- object GetLastKiller();
- // 438: Use this in a spell script to get the item used to cast the spell.
- object GetSpellCastItem();
- // 439: Use this in an OnItemActivated module script to get the item that was activated.
- object GetItemActivated();
- // 440: Use this in an OnItemActivated module script to get the creature that
- // activated the item.
- object GetItemActivator();
- // 441: Use this in an OnItemActivated module script to get the location of the item's
- // target.
- location GetItemActivatedTargetLocation();
- // 442: Use this in an OnItemActivated module script to get the item's target.
- object GetItemActivatedTarget();
- // 443: * Returns TRUE if oObject (which is a placeable or a door) is currently open.
- int GetIsOpen(object oObject);
- // 444: Take nAmount of gold from oCreatureToTakeFrom.
- // - nAmount
- // - oCreatureToTakeFrom: If this is not a valid creature, nothing will happen.
- // - bDestroy: If this is TRUE, the caller will not get the gold. Instead, the
- // gold will be destroyed and will vanish from the game.
- void TakeGoldFromCreature(int nAmount, object oCreatureToTakeFrom, int bDestroy=FALSE);
- // 445: Determine whether oObject is in conversation.
- int GetIsInConversation(object oObject);
- // 446: Create an Ability Decrease effect.
- // - nAbility: ABILITY_*
- // - nModifyBy: This is the amount by which to decrement the ability
- effect EffectAbilityDecrease(int nAbility, int nModifyBy);
- // 447: Create an Attack Decrease effect.
- // - nPenalty
- // - nModifierType: ATTACK_BONUS_*
- effect EffectAttackDecrease(int nPenalty, int nModifierType=ATTACK_BONUS_MISC);
- // 448: Create a Damage Decrease effect.
- // - nPenalty
- // - nDamageType: DAMAGE_TYPE_*
- effect EffectDamageDecrease(int nPenalty, int nDamageType=DAMAGE_TYPE_UNIVERSAL);
- // 449: Create a Damage Immunity Decrease effect.
- // - nDamageType: DAMAGE_TYPE_*
- // - nPercentImmunity
- effect EffectDamageImmunityDecrease(int nDamageType, int nPercentImmunity);
- // 450: Create an AC Decrease effect.
- // - nValue
- // - nModifyType: AC_*
- // - nDamageType: DAMAGE_TYPE_*
- // * Default value for nDamageType should only ever be used in this function prototype.
- effect EffectACDecrease(int nValue, int nModifyType=AC_DODGE_BONUS, int nDamageType=AC_VS_DAMAGE_TYPE_ALL);
- // 451: Create a Movement Speed Decrease effect.
- // - nPercentChange: This is expected to be a positive integer between 1 and 99 inclusive.
- // If a negative integer is supplied then a movement speed increase will result,
- // and if a number >= 100 is supplied then the effect is deleted.
- effect EffectMovementSpeedDecrease(int nPercentChange);
- // 452: Create a Saving Throw Decrease effect.
- // - nSave
- // - nValue
- // - nSaveType: SAVING_THROW_TYPE_*
- effect EffectSavingThrowDecrease(int nSave, int nValue, int nSaveType=SAVING_THROW_TYPE_ALL);
- // 453: Create a Skill Decrease effect.
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nSkill is invalid.
- effect EffectSkillDecrease(int nSkill, int nValue);
- // 454: Create a Force Resistance Decrease effect.
- effect EffectForceResistanceDecrease(int nValue);
- // 455: Determine whether oTarget is a plot object.
- int GetPlotFlag(object oTarget=OBJECT_SELF);
- // 456: Set oTarget's plot object status.
- void SetPlotFlag(object oTarget, int nPlotFlag);
- // 457: Create an Invisibility effect.
- // - nInvisibilityType: INVISIBILITY_TYPE_*
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nInvisibilityType
- // is invalid.
- effect EffectInvisibility(int nInvisibilityType);
- // 458: Create a Concealment effect.
- // - nPercentage: 1-100 inclusive
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nPercentage < 1 or
- // nPercentage > 100.
- effect EffectConcealment(int nPercentage);
- // 459: Create a Force Shield that has parameters from the guven index into the forceshields.2da
- effect EffectForceShield(int nShield);
- // 460: Create a Dispel Magic All effect.
- effect EffectDispelMagicAll(int nCasterLevel);
- // 461: Cut immediately to placeable camera 'nCameraId' during dialog. nCameraId must be
- // an existing Placeable Camera ID. Function only works during Dialog.
- void SetDialogPlaceableCamera( int nCameraId );
- // 462:
- // Returns: TRUE if the player is in 'solo mode' (ie. the party is not supposed to follow the player).
- // FALSE otherwise.
- int GetSoloMode();
- // 463: Create a Disguise effect.
- // - * nDisguiseAppearance: DISGUISE_TYPE_*s
- effect EffectDisguise(int nDisguiseAppearance);
- // 464:
- // Returns the maximum amount of stealth xp available in the area.
- int GetMaxStealthXP();
- // 465: Create a True Seeing effect.
- effect EffectTrueSeeing();
- // 466: Create a See Invisible effect.
- effect EffectSeeInvisible();
- // 467: Create a Time Stop effect.
- effect EffectTimeStop();
- // 468:
- // Set the maximum amount of stealth xp available in the area.
- void SetMaxStealthXP( int nMax );
- // 469: Increase the blaster deflection rate, i think...
- effect EffectBlasterDeflectionIncrease(int nChange);
- // 470:decrease the blaster deflection rate
- effect EffectBlasterDeflectionDecrease(int nChange);
- // 471: Make the creature horified. BOO!
- effect EffectHorrified( );
- // 472: Create a Spell Level Absorption effect.
- // - nMaxSpellLevelAbsorbed: maximum spell level that will be absorbed by the
- // effect
- // - nTotalSpellLevelsAbsorbed: maximum number of spell levels that will be
- // absorbed by the effect
- // - nSpellSchool: SPELL_SCHOOL_*
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if:
- // nMaxSpellLevelAbsorbed is not between -1 and 9 inclusive, or nSpellSchool
- // is invalid.
- effect EffectSpellLevelAbsorption(int nMaxSpellLevelAbsorbed, int nTotalSpellLevelsAbsorbed=0, int nSpellSchool=0 );
- // 473: Create a Dispel Magic Best effect.
- effect EffectDispelMagicBest(int nCasterLevel);
- // 474:
- // Returns the current amount of stealth xp available in the area.
- int GetCurrentStealthXP();
- // 475: Get the number of stacked items that oItem comprises.
- int GetNumStackedItems(object oItem);
- // 476: Use this on an NPC to cause all creatures within a 10-metre radius to stop
- // what they are doing and sets the NPC's enemies within this range to be
- // neutral towards the NPC. If this command is run on a PC or an object that is
- // not a creature, nothing will happen.
- void SurrenderToEnemies();
- // 477: Create a Miss Chance effect.
- // - nPercentage: 1-100 inclusive
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nPercentage < 1 or
- // nPercentage > 100.
- effect EffectMissChance(int nPercentage);
- // 478:
- // Set the current amount of stealth xp available in the area.
- void SetCurrentStealthXP( int nCurrent );
- // 479: Get the size (CREATURE_SIZE_*) of oCreature.
- int GetCreatureSize(object oCreature);
- // 480:
- // Award the stealth xp to the given oTarget. This will only work on creatures.
- void AwardStealthXP( object oTarget );
- // 481:
- // Returns whether or not the stealth xp bonus is enabled (ie. whether or not
- // AwardStealthXP() will actually award any available stealth xp).
- int GetStealthXPEnabled();
- // 482:
- // Sets whether or not the stealth xp bonus is enabled (ie. whether or not
- // AwardStealthXP() will actually award any available stealth xp).
- void SetStealthXPEnabled( int bEnabled );
- // 483: The action subject will unlock oTarget, which can be a door or a placeable
- // object.
- void ActionUnlockObject(object oTarget);
- // 484: The action subject will lock oTarget, which can be a door or a placeable
- // object.
- void ActionLockObject(object oTarget);
- // 485: Create a Modify Attacks effect to add attacks.
- // - nAttacks: maximum is 5, even with the effect stacked
- // * Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nAttacks > 5.
- effect EffectModifyAttacks(int nAttacks);
- // 486: Get the last trap detected by oTarget.
- // * Return value on error: OBJECT_INVALID
- object GetLastTrapDetected(object oTarget=OBJECT_SELF);
- // 487: Create a Damage Shield effect which does (nDamageAmount + nRandomAmount)
- // damage to any melee attacker on a successful attack of damage type nDamageType.
- // - nDamageAmount: an integer value
- // - nRandomAmount: DAMAGE_BONUS_*
- // - nDamageType: DAMAGE_TYPE_*
- effect EffectDamageShield(int nDamageAmount, int nRandomAmount, int nDamageType);
- // 488: Get the trap nearest to oTarget.
- // Note : "trap objects" are actually any trigger, placeable or door that is
- // trapped in oTarget's area.
- // - oTarget
- // - nTrapDetected: if this is TRUE, the trap returned has to have been detected
- // by oTarget.
- object GetNearestTrapToObject(object oTarget=OBJECT_SELF, int nTrapDetected=TRUE);
- // 489: the will get the last attmpted movment target
- object GetAttemptedMovementTarget();
- // 490: this function returns the bloking creature for the k_def_CBTBlk01 script
- object GetBlockingCreature(object oTarget=OBJECT_SELF);
- // 491: Get oTarget's base fortitude saving throw value (this will only work for
- // creatures, doors, and placeables).
- // * Returns 0 if oTarget is invalid.
- int GetFortitudeSavingThrow(object oTarget);
- // 492: Get oTarget's base will saving throw value (this will only work for creatures,
- // doors, and placeables).
- // * Returns 0 if oTarget is invalid.
- int GetWillSavingThrow(object oTarget);
- // 493: Get oTarget's base reflex saving throw value (this will only work for
- // creatures, doors, and placeables).
- // * Returns 0 if oTarget is invalid.
- int GetReflexSavingThrow(object oTarget);
- // 494: Get oCreature's challenge rating.
- // * Returns 0.0 if oCreature is invalid.
- float GetChallengeRating(object oCreature);
- // 495: Returns the found enemy creature on a pathfind.
- object GetFoundEnemyCreature(object oTarget=OBJECT_SELF);
- // 496: Get oCreature's movement rate.
- // * Returns 0 if oCreature is invalid.
- int GetMovementRate(object oCreature);
- // 497: GetSubRace of oCreature
- // Returns SUBRACE_*
- int GetSubRace(object oCreature);
- // 498:
- // Returns the amount the stealth xp bonus gets decreased each time the player is detected.
- int GetStealthXPDecrement();
- // 499:
- // Sets the amount the stealth xp bonus gets decreased each time the player is detected.
- void SetStealthXPDecrement( int nDecrement );
- // 500:
- void DuplicateHeadAppearance(object oidCreatureToChange, object oidCreatureToMatch);
- // 501: The action subject will fake casting a spell at oTarget; the conjure and cast
- // animations and visuals will occur, nothing else.
- // - nSpell
- // - oTarget
- // - nProjectilePathType: PROJECTILE_PATH_TYPE_*
- void ActionCastFakeSpellAtObject(int nSpell, object oTarget, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT);
- // 502: The action subject will fake casting a spell at lLocation; the conjure and
- // cast animations and visuals will occur, nothing else.
- // - nSpell
- // - lTarget
- // - nProjectilePathType: PROJECTILE_PATH_TYPE_*
- void ActionCastFakeSpellAtLocation(int nSpell, location lTarget, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT);
- // 503: CutsceneAttack
- // This function allows the designer to specify exactly what's going to happen in a combat round
- // There are no guarentees made that the animation specified here will be correct - only that it will be played,
- // so it is up to the designer to ensure that they have selected the right animation
- // It relies upon constants specified above for the attack result
- void CutsceneAttack(object oTarget, int nAnimation, int nAttackResult, int nDamage);
- // 504: Set the camera mode for oPlayer.
- // - oPlayer
- // - nCameraMode: CAMERA_MODE_*
- // * If oPlayer is not player-controlled or nCameraMode is invalid, nothing
- // happens.
- void SetCameraMode(object oPlayer, int nCameraMode);
- // 505: SetLockOrientationInDialog
- // Allows the locking and unlocking of orientation changes for an object in dialog
- // - oObject - Object
- // - nValue - TRUE or FALSE
- void SetLockOrientationInDialog(object oObject, int nValue);
- // 506: SetLockHeadFollowInDialog
- // Allows the locking and undlocking of head following for an object in dialog
- // - oObject - Object
- // - nValue - TRUE or FALSE
- void SetLockHeadFollowInDialog(object oObject, int nValue);
- // 507: CutsceneMoveToPoint
- // Used by the cutscene system to allow designers to script combat
- void CutsceneMove(object oObject, vector vPosition, int nRun);
- // 508: EnableVideoEffect
- // Enables the video frame buffer effect specified by nEffectType, which is
- // an index into VideoEffects.2da. This video effect will apply indefinitely,
- // and so it should *always* be cleared by a call to DisableVideoEffect().
- void EnableVideoEffect(int nEffectType);
- // 509: Shut down the currently loaded module and start a new one (moving all
- // currently-connected players to the starting point.
- void StartNewModule(string sModuleName, string sWayPoint="", string sMovie1="", string sMovie2="", string sMovie3="", string sMovie4="", string sMovie5="", string sMovie6="");
- // 510: DisableVideoEffect
- // Disables any video frame buffer effect that may be running. See
- // EnableVideoEffect() to see how to use them.
- void DisableVideoEffect();
- // 511: * Returns TRUE if oItem is a ranged weapon.
- int GetWeaponRanged(object oItem);
- // 512: Only if we are in a single player game, AutoSave the game.
- void DoSinglePlayerAutoSave();
- // 513: Get the game difficulty (GAME_DIFFICULTY_*).
- int GetGameDifficulty();
- // 514:
- // This will test the combat action queu to see if the user has placed any actions on the queue.
- // will only work during combat.
- int GetUserActionsPending();
- // 515: RevealMap
- // Reveals the map at the given WORLD point 'vPoint' with a MAP Grid Radius 'nRadius'
- // If this function is called with no parameters it will reveal the entire map.
- // (NOTE: if this function is called with a valid point but a default radius, ie. 'nRadius' of -1
- // then the entire map will be revealed)
- void RevealMap(vector vPoint=[0.0,0.0,0.0],int nRadius=-1);
- // 516: SetTutorialWindowsEnabled
- // Sets whether or not the tutorial windows are enabled (ie. whether or not they will
- // appear when certain things happen for the first time).
- void SetTutorialWindowsEnabled( int bEnabled );
- // 517: ShowTutorialWindow
- // nWindow - A row index from Tutorial.2DA specifying the message to display.
- // Pops up the specified tutorial window. If the tutorial window has already popped
- // up once before, this will do nothing.
- void ShowTutorialWindow( int nWindow );
- // 518: StartCreditSequence
- // Starts the credits sequence. If bTransparentBackground is TRUE, the credits will be displayed
- // with a transparent background, allowing whatever is currently onscreen to show through. If it
- // is set to FALSE, the credits will be displayed on a black background.
- void StartCreditSequence( int bTransparentBackground );
- // 519: IsCreditSequenceInProgress
- // Returns TRUE if the credits sequence is currently in progress, FALSE otherwise.
- int IsCreditSequenceInProgress();
- // 520: Sets the minigame lateral acceleration/sec value
- void SWMG_SetLateralAccelerationPerSecond(float fLAPS);
- // 521: Returns the minigame lateral acceleration/sec value
- float SWMG_GetLateralAccelerationPerSecond();
- // 522: Get the current action (ACTION_*) that oObject is executing.
- int GetCurrentAction(object oObject=OBJECT_SELF);
- // 523:
- float GetDifficultyModifier();
- // 524: Returns the appearance type of oCreature (0 if creature doesn't exist)
- // - oCreature
- int GetAppearanceType(object oCreature);
- // 525: Display floaty text above the specified creature.
- // The text will also appear in the chat buffer of each player that receives the
- // floaty text.
- // - nStrRefToDisplay: String ref (therefore text is translated)
- // - oCreatureToFloatAbove
- // - bBroadcastToFaction: If this is TRUE then only creatures in the same faction
- // as oCreatureToFloatAbove
- // will see the floaty text, and only if they are within range (30 metres).
- void FloatingTextStrRefOnCreature(int nStrRefToDisplay, object oCreatureToFloatAbove, int bBroadcastToFaction=TRUE);
- // 526: Display floaty text above the specified creature.
- // The text will also appear in the chat buffer of each player that receives the
- // floaty text.
- // - sStringToDisplay: String
- // - oCreatureToFloatAbove
- // - bBroadcastToFaction: If this is TRUE then only creatures in the same faction
- // as oCreatureToFloatAbove
- // will see the floaty text, and only if they are within range (30 metres).
- void FloatingTextStringOnCreature(string sStringToDisplay, object oCreatureToFloatAbove, int bBroadcastToFaction=TRUE);
- // 527: - oTrapObject: a placeable, door or trigger
- // * Returns TRUE if oTrapObject is disarmable.
- int GetTrapDisarmable(object oTrapObject);
- // 528: - oTrapObject: a placeable, door or trigger
- // * Returns TRUE if oTrapObject is detectable.
- int GetTrapDetectable(object oTrapObject);
- // 529: - oTrapObject: a placeable, door or trigger
- // - oCreature
- // * Returns TRUE if oCreature has detected oTrapObject
- int GetTrapDetectedBy(object oTrapObject, object oCreature);
- // 530: - oTrapObject: a placeable, door or trigger
- // * Returns TRUE if oTrapObject has been flagged as visible to all creatures.
- int GetTrapFlagged(object oTrapObject);
- // 531: Get the trap base type (TRAP_BASE_TYPE_*) of oTrapObject.
- // - oTrapObject: a placeable, door or trigger
- int GetTrapBaseType(object oTrapObject);
- // 532: - oTrapObject: a placeable, door or trigger
- // * Returns TRUE if oTrapObject is one-shot (i.e. it does not reset itself
- // after firing.
- int GetTrapOneShot(object oTrapObject);
- // 533: Get the creator of oTrapObject, the creature that set the trap.
- // - oTrapObject: a placeable, door or trigger
- // * Returns OBJECT_INVALID if oTrapObject was created in the toolset.
- object GetTrapCreator(object oTrapObject);
- // 534: Get the tag of the key that will disarm oTrapObject.
- // - oTrapObject: a placeable, door or trigger
- string GetTrapKeyTag(object oTrapObject);
- // 535: Get the DC for disarming oTrapObject.
- // - oTrapObject: a placeable, door or trigger
- int GetTrapDisarmDC(object oTrapObject);
- // 536: Get the DC for detecting oTrapObject.
- // - oTrapObject: a placeable, door or trigger
- int GetTrapDetectDC(object oTrapObject);
- // 537: * Returns TRUE if a specific key is required to open the lock on oObject.
- int GetLockKeyRequired(object oObject);
- // 538: Get the tag of the key that will open the lock on oObject.
- int GetLockKeyTag(object oObject);
- // 539: * Returns TRUE if the lock on oObject is lockable.
- int GetLockLockable(object oObject);
- // 540: Get the DC for unlocking oObject.
- int GetLockUnlockDC(object oObject);
- // 541: Get the DC for locking oObject.
- int GetLockLockDC(object oObject);
- // 542: Get the last PC that levelled up.
- object GetPCLevellingUp();
- // 543: - nFeat: FEAT_*
- // - oObject
- // * Returns TRUE if oObject has effects on it originating from nFeat.
- int GetHasFeatEffect(int nFeat, object oObject=OBJECT_SELF);
- // 544: Set the status of the illumination for oPlaceable.
- // - oPlaceable
- // - bIlluminate: if this is TRUE, oPlaceable's illumination will be turned on.
- // If this is FALSE, oPlaceable's illumination will be turned off.
- // Note: You must call RecomputeStaticLighting() after calling this function in
- // order for the changes to occur visually for the players.
- // SetPlaceableIllumination() buffers the illumination changes, which are then
- // sent out to the players once RecomputeStaticLighting() is called. As such,
- // it is best to call SetPlaceableIllumination() for all the placeables you wish
- // to set the illumination on, and then call RecomputeStaticLighting() once after
- // all the placeable illumination has been set.
- // * If oPlaceable is not a placeable object, or oPlaceable is a placeable that
- // doesn't have a light, nothing will happen.
- void SetPlaceableIllumination(object oPlaceable=OBJECT_SELF, int bIlluminate=TRUE);
- // 545: * Returns TRUE if the illumination for oPlaceable is on
- int GetPlaceableIllumination(object oPlaceable=OBJECT_SELF);
- // 546: - oPlaceable
- // - nPlaceableAction: PLACEABLE_ACTION_*
- // * Returns TRUE if nPlacebleAction is valid for oPlaceable.
- int GetIsPlaceableObjectActionPossible(object oPlaceable, int nPlaceableAction);
- // 547: The caller performs nPlaceableAction on oPlaceable.
- // - oPlaceable
- // - nPlaceableAction: PLACEABLE_ACTION_*
- void DoPlaceableObjectAction(object oPlaceable, int nPlaceableAction);
- // 548: Get the first PC in the player list.
- // This resets the position in the player list for GetNextPC().
- object GetFirstPC();
- // 549: Get the next PC in the player list.
- // This picks up where the last GetFirstPC() or GetNextPC() left off.
- object GetNextPC();
- // 550: Set oDetector to have detected oTrap.
- int SetTrapDetectedBy(object oTrap, object oDetector);
- // 551: Note: Only placeables, doors and triggers can be trapped.
- // * Returns TRUE if oObject is trapped.
- int GetIsTrapped(object oObject);
- // 552: SetEffectIcon
- // This will link the specified effect icon to the specified effect. The
- // effect returned will contain the link to the effect icon and applying this
- // effect will cause an effect icon to appear on the portrait/charsheet gui.
- // eEffect: The effect which should cause the effect icon to appear.
- // nIcon: Index into effecticon.2da of the effect icon to use.
- effect SetEffectIcon( effect eEffect, int nIcon );
- // 553: FaceObjectAwayFromObject
- // This will cause the object oFacer to face away from oObjectToFaceAwayFrom.
- // The objects must be in the same area for this to work.
- void FaceObjectAwayFromObject( object oFacer, object oObjectToFaceAwayFrom );
- // 554: Spawn in the Death GUI.
- // The default (as defined by BioWare) can be spawned in by PopUpGUIPanel, but
- // if you want to turn off the "Respawn" or "Wait for Help" buttons, this is the
- // function to use.
- // - oPC
- // - bRespawnButtonEnabled: if this is TRUE, the "Respawn" button will be enabled
- // on the Death GUI.
- // - bWaitForHelpButtonEnabled: if this is TRUE, the "Wait For Help" button will
- // be enabled on the Death GUI.
- // - nHelpStringReference
- // - sHelpString
- void PopUpDeathGUIPanel(object oPC, int bRespawnButtonEnabled=TRUE, int bWaitForHelpButtonEnabled=TRUE, int nHelpStringReference=0, string sHelpString="");
- // 555: Disable oTrap.
- // - oTrap: a placeable, door or trigger.
- void SetTrapDisabled(object oTrap);
- // 556: Get the last object that was sent as a GetLastAttacker(), GetLastDamager(),
- // GetLastSpellCaster() (for a hostile spell), or GetLastDisturbed() (when a
- // creature is pickpocketed).
- // Note: Return values may only ever be:
- // 1) A Creature
- // 2) Plot Characters will never have this value set
- // 3) Area of Effect Objects will return the AOE creator if they are registered
- // as this value, otherwise they will return INVALID_OBJECT_ID
- // 4) Traps will not return the creature that set the trap.
- // 5) This value will never be overwritten by another non-creature object.
- // 6) This value will never be a dead/destroyed creature
- object GetLastHostileActor(object oVictim=OBJECT_SELF);
- // 557: Force all the characters of the players who are currently in the game to
- // be exported to their respective directories i.e. LocalVault/ServerVault/ etc.
- void ExportAllCharacters();
- // 558: Get the Day Track for oArea.
- int MusicBackgroundGetDayTrack(object oArea);
- // 559: Get the Night Track for oArea.
- int MusicBackgroundGetNightTrack(object oArea);
- // 560: Write sLogEntry as a timestamped entry into the log file
- void WriteTimestampedLogEntry(string sLogEntry);
- // 561: Get the module's name in the language of the server that's running it.
- // * If there is no entry for the language of the server, it will return an
- // empty string
- string GetModuleName();
- // 562: Get the leader of the faction of which oMemberOfFaction is a member.
- // * Returns OBJECT_INVALID if oMemberOfFaction is not a valid creature.
- object GetFactionLeader(object oMemberOfFaction);
- // 563: Turns on or off the speed blur effect in rendered scenes.
- // bEnabled: Set TRUE to turn it on, FALSE to turn it off.
- // fRatio: Sets the frame accumulation ratio.
- void SWMG_SetSpeedBlurEffect( int bEnabled, float fRatio=0.75f );
- // 564: Immediately ends the currently running game and returns to the start screen.
- // nShowEndGameGui: Set TRUE to display the death gui.
- void EndGame( int nShowEndGameGui=TRUE );
- // 565: Get a variable passed when calling console debug runscript
- int GetRunScriptVar();
- // 566: This function returns a value that matches one of the MOVEMENT_SPEED_... constants
- // if the OID passed in is not found or not a creature then it will return
- // MOVEMENT_SPEED_IMMOBILE.
- int GetCreatureMovmentType(object oidCreature);
- // 567: Set the ambient day volume for oArea to nVolume.
- // - oArea
- // - nVolume: 0 - 100
- void AmbientSoundSetDayVolume(object oArea, int nVolume);
- // 568: Set the ambient night volume for oArea to nVolume.
- // - oArea
- // - nVolume: 0 - 100
- void AmbientSoundSetNightVolume(object oArea, int nVolume);
- // 569: Get the Battle Track for oArea.
- int MusicBackgroundGetBattleTrack(object oArea);
- // 570: Determine whether oObject has an inventory.
- // * Returns TRUE for creatures and stores, and checks to see if an item or placeable object is a container.
- // * Returns FALSE for all other object types.
- int GetHasInventory(object oObject);
- // 571: Get the duration (in seconds) of the sound attached to nStrRef
- // * Returns 0.0f if no duration is stored or if no sound is attached
- float GetStrRefSoundDuration(int nStrRef);
- // 572: Add oPC to oPartyLeader's party. This will only work on two PCs.
- // - oPC: player to add to a party
- // - oPartyLeader: player already in the party
- void AddToParty(object oPC, object oPartyLeader);
- // 573: Remove oPC from their current party. This will only work on a PC.
- // - oPC: removes this player from whatever party they're currently in.
- void RemoveFromParty(object oPC);
- // 574: Adds a creature to the party
- // Returns whether the addition was successful
- // AddPartyMember
- int AddPartyMember(int nNPC, object oCreature);
- // 575: Removes a creature from the party
- // Returns whether the removal was syccessful
- // RemovePartyMember
- int RemovePartyMember(int nNPC);
- // 576: Returns whether a specified creature is a party member
- // IsObjectPartyMember
- int IsObjectPartyMember(object oCreature);
- // 577: Returns the party member at a given index in the party.
- // The order of members in the party can vary based on
- // who the current leader is (member 0 is always the current
- // party leader).
- // GetPartyMemberByIndex
- object GetPartyMemberByIndex(int nIndex);
- // 578: GetGlobalBoolean
- // This function returns the value of a global boolean (TRUE or FALSE) scripting variable.
- int GetGlobalBoolean( string sIdentifier );
- // 579: SetGlobalBoolean
- // This function sets the value of a global boolean (TRUE or FALSE) scripting variable.
- void SetGlobalBoolean( string sIdentifier, int nValue );
- // 580: GetGlobalNumber
- // This function returns the value of a global number (-128 to +127) scripting variable.
- int GetGlobalNumber( string sIdentifier );
- // 581: SetGlobalNumber
- // This function sets the value of a global number (-128 to +127) scripting variable.
- void SetGlobalNumber( string sIdentifier, int nValue );
- // post a string to the screen at column nX and row nY for fLife seconds
- // 582. AurPostString
- void AurPostString(string sString, int nX, int nY, float fLife);
- // 583: OnAnimKey
- // get the event and the name of the model on which the event happened
- // SWMG_GetLastEvent
- string SWMG_GetLastEvent();
- // 584: SWMG_GetLastEventModelName
- string SWMG_GetLastEventModelName();
- // 585: gets an object by its name (duh!)
- // SWMG_GetObjectByName
- object SWMG_GetObjectByName(string sName);
- // 586: plays an animation on an object
- // SWMG_PlayAnimation
- void SWMG_PlayAnimation(object oObject, string sAnimName, int bLooping=1, int bQueue=0, int bOverlay=0);
- // 587: OnHitBullet
- // get the damage, the target type (see TARGETflags), and the shooter
- // SWMG_GetLastBulletHitDamage
- int SWMG_GetLastBulletHitDamage();
- // 588: SWMG_GetLastBulletHitTarget
- int SWMG_GetLastBulletHitTarget();
- // 589: SWMG_GetLastBulletHitShooter
- object SWMG_GetLastBulletHitShooter();
- // 590: adjusts a followers hit points, can specify the absolute value to set to
- // SWMG_AdjustFollowerHitPoints
- int SWMG_AdjustFollowerHitPoints(object oFollower, int nHP, int nAbsolute=0);
- // 591: the default implementation of OnBulletHit
- // SWMG_OnBulletHit
- void SWMG_OnBulletHit();
- // 592: the default implementation of OnObstacleHit
- // SWMG_OnObstacleHit
- void SWMG_OnObstacleHit();
- // 593: returns the last follower and obstacle hit
- // SWMG_GetLastFollowerHit
- object SWMG_GetLastFollowerHit();
- // 594: SWMG_GetLastObstacleHit
- object SWMG_GetLastObstacleHit();
- // 595: gets information about the last bullet fired
- // SWMG_GetLastBulletFiredDamage
- int SWMG_GetLastBulletFiredDamage();
- // 596: SWMG_GetLastBulletFiredTarget
- int SWMG_GetLastBulletFiredTarget();
- // 597: gets an objects name
- // SWMG_GetObjectName
- string SWMG_GetObjectName(object oid=OBJECT_SELF);
- // 598: the default implementation of OnDeath
- // SWMG_OnDeath
- void SWMG_OnDeath();
- // 599: a bunch of Is functions for your pleasure
- // SWMG_IsFollower
- int SWMG_IsFollower(object oid=OBJECT_SELF);
- // 600: SWMG_IsPlayer
- int SWMG_IsPlayer(object oid=OBJECT_SELF);
- // 601: SWMG_IsEnemy
- int SWMG_IsEnemy(object oid=OBJECT_SELF);
- // 602: SWMG_IsTrigger
- int SWMG_IsTrigger(object oid=OBJECT_SELF);
- // 603: SWMG_IsObstacle
- int SWMG_IsObstacle(object oid=OBJECT_SELF);
- // 604: SWMG_SetFollowerHitPoints
- void SWMG_SetFollowerHitPoints(object oFollower, int nHP);
- // 605: SWMG_OnDamage
- void SWMG_OnDamage();
- // 606: SWMG_GetLastHPChange
- int SWMG_GetLastHPChange();
- // 607: SWMG_RemoveAnimation
- void SWMG_RemoveAnimation(object oObject, string sAnimName);
- // 608: SWMG_GetCameraNearClip
- float SWMG_GetCameraNearClip();
- // 609: SWMG_GetCameraFarClip
- float SWMG_GetCameraFarClip();
- // 610: SWMG_SetCameraClip
- void SWMG_SetCameraClip(float fNear, float fFar);
- // 611: SWMG_GetPlayer
- object SWMG_GetPlayer();
- // 612: SWMG_GetEnemyCount
- int SWMG_GetEnemyCount();
- // 613: SWMG_GetEnemy
- object SWMG_GetEnemy(int nEntry);
- // 614: SWMG_GetObstacleCount
- int SWMG_GetObstacleCount();
- // 615: SWMG_GetObstacle
- object SWMG_GetObstacle(int nEntry);
- // 616: SWMG_GetHitPoints
- int SWMG_GetHitPoints(object oFollower);
- // 617: SWMG_GetMaxHitPoints
- int SWMG_GetMaxHitPoints(object oFollower);
- // 618: SWMG_SetMaxHitPoints
- void SWMG_SetMaxHitPoints(object oFollower, int nMaxHP);
- // 619: SWMG_GetSphereRadius
- float SWMG_GetSphereRadius(object oFollower);
- // 620: SWMG_SetSphereRadius
- void SWMG_SetSphereRadius(object oFollower, float fRadius);
- // 621: SWMG_GetNumLoops
- int SWMG_GetNumLoops(object oFollower);
- // 622: SWMG_SetNumLoops
- void SWMG_SetNumLoops(object oFollower, int nNumLoops);
- // 623: SWMG_GetPosition
- vector SWMG_GetPosition(object oFollower);
- // 624: SWMG_GetGunBankCount
- int SWMG_GetGunBankCount(object oFollower);
- // 625: SWMG_GetGunBankBulletModel
- string SWMG_GetGunBankBulletModel(object oFollower, int nGunBank);
- // 626: SWMG_GetGunBankGunModel
- string SWMG_GetGunBankGunModel(object oFollower, int nGunBank);
- // 627: SWMG_GetGunBankDamage
- int SWMG_GetGunBankDamage(object oFollower, int nGunBank);
- // 628: SWMG_GetGunBankTimeBetweenShots
- float SWMG_GetGunBankTimeBetweenShots(object oFollower, int nGunBank);
- // 629: SWMG_GetGunBankLifespan
- float SWMG_GetGunBankLifespan(object oFollower, int nGunBank);
- // 630: SWMG_GetGunBankSpeed
- float SWMG_GetGunBankSpeed(object oFollower, int nGunBank);
- // 631: SWMG_GetGunBankTarget
- int SWMG_GetGunBankTarget(object oFollower, int nGunBank);
- // 632: SWMG_SetGunBankBulletModel
- void SWMG_SetGunBankBulletModel(object oFollower, int nGunBank, string sBulletModel);
- // 633: SWMG_SetGunBankGunModel
- void SWMG_SetGunBankGunModel(object oFollower, int nGunBank, string sGunModel);
- // 634: SWMG_SetGunBankDamage
- void SWMG_SetGunBankDamage(object oFollower, int nGunBank, int nDamage);
- // 635: SWMG_SetGunBankTimeBetweenShots
- void SWMG_SetGunBankTimeBetweenShots(object oFollower, int nGunBank, float fTBS);
- // 636: SWMG_SetGunBankLifespan
- void SWMG_SetGunBankLifespan(object oFollower, int nGunBank, float fLifespan);
- // 637: SWMG_SetGunBankSpeed
- void SWMG_SetGunBankSpeed(object oFollower, int nGunBank, float fSpeed);
- // 638: SWMG_SetGunBankTarget
- void SWMG_SetGunBankTarget(object oFollower, int nGunBank, int nTarget);
- // 639: SWMG_GetLastBulletHitPart
- string SWMG_GetLastBulletHitPart();
- // 640: SWMG_IsGunBankTargetting
- int SWMG_IsGunBankTargetting(object oFollower, int nGunBank);
- // 641: SWMG_GetPlayerOffset
- // returns a vector with the player rotation for rotation minigames
- // returns a vector with the player translation for translation minigames
- vector SWMG_GetPlayerOffset();
- // 642: SWMG_GetPlayerInvincibility
- float SWMG_GetPlayerInvincibility();
- // 643: SWMG_GetPlayerSpeed
- float SWMG_GetPlayerSpeed();
- // 644: SWMG_GetPlayerMinSpeed
- float SWMG_GetPlayerMinSpeed ();
- // 645: SWMG_GetPlayerAccelerationPerSecond
- float SWMG_GetPlayerAccelerationPerSecond();
- // 646: SWMG_GetPlayerTunnelPos
- vector SWMG_GetPlayerTunnelPos();
- // 647: SWMG_SetPlayerOffset
- void SWMG_SetPlayerOffset(vector vOffset);
- // 648: SWMG_SetPlayerInvincibility
- void SWMG_SetPlayerInvincibility(float fInvincibility);
- // 649: SWMG_SetPlayerSpeed
- void SWMG_SetPlayerSpeed(float fSpeed);
- // 650: SWMG_SetPlayerMinSpeed
- void SWMG_SetPlayerMinSpeed(float fMinSpeed);
- // 651: SWMG_SetPlayerAccelerationPerSecond
- void SWMG_SetPlayerAccelerationPerSecond(float fAPS);
- // 652: SWMG_SetPlayerTunnelPos
- void SWMG_SetPlayerTunnelPos(vector vTunnel);
- // 653: SWMG_GetPlayerTunnelNeg
- vector SWMG_GetPlayerTunnelNeg();
- // 654: SWMG_SetPlayerTunnelNeg
- void SWMG_SetPlayerTunnelNeg(vector vTunnel);
- // 655: SWMG_GetPlayerOrigin
- vector SWMG_GetPlayerOrigin();
- // 656: SWMG_SetPlayerOrigin
- void SWMG_SetPlayerOrigin(vector vOrigin);
- // 657: SWMG_GetGunBankHorizontalSpread
- float SWMG_GetGunBankHorizontalSpread(object oEnemy, int nGunBank);
- // 658: SWMG_GetGunBankVerticalSpread
- float SWMG_GetGunBankVerticalSpread(object oEnemy, int nGunBank);
- // 659: SWMG_GetGunBankSensingRadius
- float SWMG_GetGunBankSensingRadius(object oEnemy, int nGunBank);
- // 660: SWMG_GetGunBankInaccuracy
- float SWMG_GetGunBankInaccuracy(object oEnemy, int nGunBank);
- // 661: SWMG_SetGunBankHorizontalSpread
- void SWMG_SetGunBankHorizontalSpread(object oEnemy, int nGunBank, float fHorizontalSpread);
- // 662: SWMG_SetGunBankVerticalSpread
- void SWMG_SetGunBankVerticalSpread(object oEnemy, int nGunBank, float fVerticalSpread);
- // 663: SWMG_SetGunBankSensingRadius
- void SWMG_SetGunBankSensingRadius(object oEnemy, int nGunBank, float fSensingRadius);
- // 664: SWMG_SetGunBankInaccuracy
- void SWMG_SetGunBankInaccuracy(object oEnemy, int nGunBank, float fInaccuracy);
- // 665: GetIsInvulnerable
- // This returns whether the follower object is currently invulnerable to damage
- int SWMG_GetIsInvulnerable( object oFollower );
- // 666: StartInvulnerability
- // This will begin a period of invulnerability (as defined by Invincibility)
- void SWMG_StartInvulnerability( object oFollower );
- // 667: GetPlayerMaxSpeed
- // This returns the player character's max speed
- float SWMG_GetPlayerMaxSpeed();
- // 668: SetPlayerMaxSpeed
- // This sets the player character's max speed
- void SWMG_SetPlayerMaxSpeed( float fMaxSpeed );
- // 669: AddJournalWorldEntry
- // Adds a user entered entry to the world notices
- void AddJournalWorldEntry( int nIndex, string szEntry, string szTitle = "World Entry" );
- // 670: AddJournalWorldEntryStrref
- // Adds an entry to the world notices using stringrefs
- void AddJournalWorldEntryStrref ( int strref, int strrefTitle );
- // 671: BarkString
- // this will cause a creature to bark the strRef from the talk table
- // If creature is specefied as OBJECT_INVALID a general bark is made.
- void BarkString(object oCreature,int strRef, int nBarkX = -1, int nBarkY = -1);
- // 672: DeleteJournalWorldAllEntries
- // Nuke's 'em all, user entered or otherwise.
- void DeleteJournalWorldAllEntries();
- // 673: DeleteJournalWorldEntry
- // Deletes a user entered world notice
- void DeleteJournalWorldEntry( int nIndex );
- // 674: DeleteJournalWorldEntryStrref
- // Deletes the world notice pertaining to the string ref
- void DeleteJournalWorldEntryStrref( int strref );
- // 675: EffectForceDrain
- // This command will reduce the force points of a creature.
- effect EffectForceDrain( int nDamage );
- // 676: EffectTemporaryForcePoints
- //
- effect EffectPsychicStatic();
- // 677: PlayVisualAreaEffect
- void PlayVisualAreaEffect(int nEffectID, location lTarget);
- // 678: SetJournalQuestEntryPicture
- // Sets the picture for the quest entry on this object (creature)
- void SetJournalQuestEntryPicture(string szPlotID, object oObject, int nPictureIndex, int bAllPartyMemebers=TRUE, int bAllPlayers=FALSE);
- // 679. GetLocalBoolean
- // This gets a boolean flag on an object
- // currently the index is a range between 20 and 63
- int GetLocalBoolean( object oObject, int nIndex );
- // 680. SetLocalBoolean
- // This sets a boolean flag on an object
- // currently the index is a range between 20 and 63
- void SetLocalBoolean( object oObject, int nIndex, int nValue );
- // 681. GetLocalNumber
- // This gets a number on an object
- // currently the index is a range between 12 and 28
- int GetLocalNumber( object oObject, int nIndex );
- // 682. SetLocalNumber
- // This sets a number on an object
- // currently the index is a range between 12 and 28
- // the value range is 0 to 255
- void SetLocalNumber( object oObject, int nIndex, int nValue );
- // 683. SWMG_GetSoundFrequency
- // Gets the frequency of a trackfollower sound
- int SWMG_GetSoundFrequency( object oFollower, int nSound );
- // 684. SWMG_SetSoundFrequency
- // Sets the frequency of a trackfollower sound
- void SWMG_SetSoundFrequency( object oFollower, int nSound, int nFrequency );
- // 685. SWMG_GetSoundFrequencyIsRandom
- // Gets whether the frequency of a trackfollower sound is using the random model
- int SWMG_GetSoundFrequencyIsRandom( object oFollower, int nSound );
- // 686. SWMG_SetSoundFrequencyIsRandom
- // Sets whether the frequency of a trackfollower sound is using the random model
- void SWMG_SetSoundFrequencyIsRandom( object oFollower, int nSound, int bIsRandom );
- // 687. SWMG_GetSoundVolume
- // Gets the volume of a trackfollower sound
- int SWMG_GetSoundVolume( object oFollower, int nSound );
- // 688. SWMG_SetSoundVolume
- // Sets the volume of a trackfollower sound
- void SWMG_SetSoundVolume( object oFollower, int nSound, int nVolume );
- // 689. SoundObjectGetPitchVariance
- // Gets the pitch variance of a placeable sound object
- float SoundObjectGetPitchVariance( object oSound );
- // 690. SoundObjectSetPitchVariance
- // Sets the pitch variance of a placeable sound object
- void SoundObjectSetPitchVariance( object oSound, float fVariance );
- // 691. SoundObjectGetVolume
- // Gets the volume of a placeable sound object
- int SoundObjectGetVolume( object oSound );
- // 692: GetGlobalLocation
- // This function returns the a global location scripting variable.
- location GetGlobalLocation( string sIdentifier );
- // 693: SetGlobalLocation
- // This function sets the a global location scripting variable.
- void SetGlobalLocation( string sIdentifier, location lValue );
- // 694. AddAvailableNPCByObject
- // This adds a NPC to the list of available party members using
- // a game object as the template
- // Returns if true if successful, false if the NPC had already
- // been added or the object specified is invalid
- int AddAvailableNPCByObject( int nNPC, object oCreature );
- // 695. RemoveAvailableNPC
- // This removes a NPC from the list of available party members
- // Returns whether it was successful or not
- int RemoveAvailableNPC( int nNPC );
- // 696. IsAvailableNPC
- // This returns whether a NPC is in the list of available party members
- int IsAvailableCreature( int nNPC );
- // 697. AddAvailableNPCByTemplate
- // This adds a NPC to the list of available party members using
- // a template
- // Returns if true if successful, false if the NPC had already
- // been added or the template specified is invalid
- int AddAvailableNPCByTemplate( int nNPC, string sTemplate );
- // 698. SpawnAvailableNPC
- // This spawns a NPC from the list of available creatures
- // Returns a pointer to the creature object
- object SpawnAvailableNPC( int nNPC, location lPosition );
- // 699. IsNPCPartyMember
- // Returns if a given NPC constant is in the party currently
- int IsNPCPartyMember( int nNPC );
- // 700. ActionBarkString
- // this will cause a creature to bark the strRef from the talk table.
- void ActionBarkString(int strRef);
- // 701. GetIsConversationActive
- // Checks to see if any conversations are currently taking place
- int GetIsConversationActive();
- // 702. EffectLightsaberThrow
- // This function throws a lightsaber at a target
- // If multiple targets are specified, then the lightsaber travels to them
- // sequentially, returning to the first object specified
- // This effect is applied to an object, so an effector is not needed
- effect EffectLightsaberThrow(object oTarget1, object oTarget2 = OBJECT_INVALID, object oTarget3 = OBJECT_INVALID, int nAdvancedDamage = 0);
- // 703.
- // creates the effect of a whirl wind.
- effect EffectWhirlWind();
- // 704.
- // Returns the party ai style
- int GetPartyAIStyle();
- // 705.
- // Returns the party members ai style
- int GetNPCAIStyle(object oCreature);
- // 706.
- // Sets the party ai style
- void SetPartyAIStyle(int nStyle);
- // 707.
- // Sets the party members ai style
- void SetNPCAIStyle(object oCreature, int nStyle);
- // 708: SetNPCSelectability
- void SetNPCSelectability(int nNPC, int nSelectability);
- // 709: GetNPCSelectability
- // nNPC - NPC_
- // returns 1 if in current party, 0 if selectable as a party member
- // -1 if not in party at all
- int GetNPCSelectability(int nNPC);
- // 710: Clear all the effects of the caller.
- // * No return value, but if an error occurs, the log file will contain
- // "ClearAllEffects failed.".
- void ClearAllEffects();
- // 711: GetLastConversation
- // Gets the last conversation string.
- string GetLastConversation();
- //
- // 712: ShowPartySelectionGUI
- // Brings up the party selection GUI for the player to
- // select the members of the party from
- // if exit script is specified, will be executed when
- // the GUI is exited
- // RWT-OEI 08/23/04 - New parameter = nAllowCancel. Passing in TRUE
- // to this parameter makes it possible for the player to cancel out
- // of the party selection GUI, so be careful that you are okay with
- // them cancelling out of it before you pass TRUE.
- // Also, in the sExitScript that gets called after the Party Select
- // GUI exits, you can use GetRunScriptVar to find out if they
- // cancelled. If it returns TRUE, they didn't cancel. If it returns
- // FALSE, they cancelled. See me if there's questions.
- void ShowPartySelectionGUI(string sExitScript = "", int nForceNPC1 = -1, int nForceNPC2 = -1, int nAllowCancel = FALSE);
- // 713: GetStandardFaction
- // Find out which standard faction oObject belongs to.
- // * Returns INVALID_STANDARD_FACTION if oObject does not belong to
- // a Standard Faction, or an error has occurred.
- int GetStandardFaction(object oObject);
- // 714: GivePlotXP
- // Give nPercentage% of the experience associated with plot sPlotName
- // to the party
- // - sPlotName
- // - nPercentage
- void GivePlotXP(string sPlotName, int nPercentage);
- // 715. GetMinOneHP
- // Checks to see if oObject has the MinOneHP Flag set on them.
- int GetMinOneHP(object oObject);
- // 716. SetMinOneHP
- // Sets/Removes the MinOneHP Flag on oObject.
- void SetMinOneHP(object oObject,int nMinOneHP);
- // 717. SWMG_GetPlayerTunnelInfinite
- // Gets whether each of the dimensions is infinite
- vector SWMG_GetPlayerTunnelInfinite();
- // 718. SWMG_SetPlayerTunnelInfinite
- // Sets whether each of the dimensions is infinite
- void SWMG_SetPlayerTunnelInfinite(vector vInfinite);
- // 719. SetGlobalFadeIn
- // Sets a Fade In that starts after fWait seconds and fades for fLength Seconds.
- // The Fade will be from a color specified by the RGB values fR, fG, and fB.
- // Note that fR, fG, and fB are normalized values.
- // The default values are an immediate cut in from black.
- void SetGlobalFadeIn(float fWait = 0.0f, float fLength = 0.0f, float fR=0.0f, float fG=0.0f, float fB=0.0f);
- // 720. SetGlobalFadeOut
- // Sets a Fade Out that starts after fWait seconds and fades for fLength Seconds.
- // The Fade will be to a color specified by the RGB values fR, fG, and fB.
- // Note that fR, fG, and fB are normalized values.
- // The default values are an immediate cut to from black.
- void SetGlobalFadeOut(float fWait = 0.0f, float fLength = 0.0f, float fR=0.0f, float fG=0.0f, float fB=0.0f);
- // 721. GetLastAttackTarget
- // Returns the last attack target for a given object
- object GetLastHostileTarget(object oAttacker = OBJECT_SELF);
- // 722. GetLastAttackAction
- // Returns the last attack action for a given object
- int GetLastAttackAction(object oAttacker = OBJECT_SELF);
- // 723. GetLastForcePowerUsed
- // Returns the last force power used (as a spell number that indexes the Spells.2da) by the given object
- int GetLastForcePowerUsed(object oAttacker = OBJECT_SELF);
- // 724. GetLastCombatFeatUsed
- // Returns the last feat used (as a feat number that indexes the Feats.2da) by the given object
- int GetLastCombatFeatUsed(object oAttacker = OBJECT_SELF);
- // 725. GetLastAttackResult
- // Returns the result of the last attack
- int GetLastAttackResult(object oAttacker = OBJECT_SELF);
- // 726. GetWasForcePowerSuccessful
- // Returns whether the last force power used was successful or not
- int GetWasForcePowerSuccessful(object oAttacker = OBJECT_SELF);
- // 727. GetFirstAttacker
- // Returns the first object in the area that is attacking oCreature
- object GetFirstAttacker(object oCreature = OBJECT_SELF);
- // 728. GetNextAttacker
- // Returns the next object in the area that is attacking oCreature
- object GetNextAttacker(object oCreature = OBJECT_SELF);
- // 729. SetFormation
- // Put oCreature into the nFormationPattern about oAnchor at position nPosition
- // - oAnchor: The formation is set relative to this object
- // - oCreature: This is the creature that you wish to join the formation
- // - nFormationPattern: FORMATION_*
- // - nPosition: Integer from 1 to 10 to specify which position in the formation
- // oCreature is supposed to take.
- void SetFormation(object oAnchor, object oCreature, int nFormationPattern, int nPosition);
- // 730. ActionFollowLeader
- // this action has a party member follow the leader.
- // DO NOT USE ON A CREATURE THAT IS NOT IN THE PARTY!!
- void ActionFollowLeader();
- // 731. SetForcePowerUnsuccessful
- // Sets the reason (through a constant) for why a force power failed
- void SetForcePowerUnsuccessful(int nResult, object oCreature = OBJECT_SELF);
- // 732. GetIsDebilitated
- // Returns whether the given object is debilitated or not
- int GetIsDebilitated(object oCreature = OBJECT_SELF);
- // 733. PlayMovie
- // Playes a Movie.
- void PlayMovie( string sMovie, int nStreamingMusic = FALSE );
- // 734. SaveNPCState
- // Tells the party table to save the state of a party member NPC
- void SaveNPCState( int nNPC );
- // 735: Get the Category of tTalent.
- int GetCategoryFromTalent(talent tTalent);
- // 736: This affects all creatures in the area that are in faction nFactionFrom...
- // - Makes them join nFactionTo
- // - Clears all actions
- // - Disables combat mode
- void SurrenderByFaction(int nFactionFrom, int nFactionTo);
- // 737: This affects all creatures in the area that are in faction nFactionFrom.
- // making them change to nFactionTo
- void ChangeFactionByFaction(int nFactionFrom, int nFactionTo);
- // 738: PlayRoomAnimation
- // Plays a looping animation on a room
- void PlayRoomAnimation(string sRoom, int nAnimation);
- // 739: ShowGalaxyMap
- // Brings up the Galaxy Map Gui, with 'nPlanet' selected. 'nPlanet' can only be a planet
- // that has already been set available and selectable.
- void ShowGalaxyMap(int nPlanet);
- // 740: SetPlanetSelectable
- // Sets 'nPlanet' selectable on the Galaxy Map Gui.
- void SetPlanetSelectable(int nPlanet, int bSelectable);
- // 741: GetPlanetSelectable
- // Returns wheter or not 'nPlanet' is selectable.
- int GetPlanetSelectable(int nPlanet);
- // 742: SetPlanetAvailable
- // Sets 'nPlanet' available on the Galaxy Map Gui.
- void SetPlanetAvailable(int nPlanet, int bAvailable);
- // 743: GetPlanetAvailable
- // Returns wheter or not 'nPlanet' is available.
- int GetPlanetAvailable(int nPlanet);
- // 744: GetSelectedPlanet
- // Returns the ID of the currently selected planet. Check Planetary.2da
- // for which planet the return value corresponds to. If the return is -1
- // no planet is selected.
- int GetSelectedPlanet();
- // 745: SoundObjectFadeAndStop
- // Fades a sound object for 'fSeconds' and then stops it.
- void SoundObjectFadeAndStop(object oSound,float fSeconds);
- // 746: SetAreaFogColor
- // Set the fog color for the area oArea.
- void SetAreaFogColor( object oArea, float fRed, float fGreen, float fBlue );
- // 747: ChangeItemCost
- // Change the cost of an item
- void ChangeItemCost( string sItem, float fCostMultiplier );
- // 748: GetIsLiveContentAvailable
- // Determines whether a given live content package is available
- // nPkg = LIVE_CONTENT_PKG1, LIVE_CONTENT_PKG2, ..., LIVE_CONTENT_PKG6
- int GetIsLiveContentAvailable(int nPkg);
- // 749: ResetDialogState
- // Resets the GlobalDialogState for the engine.
- // NOTE: NEVER USE THIS UNLESS YOU KNOW WHAT ITS FOR!
- // only to be used for a failing OnDialog script
- void ResetDialogState();
- // 750: SetAlignmentGoodEvil
- // Set oCreature's alignment value
- void SetGoodEvilValue( object oCreature, int nAlignment );
- // 751: GetIsPoisoned
- // Returns TRUE if the object specified is poisoned.
- int GetIsPoisoned( object oObject );
- // 752: GetSpellTarget
- // Returns the object id of the spell target
- object GetSpellTarget(object oCreature=OBJECT_SELF);
- // 753: SetSoloMode
- // Activates/Deactivates solo mode for the player's party.
- void SetSoloMode( int bActivate );
- // 754: EffectCutSceneHorrified
- // Get a horrified effect for cutscene purposes (ie. this effect will ignore immunities).
- effect EffectCutSceneHorrified();
- // 755: EffectCutSceneParalyze
- // Get a paralyze effect for cutscene purposes (ie. this effect will ignore immunities).
- effect EffectCutSceneParalyze();
- // 756: EffectCutSceneStunned
- // Get a stun effect for cutscene purposes (ie. this effect will ignore immunities).
- effect EffectCutSceneStunned();
- // 757: CancelPostDialogCharacterSwitch()
- // If a dialog has been started by an NPC on a Non PartyMemeberCanInteract object
- // calling this function will cancel the Post Dialog switching back to the NPC
- // that did the initiating.
- void CancelPostDialogCharacterSwitch();
- // 758: SetMaxHitPoints
- // Set the maximum hitpoints of oObject
- // The objects maximum AND current hitpoints will be nMaxHP after the function is called
- void SetMaxHitPoints(object oObject, int nMaxHP);
- // 759: NoClicksFor()
- // This command will not allow clicking on anything for 'fDuration' seconds
- void NoClicksFor(float fDuration);
- // 760: HoldWorldFadeInForDialog()
- // This will hold the fade in at the begining of a module until a dialog starts
- void HoldWorldFadeInForDialog();
- // 761: ShipBuild()
- // This will return if this is a shipping build. this should be used to disable all debug output.
- int ShipBuild();
- // 762: SurrenderRetainBuffs()
- // This will do the same as SurrenderToEnemies, except that affected creatures will not
- // lose effects which they have put on themselves
- void SurrenderRetainBuffs();
- // 763. SuppressStatusSummaryEntry
- // This will prevent the next n entries that should have shown up in the status summary
- // from being added
- // This will not add on to any existing summary suppressions, but rather replace it. So
- // to clear the supression system pass 0 as the entry value
- void SuppressStatusSummaryEntry(int nNumEntries = 1);
- // 764. GetCheatCode
- // Returns true if cheat code has been enabled
- int GetCheatCode(int nCode);
- // 765. SetMusicVolume
- // NEVER USE THIS!
- void SetMusicVolume(float fVolume = 1.0f);
- // 766. CreateItemOnFloor
- // Should only be used for items that have been created on the ground, and will
- // be destroyed without ever being picked up or equipped. Returns true if successful
- object CreateItemOnFloor(string sTemplate, location lLocation, int bUseAppearAnimation=FALSE);
- // 767. SetAvailableNPCId
- // This will set the object id that should be used for a specific available NPC
- void SetAvailableNPCId(int nNPC, object oidNPC);
- // DJS-OEI
- // 768. GetScriptParameter
- // This function will take the index of a script parameter
- // and return the value associated with it. The index
- // of the first parameter is 1.
- int GetScriptParameter( int nIndex );
- //RWT-OEI 12/10/03
- // 769. SetFadeUntilScript
- // This script function will make it so that the fade cannot be lifted under any circumstances
- // other than a call to the SetGlobalFadeIn() script.
- // This function should be called AFTER the fade has already been called. For example, you would
- // do a SetGlobalFadeOut() first, THEN do SetFadeUntilScript()
- // The exception to this if it's used in an OnModuleLoad() script, where instead of starting a new
- // fade you are just extending the LevelLoad fade indefinitely. You can just call SetFadeUntilScript
- // in such cases and the game will stay faded until a GlobalSetFadeIn() is called.
- void SetFadeUntilScript();
- // DJS-OEI 12/15/2003
- // 770: Create a Force Body effect
- // - nLevel: The level of the Force Body effect.
- // 0 = Force Body
- // 1 = Improved Force Body
- // 2 = Master Force Body
- effect EffectForceBody(int nLevel);
- // FAK-OEI 12/15/2003
- // 771: Get the number of components for an item
- int GetItemComponent( );
- // FAK-OEI 12/15/2003
- // 771: Get the number of components for an item in pieces
- int GetItemComponentPieceValue( );
- // FAK-OEI 12/15/2003
- // 773: Start the GUI for Chemical Workshop
- void ShowChemicalUpgradeScreen(object oCharacter );
- // FAK-OEI 12/15/2003
- // 774: Get the number of chemicals for an item
- int GetChemicals( );
- // FAK-OEI 12/15/2003
- // 775: Get the number of chemicals for an item in pieces
- int GetChemicalPieceValue( );
- // DJS-OEI 12/30/2003
- // 776: Get the number of Force Points that were required to
- // cast this spell. This includes modifiers such as Room Force
- // Ratings and the Force Body power.
- // * Return value on error: 0
- int GetSpellForcePointCost( );
- // DJS-OEI 1/2/2004
- // 777: Create a Fury effect.
- effect EffectFury();
- // DJS-OEI 1/3/2004
- // 778: Create a Blind effect.
- effect EffectBlind();
- // DJS-OEI 1/4/2004
- // 779: Create an FP regeneration modifier effect.
- effect EffectFPRegenModifier( int nPercent );
- // DJS-OEI 1/4/2004
- // 780: Create a VP regeneration modifier effect.
- effect EffectVPRegenModifier( int nPercent );
- // DJS-OEI 1/9/2004
- // 781: Create a Force Crush effect.
- effect EffectCrush();
- // FAK - OEI 1/12/04
- // 782: Minigame grabs a swoop bike upgrade
- int SWMG_GetSwoopUpgrade( int nSlot );
- // DJS-OEI 1/12/2004
- // 783: Returns whether or not the target has access to a feat,
- // even if they can't use it right now due to daily limits or
- // other restrictions.
- int GetFeatAcquired( int nFeat, object oCreature=OBJECT_SELF );
- // DJS-OEI 1/12/2004
- // 784: Returns whether or not the target has access to a spell,
- // even if they can't use it right now due to lack of Force Points.
- int GetSpellAcquired( int nSpell, object oCreature=OBJECT_SELF );
- // FAK-OEI 1/12/2004
- // 785: Displays the Swoop Bike upgrade screen.
- void ShowSwoopUpgradeScreen( );
- // DJS-OEI 1/13/2004
- // 786: Grants the target a feat without regard for prerequisites.
- void GrantFeat( int nFeat, object oCreature );
- // DJS-OEI 1/13/2004
- // 787: Grants the target a spell without regard for prerequisites.
- void GrantSpell( int nSpell, object oCreature );
- // DJS-OEI 1/13/2004
- // 788: Places an active mine on the map.
- // nMineType - Mine Type from Traps.2DA
- // lPoint - The location in the world to place the mine.
- // nDetectDCBase - This value, plus the "DetectDCMod" column in Traps.2DA
- // results in the final DC for creatures to detect this mine.
- // nDisarmDCBase - This value, plus the "DisarmDCMod" column in Traps.2DA
- // results in the final DC for creatures to disarm this mine.
- // oCreator - The object that should be considered the owner of the mine.
- // If oCreator is set to OBJECT_INVALID, the faction of the mine will be
- // considered Hostile1, meaning the party will be vulnerable to it.
- void SpawnMine( int nMineType, location lPoint, int nDetectDCBase, int nDisarmDCBase, object oCreator );
- // FAK - OEI 1/15/04
- // 789: Yet another minigame function. Returns the object's track's position.
- vector SWMG_GetTrackPosition(object oFollower);
- // FAK - OEI 1/15/04
- // 790: minigame function that lets you psuedo-set the position of a follower object
- vector SWMG_SetFollowerPosition(vector vPos);
- //RWT-OEI 01/16/04
- // 791: A function to put the character into a true combat state but the reason set to
- // not real combat. This should help us control animations in cutscenes with a bit
- // more precision. -- Not totally sure this is doing anything just yet. Seems
- // the combat condition gets cleared shortly after anyway.
- // If nEnable is 1, it enables fake combat mode. If 0, it disables it.
- // WARNING: Whenever using this function to enable fake combat mode, you should
- // have a matching call to it to disable it. (pass 0 for nEnable).
- void SetFakeCombatState( object oObject, int nEnable );
- // FAK - OEI 1/23/04
- // 792: minigame function that deletes a minigame object
- void SWMG_DestroyMiniGameObject(object oObject);
- // DJS-OEI 1/26/2004
- // 793: Returns the Demolitions skill of the creature that
- // placed this mine. This will often be 0. This function accepts
- // the object that the mine is attached to (Door, Placeable, or Trigger)
- // and will determine which one it actually is at runtime.
- int GetOwnerDemolitionsSkill( object oObject );
- // RWT-OEI 01/29/04
- // 794: Disables or Enables the Orient On Click behavior in creatures. If
- // disabled, they will not orient to face the player when clicked on
- // for dialogue. The default behavior is TRUE.
- void SetOrientOnClick( object oCreature = OBJECT_SELF, int nState = TRUE );
- // DJS-OEI 1/29/2004
- // 795: Gets the PC's influence on the alignment of a CNPC.
- // Parameters:
- // nNPC - NPC_* constant identifying the CNPC we're interested in.
- // If this character is not an available party member, the return
- // value with be 0. If the character is in the party, but has an
- // attitude of Ambivalent, this will be -1.
- int GetInfluence( int nNPC );
- // DJS-OEI 1/29/2004
- // 796: Sets the PC's influence on the alignment of a CNPC.
- // Parameters:
- // nNPC - NPC_* constant identifying the CNPC we're interested in.
- // If this character is not an available party member, nothing
- // will happen.
- // nInfluence - The new value for the influence on this CNPC.
- void SetInfluence( int nNPC, int nInfluence );
- // DJS-OEI 1/29/2004
- // 797: Modifies the PC's influence on the alignment of a CNPC.
- // Parameters:
- // nNPC - NPC_* constant identifying the CNPC we're interested in.
- // If this character is not an available party member, nothing
- // will happen.
- // nModifier - The modifier to the current influence on this CNPC.
- // This may be a negative value to reduce the influence.
- void ModifyInfluence( int nNPC, int nModifier );
- // FAK - OEI 2/3/04
- // 798: returns the racial sub-type of the oTarget object
- int GetRacialSubType(object oTarget);
- // DJS-OEI 2/3/2004
- // 799: Increases the value of the given global number by the given amount.
- // This function only works with Number type globals, not booleans. It
- // will fail with a warning if the final amount is greater than the max
- // of 127.
- void IncrementGlobalNumber( string sIdentifier, int nAmount );
- // DJS-OEI 2/3/2004
- // 800: Decreases the value of the given global number by the given amount.
- // This function only works with Number type globals, not booleans. It
- // will fail with a warning if the final amount is less than the minimum
- // of -128.
- void DecrementGlobalNumber( string sIdentifier, int nAmount );
- // RWT-OEI 02/06/04
- // 801: SetBonusForcePoints - This sets the number of bonus force points
- // that will always be added to that character's total calculated
- // force points.
- void SetBonusForcePoints( object oCreature, int nBonusFP );
- // RWT-OEI 02/06/04
- // 802: AddBonusForcePoints - This adds nBonusFP to the current total
- // bonus that the player has. The Bonus Force Points are a pool
- // of force points that will always be added after the player's
- // total force points are calculated (based on level, force dice,
- // etc.)
- void AddBonusForcePoints( object oCreature, int nBonusFP );
- // RWT-OEI 02/06/04
- // 803: GetBonusForcePoints - This returns the total number of bonus
- // force points a player has. Bonus Force Points are a pool of
- // points that are always added to a player's Max Force Points.
- // ST: Please explain how a function returning VOID could return a
- // numerical value? Hope it works changing the return type...
- // void GetBonusForcePoints( object oCreature );
- int GetBonusForcePoints( object oCreature );
- // FAK - OEI 2/11/04
- // 804: SWMG_SetJumpSpeed -- the sets the 'jump speed' for the swoop
- // bike races. Gravity will act upon this velocity.
- void SWMG_SetJumpSpeed(float fSpeed);
- // PC CODE MERGER
- // 805. IsMoviePlaying--dummy func so we can compile
- int IsMoviePlaying();
- // 806 QueueMovie
- void QueueMovie(string sMovie, int nSkippable = TRUE);
- // 807
- void PlayMovieQueue(int nAllowSkips = TRUE);
- // 808
- void YavinHackDoorClose(object oCreature);
- // 809
- // new function for droid confusion so inherint mind immunity can be
- // avoided.
- effect EffectDroidConfused();
- // END PC CODE MERGER
- // 810
- // DJS-OEI 3/8/2004
- // Determines if the given creature is in Stealth mode or not.
- // 0 = Creature is not stealthed.
- // 1 = Creature is stealthed.
- // This function will return 0 for any non-creature.
- int IsStealthed( object oCreature );
- // 811
- // DJS-OEI 3/12/2004
- // Determines if the given creature is using any Meditation Tree
- // Force Power.
- // 0 = Creature is not meditating.
- // 1 = Creature is meditating.
- // This function will return 0 for any non-creature.
- int IsMeditating( object oCreature );
- // 812
- // DJS-OEI 3/16/2004
- // Determines if the given creature is using the Total Defense
- // Stance.
- // 0 = Creature is not in Total Defense.
- // 1 = Creature is in Total Defense.
- // This function will return 0 for any non-creature.
- int IsInTotalDefense( object oCreature );
- // 813
- // RWT-OEI 03/19/04
- // Stores a Heal Target for the Healer AI script. Should probably
- // not be used outside of the Healer AI script.
- void SetHealTarget( object oidHealer, object oidTarget );
- // 814
- // RWT-OEI 03/19/04
- // Retrieves the Heal Target for the Healer AI script. Should probably
- // not be used outside of the Healer AI script.
- object GetHealTarget( object oidHealer );
- // 815
- // RWT-OEI 03/23/04
- // Returns a vector containing a random destination that the
- // given creature can walk to that's within the range of the
- // passed parameter.
- vector GetRandomDestination( object oCreature, int rangeLimit );
- // 816
- // DJS-OEI 3/25/2004
- // Returns whether the given creature is currently in the
- // requested Lightsaber/Consular Form and can make use of
- // its benefits. This function will perform trumping checks
- // and lightsaber-wielding checks for those Forms that require
- // them.
- int IsFormActive( object oCreature, int nFormID );
- // 817
- // DJS-OEI 3/28/2004
- // Returns the Form Mask of the requested spell. This is used
- // to determine if a spell is affected by various Forms, usually
- // Consular forms that modify duration/range.
- int GetSpellFormMask( int nSpellID );
- // 818
- // DJS-OEI 3/29/2004
- // Return the base number of Force Points required to cast
- // the given spell. This does not take into account modifiers
- // of any kind.
- int GetSpellBaseForcePointCost( int nSpellID );
- // 819
- // RWT-OEI 04/05/04
- // Setting this to TRUE makes it so that the Stealth status is
- // left on characters even when entering cutscenes. By default,
- // stealth is removed from anyone taking part in a cutscene.
- // ALWAYS set this back to FALSE on every End Dialog node in
- // the cutscene you wanted to stay stealthed in. This isn't a
- // flag that should be left on indefinitely. In fact, it isn't
- // saved, so needs to be set/unset on a case by case basis.
- void SetKeepStealthInDialog( int nStealthState );
- // 820
- // RWT-OEI 04/06/04
- // This returns TRUE or FALSE if there is a clear line of sight from
- // the source vector to the target vector. This is used in the AI to
- // help the creatures using ranged weapons find better places to shoot
- // when the player moves out of sight.
- int HasLineOfSight( vector vSource, vector vTarget, object oSource = OBJECT_INVALID, object oTarget = OBJECT_INVALID );
- // 821
- // FAK - OEI 5/3/04
- // ShowDemoScreen, displays a texture, timeout, string and xy for string
- int ShowDemoScreen(string sTexture, int nTimeout, int nDisplayString, int nDisplayX, int nDisplayY );
- // 822
- // DJS-OEI 5/4/2004
- // Forces a Heartbeat on the given creature. THIS ONLY WORKS FOR CREATURES
- // AT THE MOMENT. This heartbeat should force perception updates to occur.
- void ForceHeartbeat( object oCreature );
- // 823
- // DJS-OEI 5/5/2004
- // Creates a Force Sight effect.
- effect EffectForceSight();
- // 824
- // FAK - OEI 5/7/04
- // gets the walk state of the creature: 0 walk or standing, 1 is running
- int IsRunning( object oCreature );
- // 825
- // FAK - OEI 5/24/04
- // applies a velocity to the player object
- void SWMG_PlayerApplyForce(vector vForce);
- // 826
- // DJS-OEI 6/12/2004
- // This function allows a script to set the conditions which constitute
- // a combat forfeit by a member of the player's party. This is typically
- // used to handle Battle Circle behavior or other challenge-based combats.
- // nForfeitFlags: This is an OR'ed together series of FORFEIT_* defines.
- void SetForfeitConditions( int nForfeitFlags );
- // 827
- // DJS-OEI 6/12/2004
- // This function returns the last FORFEIT_* condition that the player
- // has violated.
- int GetLastForfeitViolation();
- // 828
- // AWD-OEI 6/21/2004
- // This function does not return a value.
- // This function modifies the BASE value of the REFLEX saving throw for aObject
- void ModifyReflexSavingThrowBase(object aObject, int aModValue);
- // 829
- // AWD-OEI 6/21/2004
- // This function does not return a value.
- // This function modifies the BASE value of the FORTITUDE saving throw for aObject
- void ModifyFortitudeSavingThrowBase(object aObject, int aModValue);
- // 830
- // AWD-OEI 6/21/2004
- // This function does not return a value.
- // This function modifies the BASE value of the WILL saving throw for aObject
- void ModifyWillSavingThrowBase(object aObject, int aModValue);
- // DJS-OEI 6/21/2004
- // 831
- // This function will return the one CExoString parameter
- // allowed for the currently running script.
- string GetScriptStringParameter();
- // 832
- // AWD-OEI 6/29/2004
- // This function returns the personal space value of an object
- float GetObjectPersonalSpace(object aObject);
- // 833
- // AWD-OEI 7/06/2004
- // This function adjusts a creatures stats.
- // oObject is the creature that will have it's attribute adjusted
- // The following constants are acceptable for the nAttribute parameter:
- // ABILITY_STRENGTH
- // ABILITY_DEXTERITY
- // ABILITY_CONSTITUTION
- // ABILITY_INTELLIGENCE
- // ABILITY_WISDOM
- // ABILITY_CHARISMA
- // nAmount is the integer vlaue to adjust the stat by (negative values will work).
- void AdjustCreatureAttributes(object oObject, int nAttribute, int nAmount);
- // 834
- // AWD-OEI 7/08/2004
- // This function raises a creature's priority level.
- void SetCreatureAILevel(object oObject, int nPriority);
- // 835
- // AWD-OEI 7/08/2004
- // This function raises a creature's priority level.
- void ResetCreatureAILevel(object oObject);
- // 836
- // RWT-OEI 07/17/04
- // This function adds a Puppet to the Puppet Table by
- // template.
- // Returns 1 if successful, 0 if there was an error
- // This does not spawn the puppet or anything. It just
- // adds it to the party table and makes it available for
- // use down the line. Exactly like AddAvailableNPCByTemplate
- int AddAvailablePUPByTemplate( int nPUP, string sTemplate );
- // 837
- // RWT-OEI 07/17/04
- // This function adds a Puppet to the Puppet Table by
- // creature ID
- // Returns 1 if successful, 0 if there was an error
- // This does not spawn the puppet or anything. It just
- // adds it to the party table and makes it available for
- // use down the line. Exactly like AddAvailableNPCByTemplate
- int AddAvailablePUPByObject( int nPUP, object oPuppet );
- // 838
- // RWT-OEI 07/17/04
- // This function assigns a PUPPET constant to a
- // Party NPC. The party NPC -MUST- be in the game
- // before calling this.
- // Both the PUP and the NPC have
- // to be available in their respective tables
- // Returns 1 if successful, 0 if there was an error
- int AssignPUP( int nPUP, int nNPC );
- // 839
- // RWT-OEI 07/17/04
- // This function spawns a Party PUPPET.
- // This must be used whenever you want a copy
- // of the puppet around to manipulate in the game
- // since the puppet is stored in the party table
- // just like NPCs are. Once a puppet is assigned
- // to a party NPC (see AssignPUP), it will spawn
- // or disappear whenever its owner joins or leaves
- // the party.
- // This does not add it to the party automatically,
- // just like SpawnNPC doesn't. You must call AddPuppet()
- // to actually add it to the party
- object SpawnAvailablePUP( int nPUP, location lLocation );
- // 840
- // RWT-OEI 07/18/04
- // This adds an existing puppet object to the party. The
- // puppet object must already exist via SpawnAvailablePUP
- // and must already be available via AddAvailablePUP*
- // functions.
- int AddPartyPuppet(int nPUP, object oidCreature);
- // 841
- // RWT-OEI 07/19/04
- // This returns the object ID of the puppet's owner.
- // The Puppet's owner must exist and must be in the party
- // in order to be found.
- // Returns invalid object Id if the owner cannot be found.
- object GetPUPOwner(object oPUP = OBJECT_SELF);
- // 842
- // RWT-OEI 07/19/04
- // Returns 1 if the creature is a Puppet in the party.
- // Otherwise returns 0. It is possible for a 'party puppet'
- // to exist without actually being in the party table.
- // such as when SpawnAvailablePUP is used without subsequently
- // using AddPartyPuppet to add the newly spawned puppet to
- // the party table. A puppet in that in-between state would
- // return 0 from this function
- int GetIsPuppet(object oPUP = OBJECT_SELF );
- // 843
- // RWT-OEI 07/20/04
- // Similiar to ActionFollowLeader() except the creature
- // follows its owner
- //nRange is how close it should follow. Note that once this
- //action is queued, it will be the only thing this creature
- //does until a ClearAllActions() is used.
- void ActionFollowOwner(float fRange = 2.5);
- // 844
- // RWT-OEI 07/21/04
- // Returns TRUE if the object ID passed is the character
- // that the player is actively controlling at that point.
- // Note that this function is *NOT* able to return correct
- // information during Area Loading since the player is not
- // actively controlling anyone at that point.
- int GetIsPartyLeader(object oCharacter = OBJECT_SELF);
- // 845
- // RWT-OEI 07/21/04
- // Returns the object ID of the character that the player
- // is actively controlling. This is the 'Party Leader'.
- // Returns object Invalid on error
- // Note that this function is *NOT* able to return correct
- // information during Area Loading since the player is not
- // actively controlling anyone at that point.
- object GetPartyLeader();
- // 846
- // JAB-OEI 07/22/04
- // Will remove the CNPC from the 3 person party, and remove
- // him/her from the area, effectively sending the CNPC back
- // to the base. The CNPC data is still stored in the
- // party table, and calling this function will not destroy
- // the CNPC in any way.
- // Returns TRUE for success.
- int RemoveNPCFromPartyToBase(int nNPC);
- // 847
- // AWD-OEI 7/22/2004
- // This causes a creature to flourish with it's currently equipped weapon.
- void CreatureFlourishWeapon(object oObject);
- // 848
- // Create a Mind Trick effect
- effect EffectMindTrick();
- // 849
- // Create a Faction Modifier effect.
- effect EffectFactionModifier( int nNewFaction );
- // 850
- // ChangeObjectAppearance
- // oObjectToChange = Object to change appearance of
- // nAppearance = appearance to change to (from appearance.2da)
- void ChangeObjectAppearance( object oObjectToChange, int nAppearance );
- // 851
- // GetIsXBox
- // Returns TRUE if this script is being executed on the X-Box. Returns FALSE
- // if this is the PC build.
- int GetIsXBox();
- // 852
- // Create a Droid Scramble effect
- effect EffectDroidScramble();
- // 853
- // ActionSwitchWeapons
- // Forces the creature to switch between Config 1 and Config 2
- // of their equipment. Does not work in dialogs. Works with
- // AssignCommand()
- void ActionSwitchWeapons();
- // 854
- // DJS-OEI 8/29/2004
- // PlayOverlayAnimation
- // This function will play an overlay animation on a character
- // even if the character is moving. This does not cause an action
- // to be placed on the queue. The animation passed in must be
- // designated as an overlay in Animations.2DA.
- void PlayOverlayAnimation( object oTarget, int nAnimation );
- // 855
- // RWT-OEI 08/30/04
- // UnlockAllSongs
- // Calling this will set all songs as having been unlocked.
- // It is INTENDED to be used in the end-game scripts to unlock
- // any end-game songs as well as the KotOR1 sound track.
- void UnlockAllSongs();
- // 856
- // RWT-OEI 08/31/04
- // Passing TRUE into this function turns off the player's maps.
- // Passing FALSE into this function re-enables them. This change
- // is permanent once called, so it is important that there *is*
- // a matching call to DisableMap(FALSE) somewhere or else the
- // player is stuck without a map indefinitely.
- void DisableMap(int nFlag = FALSE);
- // 857
- // RWT-OEI 08/31/04
- // This function schedules a mine to play its DETONATION
- // animation once it is destroyed. Note that this detonates
- // the mine immediately but has nothing to do with causing
- // the mine to do any damage to anything around it. To
- // get the mine to damage things around it when it detonates
- // do:
- // AssignCommand(<mine>,ExecuteScript( "k_trp_generic",<mine>));
- // right before you call DetonateMine(). By my experience so far
- // you don't need any kind of delay between the two.
- void DetonateMine(object oMine);
- // 858
- // RWT-OEI 09/06/04
- // This function turns off the innate health regeneration that all party
- // members have. The health regen will *stay* off until it is turned back
- // on by passing FALSE to this function.
- void DisableHealthRegen(int nFlag = FALSE);
- // 859
- // DJS-OEI 9/7/2004
- // This function sets the current Jedi Form on the given creature. This
- // call will do nothing if the target does not know the Form itself.
- void SetCurrentForm( object oCreature, int nFormID );
- // 860
- // RWT-OEI 09/09/04
- // This will disable or enable area transit
- void SetDisableTransit(int nFlag = FALSE);
- // 861
- //RWT-OEI 09/09/04
- // This will set the specific input class.
- // The valid options are:
- // 0 - Normal PC control
- // 1 - Mini game control
- // 2 - GUI control
- // 3 - Dialog Control
- // 4 - Freelook control
- void SetInputClass(int nClass);
- // 862
- //RWT-OEI 09/15/04
- // This script allows an object to recieve updates even if it is outside
- //the normal range limit of 250.0f meters away from the player. This should
- //ONLY be used for cutscenes that involve objects that are more than 250
- //meters away from the player. It needs to be used on a object by object
- //basis.
- //This flag should *always* be set to false once the cutscene it is needed
- //for is over, or else the game will spend CPU time updating the object
- //when it doesn't need to.
- //For questions on use of this function, or what its purpose is, check
- //with me.
- void SetForceAlwaysUpdate(object oObject, int nFlag);
- //863
- //RWT-OEI 09/15/04
- //This function enables or disables rain
- void EnableRain( int nFlag );
- //864
- //RWT-OEI 09/27/04
- //This function displays the generic Message Box with the strref
- //message in it
- //sIcon is the resref for an icon you would like to display.
- void DisplayMessageBox(int nStrRef, string sIcon = "");
- //865
- //RWT-OEI 09/28/04
- //This function displays a datapad popup. Just pass it the
- //object ID of a datapad.
- void DisplayDatapad(object oDatapad);
- // 866
- // CTJ-OEI 09-29-04
- // Removes the heartbeat script on the placeable. Useful for
- // placeables whose contents get populated in the heartbeat
- // script and then the heartbeat no longer needs to be called.
- void RemoveHeartbeat(object oPlaceable);
- //867
- // JF-OEI 10-07-2004
- // Remove an effect by ID
- void RemoveEffectByID( object oCreature, int nEffectID );
- //868
- // RWT-OEI 10/07/04
- // This script removes an effect by an identical match
- // based on:
- // Must have matching EffectID types.
- // Must have the same value in Integer(0)
- // Must have the same value in Integer(1)
- // I'm specifically using this function for Mandalore's implant swapping
- // script and it will probably not be useful for anyone else. If you're
- // not sure what this script function does, see me before using it.
- void RemoveEffectByExactMatch( object oCreature, effect eEffect);
- // 869
- // DJS-OEI 10/9/2004
- // This function adjusts a creature's skills.
- // oObject is the creature that will have its skill adjusted
- // The following constants are acceptable for the nSkill parameter:
- // SKILL_COMPUTER_USE
- // SKILL_DEMOLITIONS
- // SKILL_STEALTH
- // SKILL_AWARENESS
- // SKILL_PERSUADE
- // SKILL_REPAIR
- // SKILL_SECURITY
- // SKILL_TREAT_INJURY
- // nAmount is the integer value to adjust the stat by (negative values will work).
- void AdjustCreatureSkills(object oObject, int nSkill, int nAmount);
- // 870
- // DJS-OEI 10/10/2004
- // This function returns the base Skill Rank for the requested
- // skill. It does not include modifiers from effects/items.
- // The following constants are acceptable for the nSkill parameter:
- // SKILL_COMPUTER_USE
- // SKILL_DEMOLITIONS
- // SKILL_STEALTH
- // SKILL_AWARENESS
- // SKILL_PERSUADE
- // SKILL_REPAIR
- // SKILL_SECURITY
- // SKILL_TREAT_INJURY
- // oObject is the creature that will have its skill base returned.
- int GetSkillRankBase(int nSkill, object oObject=OBJECT_SELF);
- // 871
- // DJS-OEI 10/15/2004
- // This function will allow the caller to modify the rendering behavior
- // of the target object.
- // oObject - The object to change rendering state on.
- // bEnable - If 0, the object will stop rendering. Else, the object will render.
- void EnableRendering( object oObject, int bEnable );
- // 872
- // RWT-OEI 10/19/04
- // This function returns TRUE if the creature has actions in its
- // Combat Action queue.
- int GetCombatActionsPending(object oCreature);
- // 873
- // RWT-OEI 10/26/04
- // This function saves the party member at that index with the object
- // that is passed in.
- void SaveNPCByObject( int nNPC, object oidCharacter);
- // 874
- // RWT-OEI 10/26/04
- // This function saves the party puppet at that index with the object
- // that is passed in. For the Remote, just use '0' for nPUP
- void SavePUPByObject( int nPUP, object oidPuppet );
- // 875
- // RWT-OEI 10/29/04
- // Returns TRUE if the object passed in is the character that the player
- // made at the start of the game
- int GetIsPlayerMadeCharacter(object oidCharacter);
- // 876
- // RWT-OEI 11/12/04
- // This repopulates the NPCObject table in CSWPartyTable. Do not use this
- // unless you understand exactly what it is doing.
- void RebuildPartyTable();
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