NSS File Format - OpenKotOR/PyKotor GitHub Wiki
NSS files contain human-readable NWScript source code — the scripting language that controls game logic in Knights of the Old Republic and The Sith Lords (NssParser L80, xoreos-tools src/nwscript/). The engine does not execute NSS directly; source files are compiled to NCS bytecode before they can run (InbuiltNCSCompiler.compile_script L51, KotOR-Scripting-Tool). The master include file nwscript.nss defines all engine-exposed functions and constants available to scripts; KotOR and TSL each ship their own version with game-specific additions (KOTOR_FUNCTIONS L3268, KOTOR_CONSTANTS L12, Vanilla_KOTOR_Script_Source).
NWScript is a C-like language with strong typing, automatic garbage collection for strings, and a fixed set of engine action routines (reone VirtualMachine L41, xoreos src/aurora/nwscript/, KotOR.js NWScript L39). Scripts interact with the game world through these action routines — spawning creatures, modifying objects, running dialogue branches, applying effects — and are triggered from GFF resources: DLG dialogue files, UTC creatures, UTD doors, UTP placeables, and IFO module definitions. Scripts also commonly read 2DA configuration data at runtime. Like all resources, NSS files are resolved through the standard resource resolution order (override -> MOD/SAV -> KEY/BIF).
For community guidance, modding guides, and historical compile workflows, see the Deadly Stream Tutorials forum and the hub on Home — community sources and archives. A nwnnsscomp-era compile tutorial is archived at LucasForums: How to compile scripts?, and an introductory series at KotOR Modding Tutorial Series on Deadly Stream (some referenced tools are outdated — prefer Holocron Toolset and this wiki for current paths). The original shipped K1 scripts are preserved in Vanilla_KOTOR_Script_Source. Forum posts are peer guidance; verify behavioral claims against the source implementations cited on this page.
PyKotor implements nwscript.nss definitions in three Python modules:
Libraries/PyKotor/src/pykotor/common/script.py:
-
ScriptFunction: Represents a function signature with return type, name, parameters, description, and raw string -
ScriptParam: Represents a function parameter with type, name, and optional default value -
ScriptConstant: Represents a constant with type, name, and value -
DataType: Enumeration of all NWScript data types (INT, float, string, OBJECT, vector, etc.)
Libraries/PyKotor/src/pykotor/common/scriptdefs.py:
-
KOTOR_FUNCTIONS: List of 772ScriptFunctionobjects for KotOR 1 -
TSL_FUNCTIONS: List of functions for KotOR 2 (The Sith Lords) -
KOTOR_CONSTANTS: List of 1489ScriptConstantobjects for KotOR 1 -
TSL_CONSTANTS: List of constants for KotOR 2
Libraries/PyKotor/src/pykotor/common/scriptlib.py:
-
KOTOR_LIBRARY: Dictionary mapping library file names to their source code content (e.g.,"k_inc_generic","k_inc_utility") -
TSL_LIBRARY: Dictionary for KotOR 2 library files
-
Parser Initialization: The
NssParseris created with game-specific functions and constants:nss_parser = NssParser( functions=KOTOR_FUNCTIONS if game.is_k1() else TSL_FUNCTIONS, constants=KOTOR_CONSTANTS if game.is_k1() else TSL_CONSTANTS, library=KOTOR_LIBRARY if game.is_k1() else TSL_LIBRARY, library_lookup=lookup_arg, )
-
Function Resolution: When the parser encounters a function call, it:
- Looks up the function name in the functions list
- Validates parameter types and counts
- Resolves the routine number (index in the functions list)
- Generates an
ACTIONinstruction with the routine number
-
Constant Resolution: When the parser encounters a constant:
- Looks up the constant name in the constants list
- Replaces the constant with its value
- Generates appropriate
CONSTxinstruction
-
Library Inclusion: When the parser encounters
#include:- Looks up the library name in the library dictionary
- Parses the included source code
- Merges functions and constants into the current scope
-
script.pyL21+ (data structures) -
KOTOR_CONSTANTSL12+ (constants) -
KOTOR_FUNCTIONSL3268+ (function signatures) -
scriptlib.pyL5+ (#includelibrary text) compilers.pyInbuiltNCSCompilerL28+parser.pyNssParserL80+
Get the current hitpoints of oObject
- Return value on error: 0
Parameters:
-
oObject:object(default:0)
Returns: int
Get the maximum hitpoints of oObject
- Return value on error: 0
Parameters:
-
oObject:object(default:0)
Returns: int
returns the current force points for the creature
Parameters:
-
oObject:object(default:0)
Returns: int
returns the Max force points for the creature
Parameters:
-
oObject:object(default:0)
Returns: int
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
Parameters:
-
oCreature:object -
nAbilityType:int
Returns: int
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
Parameters:
-
nDamage:int -
oTarget:object -
nDC:int -
nSaveType:int(default:0) -
oSaveVersus:object(default:0)
Returns: int
Returns the ability modifier for the specified ability Get oCreature's ability modifier for nAbility.
- nAbility: ABILITY_*
- oCreature
Parameters:
-
nAbility:int -
oCreature:object(default:0)
Returns: int
Get oTarget's base fortitude saving throw value (this will only work for creatures, doors, and placeables).
- Returns 0 if oTarget is invalid.
Parameters:
-
oTarget:object
Returns: int
Get oTarget's base will saving throw value (this will only work for creatures, doors, and placeables).
- Returns 0 if oTarget is invalid.
Parameters:
-
oTarget:object
Returns: int
Get oTarget's base reflex saving throw value (this will only work for creatures, doors, and placeables).
- Returns 0 if oTarget is invalid.
Parameters:
-
oTarget:object
Returns: int
adjusts a followers hit points, can specify the absolute value to set to SWMG_AdjustFollowerHitPoints
Parameters:
-
oFollower:object -
nHP:int -
nAbsolute:int(default:0)
Returns: int
SWMG_SetFollowerHitPoints
Parameters:
-
oFollower:object -
nHP:int
SWMG_GetHitPoints
Parameters:
-
oFollower:object
Returns: int
SWMG_GetMaxHitPoints
Parameters:
-
oFollower:object
Returns: int
SWMG_SetMaxHitPoints
Parameters:
-
oFollower:object -
nMaxHP:int
SetMaxHitPoints Set the maximum hitpoints of oObject The objects maximum AND current hitpoints will be nMaxHP after the function is called
Parameters:
-
oObject:object -
nMaxHP:int
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.)
Parameters:
-
oActionSubject:object -
aActionToAssign:action
Delay aActionToDelay by fSeconds.
- No return value, but if an error occurs, the log file will contain "DelayCommand failed.".
Parameters:
-
fSeconds:float -
aActionToDelay:action
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.".
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."
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."
Parameters:
-
lDestination:location -
bRun:int(default:0)
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."
Parameters:
-
oMoveTo:object -
bRun:int(default:0) -
fRange:float(default:1.0)
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."
Parameters:
-
oFleeFrom:object -
bRun:int(default:0) -
fMoveAwayRange:float(default:40.0)
Add a speak action to the action subject.
- sStringToSpeak: String to be spoken
- nTalkVolume: TALKVOLUME_*
Parameters:
-
sStringToSpeak:string -
nTalkVolume:int(default:0)
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.
Parameters:
-
nAnimation:int -
fSpeed:float(default:1.0) -
fDurationSeconds:float(default:0.0)
Cause the action subject to open oDoor
Parameters:
-
oDoor:object
Cause the action subject to close oDoor
Parameters:
-
oDoor:object
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
Parameters:
-
oFollow:object -
fFollowDistance:float(default:0.0)
Jump to an object ID, or as near to it as possible.
Parameters:
-
oToJumpTo:object -
bWalkStraightLineToPoint:int(default:1)
Do nothing for fSeconds seconds.
Parameters:
-
fSeconds:float
The subject will jump to lLocation instantly (even between areas). If lLocation is invalid, nothing will happen.
Parameters:
-
lLocation:location
Causes the creature to speak a translated string.
- nStrRef: Reference of the string in the talk table
- nTalkVolume: TALKVOLUME_*
Parameters:
-
nStrRef:int -
nTalkVolume:int(default:0)
Use nFeat on oTarget.
- nFeat: FEAT_*
- oTarget
Parameters:
-
nFeat:int -
oTarget:object
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
Parameters:
-
nSkill:int -
oTarget:object -
nSubSkill:int(default:0) -
oItemUsed:object(default:1)
Do aActionToDo.
Parameters:
-
aActionToDo:action
Use tChosenTalent on oTarget.
Parameters:
-
tChosenTalent:talent -
oTarget:object
Use tChosenTalent at lTargetLocation.
Parameters:
-
tChosenTalent:talent -
lTargetLocation:location
Use oPlaceable.
Parameters:
-
oPlaceable:object
Causes the action subject to move away from lMoveAwayFrom.
Parameters:
-
lMoveAwayFrom:location -
bRun:int(default:0) -
fMoveAwayRange:float(default:40.0)
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
Parameters:
-
oVersus:object(default:1) -
bOffHand:int(default:0)
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
Parameters:
-
oVersus:object(default:1)
The creature will equip the armour in its possession that has the highest armour class.
The action subject will unlock oTarget, which can be a door or a placeable object.
Parameters:
-
oTarget:object
The action subject will lock oTarget, which can be a door or a placeable object.
Parameters:
-
oTarget:object
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_*
Parameters:
-
nSpell:int -
oTarget:object -
nProjectilePathType:int(default:0)
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_*
Parameters:
-
nSpell:int -
lTarget:location -
nProjectilePathType:int(default:0)
Get the current action (ACTION_*) that oObject is executing.
Parameters:
-
oObject:object(default:0)
Returns: int
- ActionBarkString this will cause a creature to bark the strRef from the talk table.
Parameters:
-
strRef:int
- ActionFollowLeader this action has a party member follow the leader. DO NOT USE ON A CREATURE THAT IS NOT IN THE PARTY!!
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
Parameters:
-
oCreature:object
Returns: int
Return an ALIGNMENT_* constant to represent oCreature's good/evil alignment
- Return value if oCreature is not a valid creature: -1
Parameters:
-
oCreature:object
Returns: int
- Returns TRUE if the Faction Ids of the two objects are the same
Parameters:
-
oFirstObject:object -
oSecondObject:object(default:0)
Returns: int
Get an integer between 0 and 100 (inclusive) that represents the average good/evil alignment of oFactionMember's faction.
- Return value on error: -1
Parameters:
-
oFactionMember:object
Returns: int
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
Parameters:
-
oSubject:object -
nAlignment:int -
nShift:int
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
Parameters:
-
oSource:object -
oTarget:object
Returns: int
- Returns TRUE if oSource considers oTarget as an enemy.
Parameters:
-
oTarget:object -
oSource:object(default:0)
Returns: int
- Returns TRUE if oSource considers oTarget as a friend.
Parameters:
-
oTarget:object -
oSource:object(default:0)
Returns: int
- Returns TRUE if oSource considers oTarget as neutral.
Parameters:
-
oTarget:object -
oSource:object(default:0)
Returns: int
Set eEffect to be versus a specific alignment.
- eEffect
- nLawChaos: ALIGNMENT_LAWFUL/ALIGNMENT_CHAOTIC/ALIGNMENT_ALL
- nGoodEvil: ALIGNMENT_GOOD/ALIGNMENT_EVIL/ALIGNMENT_ALL
Parameters:
-
eEffect:effect -
nLawChaos:int(default:0) -
nGoodEvil:int(default:0)
Returns: effect
SetAlignmentGoodEvil Set oCreature's alignment value
Parameters:
-
oCreature:object -
nAlignment:int
Determine if oObject has effects originating from nSpell.
- nSpell: SPELL_*
- oObject
Parameters:
-
nSpell:int -
oObject:object(default:0)
Returns: int
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.
Parameters:
-
nClassPosition:int -
oCreature:object(default:0)
Returns: int
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.
Parameters:
-
nClassPosition:int -
oCreature:object(default:0)
Returns: int
Determine the levels that oCreature holds in nClassType.
- nClassType: CLASS_TYPE_*
- oCreature
Parameters:
-
nClassType:int -
oCreature:object(default:0)
Returns: int
Determine whether oCreature has nSpell memorised.
- nSpell: SPELL_*
- oCreature
Parameters:
-
nSpell:int -
oCreature:object(default:0)
Returns: int
Use this in a spell script to get the item used to cast the spell.
Returns: object
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
Parameters:
-
oAttackee:object(default:0)
Returns: object
Attack oAttackee.
- bPassive: If this is TRUE, attack is in passive mode.
Parameters:
-
oAttackee:object -
bPassive:int(default:0)
Get the object at which the caller last cast a spell
- Return value on error: OBJECT_INVALID
Returns: object
ActionCastSpellAtObject(nSpell, oTarget, nMetaMagic=0, bCheat=0, nDomainLevel=0, nProjectilePathType=0, bInstantSpell=0) - Routine 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
Parameters:
-
nSpell:int -
oTarget:object -
nMetaMagic:int(default:0) -
bCheat:int(default:0) -
nDomainLevel:int(default:0) -
nProjectilePathType:int(default:0) -
bInstantSpell:int(default:0)
Get the location of the caller's last spell target.
Returns: location
ActionCastSpellAtLocation(nSpell, lTargetLocation, nMetaMagic=0, bCheat=0, nProjectilePathType=0, bInstantSpell=0) - Routine 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.
Parameters:
-
nSpell:int -
lTargetLocation:location -
nMetaMagic:int(default:0) -
bCheat:int(default:0) -
nProjectilePathType:int(default:0) -
bInstantSpell:int(default:0)
This is for use in a Spell script, it gets the ID of the spell that is being cast (SPELL_*).
Returns: int
Get the attack target of oCreature. This only works when oCreature is in combat.
Parameters:
-
oCreature:object(default:0)
Returns: object
- Returns TRUE if oCreature is in combat.
Parameters:
-
oCreature:object(default:0)
Returns: int
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.
Parameters:
-
bDestroyable:int -
bRaiseable:int(default:1) -
bSelectableWhenDead:int(default:0)
Get the amount of damage of type nDamageType that has been dealt to the caller.
- nDamageType: DAMAGE_TYPE_*
Parameters:
-
nDamageType:int
Returns: int
Get the total amount of damage that has been dealt to the caller.
Returns: int
Get the last object that damaged the caller.
- Returns OBJECT_INVALID if the caller is not a valid object.
Returns: object
Force the action subject to move to lDestination.
Parameters:
-
lDestination:location -
bRun:int(default:0) -
fTimeout:float(default:30.0)
Force the action subject to move to oMoveTo.
Parameters:
-
oMoveTo:object -
bRun:int(default:0) -
fRange:float(default:1.0) -
fTimeout:float(default:30.0)
- Returns TRUE if the weapon equipped is capable of damaging oVersus.
Parameters:
-
oVersus:object(default:1) -
bOffHand:int(default:0)
Returns: int
Get the object that killed the caller.
Returns: object
- Returns TRUE if oItem is a ranged weapon.
Parameters:
-
oItem:object
Returns: int
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:
- A Creature
- Plot Characters will never have this value set
- Area of Effect Objects will return the AOE creator if they are registered as this value, otherwise they will return INVALID_OBJECT_ID
- Traps will not return the creature that set the trap.
- This value will never be overwritten by another non-creature object.
- This value will never be a dead/destroyed creature
Parameters:
-
oVictim:object(default:0)
Returns: object
Pause the current conversation.
Resume a conversation after it has been paused.
The caller will immediately speak sStringToSpeak (this is different from ActionSpeakString)
- sStringToSpeak
- nTalkVolume: TALKVOLUME_*
Parameters:
-
sStringToSpeak:string -
nTalkVolume:int(default:0)
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
Parameters:
-
sResRef:string(default: ``) -
oObjectToDialog:object(default:1)
Returns: int
Set the value for a custom token.
Parameters:
-
nCustomTokenNumber:int -
sTokenValue:string
Conversation event.
Returns: event
Immediately speak a conversation one-liner.
- sDialogResRef
- oTokenTarget: This must be specified if there are creature-specific tokens in the string.
Parameters:
-
sDialogResRef:string(default: ``) -
oTokenTarget:object(default:32767)
Determine whether oObject is in conversation.
Parameters:
-
oObject:object
Returns: int
GetLastConversation Gets the last conversation string.
Returns: string
ActionStartConversation(oObjectToConverse, sDialogResRef=, bPrivateConversation=0, nConversationType=0, bIgnoreStartRange=0, sNameObjectToIgnore1=, sNameObjectToIgnore2=, sNameObjectToIgnore3=, sNameObjectToIgnore4=, sNameObjectToIgnore5=, sNameObjectToIgnore6=, bUseLeader=0)
AMF: APRIL 28, 2003 - I HAVE CHANGED THIS FUNCTION AS PER DAN'S REQUEST 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 dont 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.
Parameters:
-
oObjectToConverse:object -
sDialogResRef:string(default: ``) -
bPrivateConversation:int(default:0) -
nConversationType:int(default:0) -
bIgnoreStartRange:int(default:0) -
sNameObjectToIgnore1:string(default: ``) -
sNameObjectToIgnore2:string(default: ``) -
sNameObjectToIgnore3:string(default: ``) -
sNameObjectToIgnore4:string(default: ``) -
sNameObjectToIgnore5:string(default: ``) -
sNameObjectToIgnore6:string(default: ``) -
bUseLeader:int(default:0)
- GetIsConversationActive Checks to see if any conversations are currently taking place
Returns: int
EffectAssuredHit Create an Assured Hit effect, which guarantees that all attacks are successful
Returns: effect
Create a Heal effect. This should be applied as an instantaneous effect.
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nDamageToHeal < 0.
Parameters:
-
nDamageToHeal:int
Returns: effect
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_*
Parameters:
-
nDamageAmount:int -
nDamageType:int(default:8) -
nDamagePower:int(default:0)
Returns: effect
Create an Ability Increase effect
- bAbilityToIncrease: ABILITY_*
Parameters:
-
nAbilityToIncrease:int -
nModifyBy:int
Returns: effect
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
Parameters:
-
nDamageType:int -
nAmount:int -
nLimit:int(default:0)
Returns: effect
Create a Resurrection effect. This should be applied as an instantaneous effect.
Returns: effect
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.
Parameters:
-
nValue:int -
nModifyType:int(default:0) -
nDamageType:int(default:8199)
Returns: effect
Create an AC Decrease effect
- nSave: SAVING_THROW_* (not SAVING_THROW_TYPE_*)
- nValue: size of AC decrease
- nSaveType: SAVING_THROW_TYPE_*
Parameters:
-
nSave:int -
nValue:int -
nSaveType:int(default:0)
Returns: effect
Create an Attack Increase effect
- nBonus: size of attack bonus
- nModifierType: ATTACK_BONUS_*
Parameters:
-
nBonus:int -
nModifierType:int(default:0)
Returns: effect
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
Parameters:
-
nAmount:int -
nDamagePower:int -
nLimit:int(default:0)
Returns: effect
Create a Damage Increase effect
- nBonus: DAMAGE_BONUS_*
- nDamageType: DAMAGE_TYPE_*
Parameters:
-
nBonus:int -
nDamageType:int(default:8)
Returns: effect
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.
Returns: effect
Create a Death effect
- nSpectacularDeath: if this is TRUE, the creature to which this effect is applied will die in an extraordinary fashion
- nDisplayFeedback
Parameters:
-
nSpectacularDeath:int(default:0) -
nDisplayFeedback:int(default:1)
Returns: effect
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).
Returns: effect
Create a Paralyze effect
Returns: effect
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.
Parameters:
-
nImmunityToSpell:int(default:-1)
Returns: effect
EffectForceJump The effect required for force jumping
Parameters:
-
oTarget:object -
nAdvanced:int(default:0)
Returns: effect
Create a Sleep effect
Returns: effect
This was previously EffectCharmed();
Parameters:
-
nTempForce:int
Returns: effect
Create a Confuse effect
Returns: effect
Create a Frighten effect
Returns: effect
Choke the bugger...
Returns: effect
Create a Stun effect
Returns: effect
Create a Regenerate effect.
- nAmount: amount of damage to be regenerated per time interval
- fIntervalSeconds: length of interval in seconds
Parameters:
-
nAmount:int -
fIntervalSeconds:float
Returns: effect
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.
Parameters:
-
nNewSpeedPercent:int
Returns: effect
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.
Parameters:
-
nAreaEffectId:int -
sOnEnterScript:string(default: ``) -
sHeartbeatScript:string(default: ``) -
sOnExitScript:string(default: ``)
Returns: effect
- 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
Parameters:
-
nVisualEffectId:int -
nMissEffect:int(default:0)
Returns: effect
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.
Parameters:
-
eChildEffect:effect -
eParentEffect:effect
Returns: effect
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.
Parameters:
-
nBeamVisualEffect:int -
oEffector:object -
nBodyPart:int -
bMissEffect:int(default:0)
Returns: effect
Create a Force Resistance Increase effect.
- nValue: size of Force Resistance increase
Parameters:
-
nValue:int
Returns: effect
the effect of body fule.. convers HP -> FP i think
Returns: effect
Create a Poison effect.
- nPoisonType: POISON_*
Parameters:
-
nPoisonType:int
Returns: effect
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
Parameters:
-
nReturn:int(default:0)
Returns: effect
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.
Parameters:
-
lCentre:location -
nIgnoreTestDirectLine:int(default:0)
Returns: effect
Create a Haste effect.
Returns: effect
Create an Immunity effect.
- nImmunityType: IMMUNITY_TYPE_*
Parameters:
-
nImmunityType:int
Returns: effect
Creates a Damage Immunity Increase effect.
- nDamageType: DAMAGE_TYPE_*
- nPercentImmunity
Parameters:
-
nDamageType:int -
nPercentImmunity:int
Returns: effect
Create a Temporary Hitpoints effect.
- nHitPoints: a positive integer
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nHitPoints < 0.
Parameters:
-
nHitPoints:int
Returns: effect
Create a Skill Increase effect.
- nSkill: SKILL_*
- nValue
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nSkill is invalid.
Parameters:
-
nSkill:int -
nValue:int
Returns: effect
Damages the creatures force points
Parameters:
-
nDamage:int
Returns: effect
Heals the creatures force points
Parameters:
-
nHeal:int
Returns: effect
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.
Parameters:
-
fHitPointChangePerRound:float
Returns: effect
Stunn the droid
Returns: effect
Force push the creature...
Returns: effect
Effect that will play an animation and display a visual effect to indicate the target has resisted a force power.
Parameters:
-
oSource:object
Returns: effect
Effect that will display a visual effect on the specified object's hand to indicate a force power has fizzled out.
Returns: effect
Create an Ability Decrease effect.
- nAbility: ABILITY_*
- nModifyBy: This is the amount by which to decrement the ability
Parameters:
-
nAbility:int -
nModifyBy:int
Returns: effect
Create an Attack Decrease effect.
- nPenalty
- nModifierType: ATTACK_BONUS_*
Parameters:
-
nPenalty:int -
nModifierType:int(default:0)
Returns: effect
Create a Damage Decrease effect.
- nPenalty
- nDamageType: DAMAGE_TYPE_*
Parameters:
-
nPenalty:int -
nDamageType:int(default:8)
Returns: effect
Create a Damage Immunity Decrease effect.
- nDamageType: DAMAGE_TYPE_*
- nPercentImmunity
Parameters:
-
nDamageType:int -
nPercentImmunity:int
Returns: effect
Create an AC Decrease effect.
- nValue
- nModifyType: AC_*
- nDamageType: DAMAGE_TYPE_*
- Default value for nDamageType should only ever be used in this function prototype.
Parameters:
-
nValue:int -
nModifyType:int(default:0) -
nDamageType:int(default:8199)
Returns: effect
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.
Parameters:
-
nPercentChange:int
Returns: effect
Create a Saving Throw Decrease effect.
- nSave
- nValue
- nSaveType: SAVING_THROW_TYPE_*
Parameters:
-
nSave:int -
nValue:int -
nSaveType:int(default:0)
Returns: effect
Create a Skill Decrease effect.
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nSkill is invalid.
Parameters:
-
nSkill:int -
nValue:int
Returns: effect
Create a Force Resistance Decrease effect.
Parameters:
-
nValue:int
Returns: effect
Create an Invisibility effect.
- nInvisibilityType: INVISIBILITY_TYPE_*
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nInvisibilityType is invalid.
Parameters:
-
nInvisibilityType:int
Returns: effect
Create a Concealment effect.
- nPercentage: 1-100 inclusive
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nPercentage < 1 or nPercentage > 100.
Parameters:
-
nPercentage:int
Returns: effect
Create a Force Shield that has parameters from the guven index into the forceshields.2da
Parameters:
-
nShield:int
Returns: effect
Create a Dispel Magic All effect.
Parameters:
-
nCasterLevel:int
Returns: effect
Create a Disguise effect.
-
- nDisguiseAppearance: DISGUISE_TYPE_*s
Parameters:
-
nDisguiseAppearance:int
Returns: effect
Create a True Seeing effect.
Returns: effect
Create a See Invisible effect.
Returns: effect
Create a Time Stop effect.
Returns: effect
Increase the blaster deflection rate, i think...
Parameters:
-
nChange:int
Returns: effect
decrease the blaster deflection rate
Parameters:
-
nChange:int
Returns: effect
Make the creature horified. BOO!
Returns: effect
EffectSpellLevelAbsorption(nMaxSpellLevelAbsorbed, nTotalSpellLevelsAbsorbed=0, nSpellSchool=0) - Routine 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.
Parameters:
-
nMaxSpellLevelAbsorbed:int -
nTotalSpellLevelsAbsorbed:int(default:0) -
nSpellSchool:int(default:0)
Returns: effect
Create a Dispel Magic Best effect.
Parameters:
-
nCasterLevel:int
Returns: effect
Create a Miss Chance effect.
- nPercentage: 1-100 inclusive
- Returns an effect of type EFFECT_TYPE_INVALIDEFFECT if nPercentage < 1 or nPercentage > 100.
Parameters:
-
nPercentage:int
Returns: effect
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.
Parameters:
-
nAttacks:int
Returns: effect
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_*
Parameters:
-
nDamageAmount:int -
nRandomAmount:int -
nDamageType:int
Returns: effect
EffectForceDrain This command will reduce the force points of a creature.
Parameters:
-
nDamage:int
Returns: effect
EffectTemporaryForcePoints
Returns: effect
EffectCutSceneHorrified Get a horrified effect for cutscene purposes (ie. this effect will ignore immunities).
Returns: effect
EffectCutSceneParalyze Get a paralyze effect for cutscene purposes (ie. this effect will ignore immunities).
Returns: effect
EffectCutSceneStunned Get a stun effect for cutscene purposes (ie. this effect will ignore immunities).
Returns: effect
- 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
Parameters:
-
oTarget1:object -
oTarget2:object(default:1) -
oTarget3:object(default:1) -
nAdvancedDamage:int(default:0)
Returns: effect
creates the effect of a whirl wind.
Returns: effect
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.
Parameters:
-
sIdentifier:string -
sValue:string
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.
Parameters:
-
sIdentifier:string
Returns: string
GetGlobalBoolean This function returns the value of a global boolean (TRUE or FALSE) scripting variable.
Parameters:
-
sIdentifier:string
Returns: int
SetGlobalBoolean This function sets the value of a global boolean (TRUE or FALSE) scripting variable.
Parameters:
-
sIdentifier:string -
nValue:int
GetGlobalNumber This function returns the value of a global number (-128 to +127) scripting variable.
Parameters:
-
sIdentifier:string
Returns: int
SetGlobalNumber This function sets the value of a global number (-128 to +127) scripting variable.
Parameters:
-
sIdentifier:string -
nValue:int
GetGlobalLocation This function returns the a global location scripting variable.
Parameters:
-
sIdentifier:string
Returns: location
SetGlobalLocation This function sets the a global location scripting variable.
Parameters:
-
sIdentifier:string -
lValue:location
- 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.
Parameters:
-
fWait:float(default:0.0) -
fLength:float(default:0.0) -
fR:float(default:0.0) -
fG:float(default:0.0) -
fB:float(default:0.0)
- 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.
Parameters:
-
fWait:float(default:0.0) -
fLength:float(default:0.0) -
fR:float(default:0.0) -
fG:float(default:0.0) -
fB:float(default:0.0)
Get the possessor of oItem
- Return value on error: OBJECT_INVALID
Parameters:
-
oItem:object
Returns: object
Get the object possessed by oCreature with the tag sItemTag
- Return value on error: OBJECT_INVALID
Parameters:
-
oCreature:object -
sItemTag:string
Returns: object
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.
Parameters:
-
sItemTemplate:string -
oTarget:object(default:0) -
nStackSize:int(default:1)
Returns: object
Equip oItem into nInventorySlot.
- nInventorySlot: INVENTORY_SLOT_*
- No return value, but if an error occurs the log file will contain "ActionEquipItem failed."
Parameters:
-
oItem:object -
nInventorySlot:int -
bInstant:int(default:0)
Unequip oItem from whatever slot it is currently in.
Parameters:
-
oItem:object -
bInstant:int(default:0)
Pick up oItem from the ground.
- No return value, but if an error occurs the log file will contain "ActionPickUpItem failed."
Parameters:
-
oItem:object
Put down oItem on the ground.
- No return value, but if an error occurs the log file will contain "ActionPutDownItem failed."
Parameters:
-
oItem:object
Returns the last item that was equipped by a creature.
Returns: object
Give oItem to oGiveTo If oItem is not a valid item, or oGiveTo is not a valid object, nothing will happen.
Parameters:
-
oItem:object -
oGiveTo:object
Take oItem from oTakeFrom If oItem is not a valid item, or oTakeFrom is not a valid object, nothing will happen.
Parameters:
-
oItem:object -
oTakeFrom:object
Gets the stack size of an item.
Parameters:
-
oItem:object
Returns: int
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).
Parameters:
-
oItem:object -
nStackSize:int
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.
Parameters:
-
nInventorySlot:int -
oCreature:object(default:0)
Returns: object
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
Parameters:
-
nObjectType:int -
sTemplate:string -
lLocation:location -
bUseAppearAnimation:int(default:0)
Returns: object
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.
Parameters:
-
oItem:object -
bNonEquippable:int
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.
Parameters:
-
oItem:object -
oGiveTo:object
Use this in an OnItemAcquired script to get the item that was acquired.
- Returns OBJECT_INVALID if the module is not valid.
Returns: object
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.
Returns: object
Use this in an OnItemLost script to get the item that was lost/dropped.
- Returns OBJECT_INVALID if the module is not valid.
Returns: object
Use this in an OnItemLost script to get the creature that lost the item.
- Returns OBJECT_INVALID if the module is not valid.
Returns: object
Determined whether oItem has been identified.
Parameters:
-
oItem:object
Returns: int
Set whether oItem has been identified.
Parameters:
-
oItem:object -
bIdentified:int
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.
Parameters:
-
oTarget:object(default:0)
Returns: object
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.
Parameters:
-
oTarget:object(default:0)
Returns: object
get the item that caused the caller's OnInventoryDisturbed script to fire.
- Returns OBJECT_INVALID if the caller is not a valid object.
Returns: object
Get the base item type (BASE_ITEM_*) of oItem.
- Returns BASE_ITEM_INVALID if oItem is an invalid item.
Parameters:
-
oItem:object
Returns: int
Get the Armour Class of oItem.
- Return 0 if the oItem is not a valid item, or if oItem has no armour value.
Parameters:
-
oItem:object
Returns: int
Activate oItem.
Parameters:
-
oItem:object -
lTarget:location -
oTarget:object(default:1)
Returns: event
Use this in an OnItemActivated module script to get the item that was activated.
Returns: object
Use this in an OnItemActivated module script to get the creature that activated the item.
Returns: object
Use this in an OnItemActivated module script to get the location of the item's target.
Returns: location
Use this in an OnItemActivated module script to get the item's target.
Returns: object
Get the number of stacked items that oItem comprises.
Parameters:
-
oItem:object
Returns: int
ChangeItemCost Change the cost of an item
Parameters:
-
sItem:string -
fCostMultiplier:float
- 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
Parameters:
-
sTemplate:string -
lLocation:location -
bUseAppearAnimation:int(default:0)
Returns: object
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.
Parameters:
-
oItem:object -
nProperty:int
Returns: int
- GetLocalBoolean This gets a boolean flag on an object currently the index is a range between 0 and 63
Parameters:
-
oObject:object -
nIndex:int
Returns: int
- SetLocalBoolean This sets a boolean flag on an object currently the index is a range between 0 and 63
Parameters:
-
oObject:object -
nIndex:int -
nValue:int
- GetLocalNumber This gets a number on an object currently the index is a range between 0 and 0
Parameters:
-
oObject:object -
nIndex:int
Returns: int
- SetLocalNumber This sets a number on an object currently the index is a range between 0 and 0
Parameters:
-
oObject:object -
nIndex:int -
nValue:int
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
- 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.
- 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.
Parameters:
-
nHour:int -
nMinute:int -
nSecond:int -
nMillisecond:int
Sets whether the current area is escapable or not TRUE means you can not escape the area FALSE means you can escape the area
Parameters:
-
bUnescapable:int
Returns whether the current area is escapable or not TRUE means you can not escape the area FALSE means you can escape the area
Returns: int
Get the current hour.
Returns: int
Get the current minute
Returns: int
Get the current second
Returns: int
Get the current millisecond
Returns: int
Get the area that oTarget is currently in
- Return value on error: OBJECT_INVALID
Parameters:
-
oTarget:object
Returns: object
The value returned by this function depends on the object type of the caller:
- If the caller is a door or placeable it returns the object that last triggered it.
- 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
Returns: object
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
Returns: object
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.
Parameters:
-
oTransition:object
Returns: object
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
Parameters:
-
nPredefinedAreaTransition:int -
sCustomAreaTransitionBMP:string(default: ``)
Gets the actual file name of the current module
Returns: string
Get the module.
- Return value on error: OBJECT_INVALID
Returns: object
Expose the entire map of oArea to oPlayer.
Parameters:
-
oArea:object -
oPlayer:object
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
Returns: string
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)
Parameters:
-
fDirection:float
Get the position of oTarget
- Return value on error: vector (0.0f, 0.0f, 0.0f)
Parameters:
-
oTarget:object
Returns: vector
Get the direction in which oTarget is facing, expressed as a float between 0.0f and 360.0f
- Return value on error: -1.0f
Parameters:
-
oTarget:object
Returns: float
GetNearestCreature(nFirstCriteriaType, nFirstCriteriaValue, oTarget=0, nNth=1, nSecondCriteriaType=-1, nSecondCriteriaValue=-1, nThirdCriteriaType=-1, nThirdCriteriaValue=-1) - Routine 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
Parameters:
-
nFirstCriteriaType:int -
nFirstCriteriaValue:int -
oTarget:object(default:0) -
nNth:int(default:1) -
nSecondCriteriaType:int(default:-1) -
nSecondCriteriaValue:int(default:-1) -
nThirdCriteriaType:int(default:-1) -
nThirdCriteriaValue:int(default:-1)
Returns: object
Get the distance from the caller to oObject in metres.
- Return value on error: -1.0f
Parameters:
-
oObject:object
Returns: float
- Returns TRUE if oObject is a valid object.
Parameters:
-
oObject:object
Returns: int
Get the first in-game effect on oCreature.
Parameters:
-
oCreature:object
Returns: effect
Get the next in-game effect on oCreature.
Parameters:
-
oCreature:object
Returns: effect
Remove eEffect from oCreature.
- No return value
Parameters:
-
oCreature:object -
eEffect:effect
Get the object that created eEffect.
- Returns OBJECT_INVALID if eEffect is not a valid effect.
Parameters:
-
eEffect:effect
Returns: object
Get the object type (OBJECT_TYPE_*) of oTarget
- Return value if oTarget is not a valid object: -1
Parameters:
-
oTarget:object
Returns: int
Cause the caller to face vTarget
Parameters:
-
vTarget:vector
Get the distance in metres between oObjectA and oObjectB.
- Return value if either object is invalid: 0.0f
Parameters:
-
oObjectA:object -
oObjectB:object
Returns: float
Get the Tag of oObject
- Return value if oObject is not a valid object: ""
Parameters:
-
oObject:object
Returns: string
Get the effect type (EFFECT_TYPE_*) of eEffect.
- Return value if eEffect is invalid: EFFECT_INVALIDEFFECT
Parameters:
-
eEffect:effect
Returns: int
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.
Parameters:
-
sTag:string -
nNth:int(default:0)
Returns: object
Get the location of oObject.
Parameters:
-
oObject:object
Returns: location
Create a location.
Parameters:
-
vPosition:vector -
fOrientation:float
Returns: location
Apply eEffect at lLocation.
Parameters:
-
nDurationType:int -
eEffect:effect -
lLocation:location -
fDuration:float(default:0.0)
Apply eEffect to oTarget.
Parameters:
-
nDurationType:int -
eEffect:effect -
oTarget:object -
fDuration:float(default:0.0)
Get the position vector from lLocation.
Parameters:
-
lLocation:location
Returns: vector
Get the orientation value from lLocation.
Parameters:
-
lLocation:location
Returns: float
GetNearestCreatureToLocation(nFirstCriteriaType, nFirstCriteriaValue, lLocation, nNth=1, nSecondCriteriaType=-1, nSecondCriteriaValue=-1, nThirdCriteriaType=-1, nThirdCriteriaValue=-1) - Routine 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
Parameters:
-
nFirstCriteriaType:int -
nFirstCriteriaValue:int -
lLocation:location -
nNth:int(default:1) -
nSecondCriteriaType:int(default:-1) -
nSecondCriteriaValue:int(default:-1) -
nThirdCriteriaType:int(default:-1) -
nThirdCriteriaValue:int(default:-1)
Returns: object
Get the Nth object nearest to oTarget that is of the specified type.
- nObjectType: OBJECT_TYPE_*
- oTarget
- nNth
- Return value on error: OBJECT_INVALID
Parameters:
-
nObjectType:int(default:32767) -
oTarget:object(default:0) -
nNth:int(default:1)
Returns: object
Get the nNth object nearest to lLocation that is of the specified type.
- nObjectType: OBJECT_TYPE_*
- lLocation
- nNth
- Return value on error: OBJECT_INVALID
Parameters:
-
nObjectType:int -
lLocation:location -
nNth:int(default:1)
Returns: object
Get the nth Object nearest to oTarget that has sTag as its tag.
- Return value on error: OBJECT_INVALID
Parameters:
-
sTag:string -
oTarget:object(default:0) -
nNth:int(default:1)
Returns: object
Destroy oObject (irrevocably). This will not work on modules and areas. The bNoFade and fDelayUntilFade are for creatures and placeables only
Parameters:
-
oDestroy:object -
fDelay:float(default:0.0) -
bNoFade:int(default:0) -
fDelayUntilFade:float(default:0.0)
Get the name of oObject.
Parameters:
-
oObject:object
Returns: string
Get the distance between lLocationA and lLocationB.
Parameters:
-
lLocationA:location -
lLocationB:location
Returns: float
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.
Parameters:
-
nAnimation:int -
fSpeed:float(default:1.0) -
fSeconds:float(default:0.0)
Get the distance in metres between oObjectA and oObjectB in 2D.
- Return value if either object is invalid: 0.0f
Parameters:
-
oObjectA:object -
oObjectB:object
Returns: float
Get the distance between lLocationA and lLocationB. in 2D
Parameters:
-
lLocationA:location -
lLocationB:location
Returns: float
Get the distance from the caller to oObject in metres.
- Return value on error: -1.0f
Parameters:
-
oObject:object
Returns: float
Get an integer between 0 and nMaxInteger-1. Return value on error: 0
Parameters:
-
nMaxInteger:int
Returns: int
Output sString to the log file.
Parameters:
-
sString:string
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.
Parameters:
-
fFloat:float -
nWidth:int(default:18) -
nDecimals:int(default:9)
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.
Parameters:
-
fFloat:float -
nWidth:int(default:18) -
nDecimals:int(default:9)
Returns: string
Output nInteger to the log file.
Parameters:
-
nInteger:int
Output oObject's ID to the log file.
Parameters:
-
oObject:object
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.
Parameters:
-
sScript:string -
oTarget:object -
nScriptVar:int(default:-1)
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.
Parameters:
-
fDirection:float
Returns the ID of the subscreen that is currently onscreen. This will be one of the SUBSCREEN_ID_* constant values.
Returns: int
Cancels combat for the specified creature.
Parameters:
-
oidCreature:object
Pauses the game if bPause is TRUE. Unpauses if bPause is FALSE.
Parameters:
-
bPause:int
Get the length of sString
- Return value on error: -1
Parameters:
-
sString:string
Returns: int
Convert sString into upper case
- Return value on error: ""
Parameters:
-
sString:string
Returns: string
Convert sString into lower case
- Return value on error: ""
Parameters:
-
sString:string
Returns: string
Get nCount characters from the right end of sString
- Return value on error: ""
Parameters:
-
sString:string -
nCount:int
Returns: string
Get nCounter characters from the left end of sString
- Return value on error: ""
Parameters:
-
sString:string -
nCount:int
Returns: string
Insert sString into sDestination at nPosition
- Return value on error: ""
Parameters:
-
sDestination:string -
sString:string -
nPosition:int
Returns: string
Get nCount characters from sString, starting at nStart
- Return value on error: ""
Parameters:
-
sString:string -
nStart:int -
nCount:int
Returns: string
Find the position of sSubstring inside sString
- Return value on error: -1
Parameters:
-
sString:string -
sSubString:string
Returns: int
Maths operation: absolute value of fValue
Parameters:
-
fValue:float
Returns: float
Maths operation: cosine of fValue
Parameters:
-
fValue:float
Returns: float
Maths operation: sine of fValue
Parameters:
-
fValue:float
Returns: float
Maths operation: tan of fValue
Parameters:
-
fValue:float
Returns: float
Maths operation: arccosine of fValue
- Returns zero if fValue > 1 or fValue < -1
Parameters:
-
fValue:float
Returns: float
Maths operation: arcsine of fValue
- Returns zero if fValue >1 or fValue < -1
Parameters:
-
fValue:float
Returns: float
Maths operation: arctan of fValue
Parameters:
-
fValue:float
Returns: float
Maths operation: log of fValue
- Returns zero if fValue <= zero
Parameters:
-
fValue:float
Returns: float
Maths operation: fValue is raised to the power of fExponent
- Returns zero if fValue ==0 and fExponent <0
Parameters:
-
fValue:float -
fExponent:float
Returns: float
Maths operation: square root of fValue
- Returns zero if fValue <0
Parameters:
-
fValue:float
Returns: float
Maths operation: integer absolute value of nValue
- Return value on error: 0
Parameters:
-
nValue:int
Returns: int
Get the Caster Level of oCreature.
- Return value on error: 0;
Parameters:
-
oCreature:object
Returns: int
- Returns TRUE if eEffect is a valid effect.
Parameters:
-
eEffect:effect
Returns: int
Get the duration type (DURATION_TYPE_*) of eEffect.
- Return value if eEffect is not valid: -1
Parameters:
-
eEffect:effect
Returns: int
Get the subtype (SUBTYPE_*) of eEffect.
- Return value on error: 0
Parameters:
-
eEffect:effect
Returns: int
Convert nInteger into a string.
- Return value on error: ""
Parameters:
-
nInteger:int
Returns: string
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
Parameters:
-
oArea:object(default:1) -
nObjectFilter:int(default:1)
Returns: object
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
Parameters:
-
oArea:object(default:1) -
nObjectFilter:int(default:1)
Returns: object
Get the total from rolling (nNumDice x d2 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d3 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d4 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d6 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d8 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d10 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d12 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d20 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the total from rolling (nNumDice x d100 dice).
- nNumDice: If this is less than 1, the value 1 will be used.
Parameters:
-
nNumDice:int(default:1)
Returns: int
Get the magnitude of vVector; this can be used to determine the distance between two points.
- Return value on error: 0.0f
Parameters:
-
vVector:vector
Returns: float
Get the metamagic type (METAMAGIC_*) of the last spell cast by the caller
- Return value if the caster is not a valid object: -1
Returns: int
Get the racial type (RACIAL_TYPE_*) of oCreature
- Return value if oCreature is not a valid creature: RACIAL_TYPE_INVALID
Parameters:
-
oCreature:object
Returns: int
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
Parameters:
-
oCreature:object -
nDC:int -
nSaveType:int(default:0) -
oSaveVersus:object(default:0)
Returns: int
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
Parameters:
-
oCreature:object -
nDC:int -
nSaveType:int(default:0) -
oSaveVersus:object(default:0)
Returns: int
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
Parameters:
-
oCreature:object -
nDC:int -
nSaveType:int(default:0) -
oSaveVersus:object(default:0)
Returns: int
Get the DC to save against for a spell (10 + spell level + relevant ability bonus). This can be called by a creature or by an Area of Effect object.
Returns: int
Set the subtype of eEffect to Magical and return eEffect. (Effects default to magical if the subtype is not set)
Parameters:
-
eEffect:effect
Returns: effect
Set the subtype of eEffect to Supernatural and return eEffect. (Effects default to magical if the subtype is not set)
Parameters:
-
eEffect:effect
Returns: effect
Set the subtype of eEffect to Extraordinary and return eEffect. (Effects default to magical if the subtype is not set)
Parameters:
-
eEffect:effect
Returns: effect
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
Parameters:
-
oObject:object -
nForFutureUse:int(default:0)
Returns: int
Convert nRounds into a number of seconds A round is always 6.0 seconds
Parameters:
-
nRounds:int
Returns: float
Convert nHours into a number of seconds The result will depend on how many minutes there are per hour (game-time)
Parameters:
-
nHours:int
Returns: float
Convert nTurns into a number of seconds A turn is always 60.0 seconds
Parameters:
-
nTurns:int
Returns: float
GetFirstObjectInShape(nShape, fSize, lTarget, bLineOfSight=0, nObjectFilter=1, vOrigin=0.0 0.0 0.0) - Routine 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
Parameters:
-
nShape:int -
fSize:float -
lTarget:location -
bLineOfSight:int(default:0) -
nObjectFilter:int(default:1) -
vOrigin:vector(default:0.0 0.0 0.0)
Returns: object
GetNextObjectInShape(nShape, fSize, lTarget, bLineOfSight=0, nObjectFilter=1, vOrigin=0.0 0.0 0.0) - Routine 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
Parameters:
-
nShape:int -
fSize:float -
lTarget:location -
bLineOfSight:int(default:0) -
nObjectFilter:int(default:1) -
vOrigin:vector(default:0.0 0.0 0.0)
Returns: object
Cause oObject to run evToRun
Parameters:
-
oObject:object -
evToRun:event
Create an event of the type nUserDefinedEventNumber
Parameters:
-
nUserDefinedEventNumber:int
Returns: event
Normalize vVector
Parameters:
-
vVector:vector
Returns: vector
- Returns TRUE if oCreature is a dead NPC, dead PC or a dying PC.
Parameters:
-
oCreature:object
Returns: int
Output vVector to the logfile.
- vVector
- bPrepend: if this is TRUE, the message will be prefixed with "PRINTVECTOR:"
Parameters:
-
vVector:vector -
bPrepend:int
Create a vector with the specified values for x, y and z
Parameters:
-
x:float(default:0.0) -
y:float(default:0.0) -
z:float(default:0.0)
Returns: vector
Convert fAngle to a vector
Parameters:
-
fAngle:float
Returns: vector
Convert vVector to an angle
Parameters:
-
vVector:vector
Returns: float
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
Parameters:
-
oTarget:object -
bDisplayFeedback:int(default:1)
Returns: int
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
Parameters:
-
oTarget:object -
bDisplayFeedback:int(default:1)
Returns: int
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.
Parameters:
-
bShow:int -
srStringRef:int(default:0) -
srReturnQueryStrRef:int(default:0)
Set whether oTarget's action stack can be modified
Parameters:
-
bCommandable:int -
oTarget:object(default:0)
Determine whether oTarget's action stack can be modified.
Parameters:
-
oTarget:object(default:0)
Returns: int
Get the number of hitdice for oCreature.
- Return value if oCreature is not a valid creature: 0
Parameters:
-
oCreature:object
Returns: int
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
Parameters:
-
oSource:object -
oTarget:object
Returns: int
Make oObjectToChangeFaction join the faction of oMemberOfFactionToJoin. NB. ** This will only work for two NPCs **
Parameters:
-
oObjectToChangeFaction:object -
oMemberOfFactionToJoin:object
- Returns TRUE if oObject is listening for something
Parameters:
-
oObject:object
Returns: int
Set whether oObject is listening.
Parameters:
-
oObject:object -
bValue:int
Set the string for oObject to listen for. Note: this does not set oObject to be listening.
Parameters:
-
oObject:object -
sPattern:string -
nNumber:int(default:0)
- Returns TRUE if sStringToTest matches sPattern.
Parameters:
-
sPattern:string -
sStringToTest:string
Returns: int
Get the appropriate matched string (this should only be used in OnConversation scripts).
- Returns the appropriate matched string, otherwise returns ""
Parameters:
-
nString:int
Returns: string
Get the number of string parameters available.
- Returns -1 if no string matched (this could be because of a dialogue event)
Returns: int
Get the weakest member of oFactionMember's faction.
- Returns OBJECT_INVALID if oFactionMember's faction is invalid.
Parameters:
-
oFactionMember:object(default:0) -
bMustBeVisible:int(default:1)
Returns: object
Get the strongest member of oFactionMember's faction.
- Returns OBJECT_INVALID if oFactionMember's faction is invalid.
Parameters:
-
oFactionMember:object(default:0) -
bMustBeVisible:int(default:1)
Returns: object
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.
Parameters:
-
oFactionMember:object(default:0) -
bMustBeVisible:int(default:1)
Returns: object
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.
Parameters:
-
oFactionMember:object(default:0) -
bMustBeVisible:int(default:1)
Returns: object
Get the amount of gold held by oFactionMember's faction.
- Returns -1 if oFactionMember's faction is invalid.
Parameters:
-
oFactionMember:object
Returns: int
Get an integer between 0 and 100 (inclusive) that represents how oSourceFactionMember's faction feels about oTarget.
- Return value on error: -1
Parameters:
-
oSourceFactionMember:object -
oTarget:object
Returns: int
Get the average level of the members of the faction.
- Return value on error: -1
Parameters:
-
oFactionMember:object
Returns: int
Get the average XP of the members of the faction.
- Return value on error: -1
Parameters:
-
oFactionMember:object
Returns: int
Get the most frequent class in the faction - this can be compared with the constants CLASS_TYPE_*.
- Return value on error: -1
Parameters:
-
oFactionMember:object
Returns: int
Get the object faction member with the lowest armour class.
- Returns OBJECT_INVALID if oFactionMember's faction is invalid.
Parameters:
-
oFactionMember:object(default:0) -
bMustBeVisible:int(default:1)
Returns: object
Get the object faction member with the highest armour class.
- Returns OBJECT_INVALID if oFactionMember's faction is invalid.
Parameters:
-
oFactionMember:object(default:0) -
bMustBeVisible:int(default:1)
Returns: object
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
Returns: int
Get the first waypoint with the specified tag.
- Returns OBJECT_INVALID if the waypoint cannot be found.
Parameters:
-
sWaypointTag:string
Returns: object
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
Parameters:
-
oTarget:object -
oSourceFactionMember:object -
nAdjustment:int
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.
Parameters:
-
oTarget:object
Returns: object
Convert fFeet into a number of meters.
Parameters:
-
fFeet:float
Returns: float
Convert fYards into a number of meters.
Parameters:
-
fYards:float
Returns: float
Convert nInteger into a floating point number.
Parameters:
-
nInteger:int
Returns: float
Convert fFloat into the nearest integer.
Parameters:
-
fFloat:float
Returns: int
Convert sNumber into an integer.
Parameters:
-
sNumber:string
Returns: int
Convert sNumber into a floating point number.
Parameters:
-
sNumber:string
Returns: float
Get a string from the talk table using nStrRef.
Parameters:
-
nStrRef:int
Returns: string
Create an event which triggers the "SpellCastAt" script
Parameters:
-
oCaster:object -
nSpell:int -
bHarmful:int(default:1)
Returns: event
This is for use in a user-defined script, it gets the event number.
Returns: int
Generate a random name.
Returns: string
Returns whether this script is being run while a load game is in progress
Returns: int
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.
Returns: object
Use this in an OnPerception script to get the object that was perceived.
- Returns OBJECT_INVALID if the caller is not a valid creature.
Returns: object
Use this in an OnPerception script to determine whether the object that was perceived was heard.
Returns: int
Use this in an OnPerception script to determine whether the object that was perceived has become inaudible.
Returns: int
Use this in an OnPerception script to determine whether the object that was perceived was seen.
Returns: int
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.
Returns: object
Use this in an OnPerception script to determine whether the object that was perceived has vanished.
Returns: int
This returns the creator of oAreaOfEffectObject.
- Returns OBJECT_INVALID if oAreaOfEffectObject is not a valid Area of Effect object.
Parameters:
-
oAreaOfEffectObject:object(default:0)
Returns: object
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.
Returns: int
GetButtonMashCheck This function returns whether the button mash check, used for the combat tutorial, is on
Returns: int
SetButtonMashCheck This function sets the button mash check variable, and is used for turning the check on and off
Parameters:
-
nCheck:int
Convert oObject into a hexadecimal string.
Parameters:
-
oObject:object
Returns: string
- 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.
Parameters:
-
oCreature:object -
nImmunityType:int -
oVersus:object(default:1)
Returns: int
Determine whether oEncounter is active.
Parameters:
-
oEncounter:object(default:0)
Returns: int
Set oEncounter's active state to nNewValue.
- nNewValue: TRUE/FALSE
- oEncounter
Parameters:
-
nNewValue:int -
oEncounter:object(default:0)
Get the maximum number of times that oEncounter will spawn.
Parameters:
-
oEncounter:object(default:0)
Returns: int
Set the maximum number of times that oEncounter can spawn
Parameters:
-
nNewValue:int -
oEncounter:object(default:0)
Get the number of times that oEncounter has spawned so far
Parameters:
-
oEncounter:object(default:0)
Returns: int
Set the number of times that oEncounter has spawned so far
Parameters:
-
nNewValue:int -
oEncounter:object(default:0)
Determine whether oSource sees oTarget.
Parameters:
-
oTarget:object -
oSource:object(default:0)
Returns: int
Determine whether oSource hears oTarget.
Parameters:
-
oTarget:object -
oSource:object(default:0)
Returns: int
Use this in an OnPlayerDeath module script to get the last player that died.
Returns: object
Set the difficulty level of oEncounter.
- nEncounterDifficulty: ENCOUNTER_DIFFICULTY_*
- oEncounter
Parameters:
-
nEncounterDifficulty:int -
oEncounter:object(default:0)
Get the difficulty level of oEncounter.
Parameters:
-
oEncounter:object(default:0)
Returns: int
Create a Spell Talent.
- nSpell: SPELL_*
Parameters:
-
nSpell:int
Returns: talent
Create a Feat Talent.
- nFeat: FEAT_*
Parameters:
-
nFeat:int
Returns: talent
Create a Skill Talent.
- nSkill: SKILL_*
Parameters:
-
nSkill:int
Returns: talent
Get the spell (SPELL_*) that applied eSpellEffect.
- Returns -1 if eSpellEffect was applied outside a spell script.
Parameters:
-
eSpellEffect:effect
Returns: int
Determine whether oCreature has tTalent.
Parameters:
-
tTalent:talent -
oCreature:object(default:0)
Returns: int
Get a random talent of oCreature, within nCategory.
- nCategory: TALENT_CATEGORY_*
- oCreature
- nInclusion: types of talent to include
Parameters:
-
nCategory:int -
oCreature:object(default:0) -
nInclusion:int(default:0)
Returns: talent
GetCreatureTalentBest(nCategory, nCRMax, oCreature=0, nInclusion=0, nExcludeType=-1, nExcludeId=-1) - Routine 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.
Parameters:
-
nCategory:int -
nCRMax:int -
oCreature:object(default:0) -
nInclusion:int(default:0) -
nExcludeType:int(default:-1) -
nExcludeId:int(default:-1)
Returns: talent
Get the gold piece value of oItem.
- Returns 0 if oItem is not a valid item.
Parameters:
-
oItem:object
Returns: int
- Returns TRUE if oCreature is of a playable racial type.
Parameters:
-
oCreature:object
Returns: int
Jump to lDestination. The action is added to the TOP of the action queue.
Parameters:
-
lDestination:location
Get the attack type (SPECIAL_ATTACK_*) of oCreature's last attack. This only works when oCreature is in combat.
Parameters:
-
oCreature:object(default:0)
Returns: int
Get the attack mode (COMBAT_MODE_*) of oCreature's last attack. This only works when oCreature is in combat.
Parameters:
-
oCreature:object(default:0)
Returns: int
Get the last command (ASSOCIATE_COMMAND_*) issued to oAssociate.
Parameters:
-
oAssociate:object(default:0)
Returns: int
Give nGP gold to oCreature.
Parameters:
-
oCreature:object -
nGP:int
Set the locked state of oTarget, which can be a door or a placeable object.
Parameters:
-
oTarget:object -
bLocked:int
Get the locked state of oTarget, which can be a door or a placeable object.
Parameters:
-
oTarget:object
Returns: int
Use this in a trigger's OnClick event script to get the object that last clicked on it. This is identical to GetEnteringObject.
Returns: object
Initialise oTarget to listen for the standard Associates commands.
Parameters:
-
oTarget:object(default:0)
Get the last weapon that oCreature used in an attack.
- Returns OBJECT_INVALID if oCreature did not attack, or has no weapon equipped.
Parameters:
-
oCreature:object
Returns: object
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.
Returns: object
Get the last blocking door encountered by the caller of this function.
- Returns OBJECT_INVALID if the caller is not a valid creature.
Returns: object
- oTargetDoor
- nDoorAction: DOOR_ACTION_*
- Returns TRUE if nDoorAction can be performed on oTargetDoor.
Parameters:
-
oTargetDoor:object -
nDoorAction:int
Returns: int
Perform nDoorAction on oTargetDoor.
Parameters:
-
oTargetDoor:object -
nDoorAction:int
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.
Returns: object
Get the last object that disturbed the inventory of the caller.
- Returns OBJECT_INVALID if the caller is not a valid creature or placeable.
Returns: object
Get the last object that locked the caller.
- Returns OBJECT_INVALID if the caller is not a valid door or placeable.
Returns: object
Get the last object that unlocked the caller.
- Returns OBJECT_INVALID if the caller is not a valid door or placeable.
Returns: object
Get the type of disturbance (INVENTORY_DISTURB_*) that caused the caller's OnInventoryDisturbed script to fire. This will only work for creatures and placeables.
Returns: int
Displays the upgrade screen where the player can modify weapons and armor
Parameters:
-
oItem:object(default:1)
Set eEffect to be versus nRacialType.
- eEffect
- nRacialType: RACIAL_TYPE_*
Parameters:
-
eEffect:effect -
nRacialType:int
Returns: effect
Set eEffect to be versus traps.
Parameters:
-
eEffect:effect
Returns: effect
- Returns TRUE if tTalent is valid.
Parameters:
-
tTalent:talent
Returns: int
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.
Returns: object
Get the type (TALENT_TYPE_*) of tTalent.
Parameters:
-
tTalent:talent
Returns: int
Get the ID of tTalent. This could be a SPELL_, FEAT_ or SKILL_*.
Parameters:
-
tTalent:talent
Returns: int
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).
Parameters:
-
sEndScript:string -
nMaxWager:int -
bShowTutorial:int(default:0) -
oOpponent:object(default:1)
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.
Returns: int
displays a feed back string for the object spicified and the constant repersents the string to be displayed see:FeedBackText.2da
Parameters:
-
oCreature:object -
nTextConstant:int
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
Parameters:
-
szPlotID:string -
nState:int -
bAllowOverrideHigher:int(default:0)
Remove a journal quest entry from the player.
- szPlotID: the plot identifier used in the toolset's Journal Editor
Parameters:
-
szPlotID:string
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
Parameters:
-
szPlotID:string
Returns: int
PlayRumblePattern Starts a defined rumble pattern playing
Parameters:
-
nPattern:int
Returns: int
StopRumblePattern Stops a defined rumble pattern
Parameters:
-
nPattern:int
Returns: int
Send a server message (szMessage) to the oPlayer.
Parameters:
-
oPlayer:object -
szMessage:string
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.
Returns: object
Get the last creature that opened the caller.
- Returns OBJECT_INVALID if the caller is not a valid door or placeable.
Returns: object
Open oStore for oPC.
Parameters:
-
oStore:object -
oPC:object -
nBonusMarkUp:int(default:0) -
nBonusMarkDown:int(default:0)
Get the first member of oMemberOfFaction's faction (start to cycle through oMemberOfFaction's faction).
- Returns OBJECT_INVALID if oMemberOfFaction's faction is invalid.
Parameters:
-
oMemberOfFaction:object -
bPCOnly:int(default:1)
Returns: object
Get the next member of oMemberOfFaction's faction (continue to cycle through oMemberOfFaction's faction).
- Returns OBJECT_INVALID if oMemberOfFaction's faction is invalid.
Parameters:
-
oMemberOfFaction:object -
bPCOnly:int(default:1)
Returns: object
Get the experience assigned in the journal editor for szPlotID.
Parameters:
-
szPlotID:string
Returns: int
Jump to oToJumpTo (the action is added to the top of the action queue).
Parameters:
-
oToJumpTo:object -
nWalkStraightLineToPoint:int(default:1)
Set whether oMapPin is enabled.
- oMapPin
- nEnabled: 0=Off, 1=On
Parameters:
-
oMapPin:object -
nEnabled:int
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.
Parameters:
-
oPC:object -
nGUIPanel:int
This allows you to add a new class to any creature object
Parameters:
-
nClassType:int -
oSource:object
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
Parameters:
-
oTarget:object -
eEffect:effect
Returns: int
Sets oCreature's experience to nXpAmount.
Parameters:
-
oCreature:object -
nXpAmount:int
Get oCreature's experience.
Parameters:
-
oCreature:object
Returns: int
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).
Parameters:
-
nInteger:int
Returns: string
- Returns TRUE if it is currently day.
Returns: int
- Returns TRUE if it is currently night.
Returns: int
- Returns TRUE if it is currently dawn.
Returns: int
- Returns TRUE if it is currently dusk.
Returns: int
- Returns TRUE if oCreature was spawned from an encounter.
Parameters:
-
oCreature:object(default:0)
Returns: int
Use this in an OnPlayerDying module script to get the last player who is dying.
Returns: object
Get the starting location of the module.
Returns: location
Make oCreatureToChange join one of the standard factions. ** This will only work on an NPC **
- nStandardFaction: STANDARD_FACTION_*
Parameters:
-
oCreatureToChange:object -
nStandardFaction:int
Get the amount of gold possessed by oTarget.
Parameters:
-
oTarget:object(default:0)
Returns: int
Use this in an OnRespawnButtonPressed module script to get the object id of the player who last pressed the respawn button.
Returns: object
SetLightsaberPowered Allows a script to set the state of the lightsaber. This will override any game determined lightsaber powerstates.
Parameters:
-
oCreature:object -
bOverride:int -
bPowered:int(default:1) -
bShowTransition:int(default:0)
- Returns TRUE if oObject (which is a placeable or a door) is currently open.
Parameters:
-
oObject:object
Returns: int
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.
Parameters:
-
nAmount:int -
oCreatureToTakeFrom:object -
bDestroy:int(default:0)
Cut immediately to placeable camera 'nCameraId' during dialog. nCameraId must be an existing Placeable Camera ID. Function only works during Dialog.
Parameters:
-
nCameraId:int
Returns: TRUE if the player is in 'solo mode' (ie. the party is not supposed to follow the player). FALSE otherwise.
Returns: int
Returns the maximum amount of stealth xp available in the area.
Returns: int
Set the maximum amount of stealth xp available in the area.
Parameters:
-
nMax:int
Returns the current amount of stealth xp available in the area.
Returns: int
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.
Set the current amount of stealth xp available in the area.
Parameters:
-
nCurrent:int
Get the size (CREATURE_SIZE_*) of oCreature.
Parameters:
-
oCreature:object
Returns: int
Award the stealth xp to the given oTarget. This will only work on creatures.
Parameters:
-
oTarget:object
Returns whether or not the stealth xp bonus is enabled (ie. whether or not AwardStealthXP() will actually award any available stealth xp).
Returns: int
Sets whether or not the stealth xp bonus is enabled (ie. whether or not AwardStealthXP() will actually award any available stealth xp).
Parameters:
-
bEnabled:int
Get the last trap detected by oTarget.
- Return value on error: OBJECT_INVALID
Parameters:
-
oTarget:object(default:0)
Returns: object
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.
Parameters:
-
oTarget:object(default:0) -
nTrapDetected:int(default:1)
Returns: object
the will get the last attmpted movment target
Returns: object
this function returns the bloking creature for the k_def_CBTBlk01 script
Parameters:
-
oTarget:object(default:0)
Returns: object
Get oCreature's challenge rating.
- Returns 0.0 if oCreature is invalid.
Parameters:
-
oCreature:object
Returns: float
Returns the found enemy creature on a pathfind.
Parameters:
-
oTarget:object(default:0)
Returns: object
Get oCreature's movement rate.
- Returns 0 if oCreature is invalid.
Parameters:
-
oCreature:object
Returns: int
Returns the amount the stealth xp bonus gets decreased each time the player is detected.
Returns: int
Sets the amount the stealth xp bonus gets decreased each time the player is detected.
Parameters:
-
nDecrement:int
Parameters:
-
oidCreatureToChange:object -
oidCreatureToMatch:object
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
Parameters:
-
oTarget:object -
nAnimation:int -
nAttackResult:int -
nDamage:int
SetLockOrientationInDialog Allows the locking and unlocking of orientation changes for an object in dialog
- oObject - Object
- nValue - TRUE or FALSE
Parameters:
-
oObject:object -
nValue:int
SetLockHeadFollowInDialog Allows the locking and undlocking of head following for an object in dialog
- oObject - Object
- nValue - TRUE or FALSE
Parameters:
-
oObject:object -
nValue:int
CutsceneMoveToPoint Used by the cutscene system to allow designers to script combat
Parameters:
-
oObject:object -
vPosition:vector -
nRun:int
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().
Parameters:
-
nEffectType:int
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().
StartNewModule(sModuleName, sWayPoint=, sMovie1=, sMovie2=, sMovie3=, sMovie4=, sMovie5=, sMovie6=) - Routine 509
Shut down the currently loaded module and start a new one (moving all currently-connected players to the starting point.
Parameters:
-
sModuleName:string -
sWayPoint:string(default: ``) -
sMovie1:string(default: ``) -
sMovie2:string(default: ``) -
sMovie3:string(default: ``) -
sMovie4:string(default: ``) -
sMovie5:string(default: ``) -
sMovie6:string(default: ``)
Only if we are in a single player game, AutoSave the game.
Get the game difficulty (GAME_DIFFICULTY_*).
Returns: int
This will test the combat action queu to see if the user has placed any actions on the queue. will only work during combat.
Returns: int
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)
Parameters:
-
vPoint:vector(default:0.0 0.0 0.0) -
nRadius:int(default:-1)
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).
Parameters:
-
bEnabled:int
ShowTutorialWindow Pops up the specified tutorial window. If the tutorial window has already popped up once before, this will do nothing.
Parameters:
-
nWindow:int
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.
Parameters:
-
bTransparentBackground:int
IsCreditSequenceInProgress Returns TRUE if the credits sequence is currently in progress, FALSE otherwise.
Returns: int
Sets the minigame lateral acceleration/sec value
Parameters:
-
fLAPS:float
Returns the minigame lateral acceleration/sec value
Returns: float
Returns: float
Returns the appearance type of oCreature (0 if creature doesn't exist)
- oCreature
Parameters:
-
oCreature:object
Returns: int
FloatingTextStrRefOnCreature(nStrRefToDisplay, oCreatureToFloatAbove, bBroadcastToFaction=1) - Routine 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).
Parameters:
-
nStrRefToDisplay:int -
oCreatureToFloatAbove:object -
bBroadcastToFaction:int(default:1)
FloatingTextStringOnCreature(sStringToDisplay, oCreatureToFloatAbove, bBroadcastToFaction=1) - Routine 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).
Parameters:
-
sStringToDisplay:string -
oCreatureToFloatAbove:object -
bBroadcastToFaction:int(default:1)
- oTrapObject: a placeable, door or trigger
- Returns TRUE if oTrapObject is disarmable.
Parameters:
-
oTrapObject:object
Returns: int
- oTrapObject: a placeable, door or trigger
- Returns TRUE if oTrapObject is detectable.
Parameters:
-
oTrapObject:object
Returns: int
- oTrapObject: a placeable, door or trigger
- oCreature
- Returns TRUE if oCreature has detected oTrapObject
Parameters:
-
oTrapObject:object -
oCreature:object
Returns: int
- oTrapObject: a placeable, door or trigger
- Returns TRUE if oTrapObject has been flagged as visible to all creatures.
Parameters:
-
oTrapObject:object
Returns: int
Get the trap base type (TRAP_BASE_TYPE_*) of oTrapObject.
- oTrapObject: a placeable, door or trigger
Parameters:
-
oTrapObject:object
Returns: int
- oTrapObject: a placeable, door or trigger
- Returns TRUE if oTrapObject is one-shot (i.e. it does not reset itself after firing.
Parameters:
-
oTrapObject:object
Returns: int
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.
Parameters:
-
oTrapObject:object
Returns: object
Get the tag of the key that will disarm oTrapObject.
- oTrapObject: a placeable, door or trigger
Parameters:
-
oTrapObject:object
Returns: string
Get the DC for disarming oTrapObject.
- oTrapObject: a placeable, door or trigger
Parameters:
-
oTrapObject:object
Returns: int
Get the DC for detecting oTrapObject.
- oTrapObject: a placeable, door or trigger
Parameters:
-
oTrapObject:object
Returns: int
- Returns TRUE if a specific key is required to open the lock on oObject.
Parameters:
-
oObject:object
Returns: int
Get the tag of the key that will open the lock on oObject.
Parameters:
-
oObject:object
Returns: int
- Returns TRUE if the lock on oObject is lockable.
Parameters:
-
oObject:object
Returns: int
Get the DC for unlocking oObject.
Parameters:
-
oObject:object
Returns: int
Get the DC for locking oObject.
Parameters:
-
oObject:object
Returns: int
Get the last PC that levelled up.
Returns: object
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
Parameters:
-
oPlaceable:object(default:0) -
bIlluminate:int(default:1)
- Returns TRUE if the illumination for oPlaceable is on
Parameters:
-
oPlaceable:object(default:0)
Returns: int
- oPlaceable
- nPlaceableAction: PLACEABLE_ACTION_*
- Returns TRUE if nPlacebleAction is valid for oPlaceable.
Parameters:
-
oPlaceable:object -
nPlaceableAction:int
Returns: int
The caller performs nPlaceableAction on oPlaceable.
- oPlaceable
- nPlaceableAction: PLACEABLE_ACTION_*
Parameters:
-
oPlaceable:object -
nPlaceableAction:int
Get the first PC in the player list. This resets the position in the player list for GetNextPC().
Returns: object
Get the first PC in the player list. This resets the position in the player list for GetNextPC().
Returns: object
Set oDetector to have detected oTrap.
Parameters:
-
oTrap:object -
oDetector:object
Returns: int
Note: Only placeables, doors and triggers can be trapped.
- Returns TRUE if oObject is trapped.
Parameters:
-
oObject:object
Returns: int
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.
Parameters:
-
eEffect:effect -
nIcon:int
Returns: effect
FaceObjectAwayFromObject This will cause the object oFacer to face away from oObjectToFaceAwayFrom. The objects must be in the same area for this to work.
Parameters:
-
oFacer:object -
oObjectToFaceAwayFrom:object
PopUpDeathGUIPanel(oPC, bRespawnButtonEnabled=1, bWaitForHelpButtonEnabled=1, nHelpStringReference=0, sHelpString=) - Routine 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
Parameters:
-
oPC:object -
bRespawnButtonEnabled:int(default:1) -
bWaitForHelpButtonEnabled:int(default:1) -
nHelpStringReference:int(default:0) -
sHelpString:string(default: ``)
Disable oTrap.
- oTrap: a placeable, door or trigger.
Parameters:
-
oTrap:object
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.
Write sLogEntry as a timestamped entry into the log file
Parameters:
-
sLogEntry:string
Get the leader of the faction of which oMemberOfFaction is a member.
- Returns OBJECT_INVALID if oMemberOfFaction is not a valid creature.
Parameters:
-
oMemberOfFaction:object
Returns: object
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.
Parameters:
-
bEnabled:int -
fRatio:float(default:0.75)
Immediately ends the currently running game and returns to the start screen. nShowEndGameGui: Set TRUE to display the death gui.
Parameters:
-
nShowEndGameGui:int(default:1)
Get a variable passed when calling console debug runscript
Returns: int
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.
Parameters:
-
oidCreature:object
Returns: int
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.
Parameters:
-
oObject:object
Returns: int
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
Parameters:
-
nStrRef:int
Returns: float
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
Parameters:
-
oPC:object -
oPartyLeader:object
Remove oPC from their current party. This will only work on a PC.
- oPC: removes this player from whatever party they're currently in.
Parameters:
-
oPC:object
OnAnimKey get the event and the name of the model on which the event happened SWMG_GetLastEvent
Returns: string
SWMG_GetLastEventModelName
Returns: string
gets an object by its name (duh!) SWMG_GetObjectByName
Parameters:
-
sName:string
Returns: object
plays an animation on an object SWMG_PlayAnimation
Parameters:
-
oObject:object -
sAnimName:string -
bLooping:int(default:1) -
bQueue:int(default:0) -
bOverlay:int(default:0)
OnHitBullet get the damage, the target type (see TARGETflags), and the shooter SWMG_GetLastBulletHitDamage
Returns: int
SWMG_GetLastBulletHitTarget
Returns: int
SWMG_GetLastBulletHitShooter
Returns: object
the default implementation of OnBulletHit SWMG_OnBulletHit
the default implementation of OnObstacleHit SWMG_OnObstacleHit
returns the last follower and obstacle hit SWMG_GetLastFollowerHit
Returns: object
SWMG_GetLastObstacleHit
Returns: object
gets information about the last bullet fired SWMG_GetLastBulletFiredDamage
Returns: int
SWMG_GetLastBulletFiredTarget
Returns: int
gets an objects name SWMG_GetObjectName
Parameters:
-
oid:object(default:0)
Returns: string
the default implementation of OnDeath SWMG_OnDeath
a bunch of Is functions for your pleasure SWMG_IsFollower
Parameters:
-
oid:object(default:0)
Returns: int
SWMG_IsPlayer
Parameters:
-
oid:object(default:0)
Returns: int
SWMG_IsEnemy
Parameters:
-
oid:object(default:0)
Returns: int
SWMG_IsTrigger
Parameters:
-
oid:object(default:0)
Returns: int
SWMG_IsObstacle
Parameters:
-
oid:object(default:0)
Returns: int
SWMG_OnDamage
SWMG_GetLastHPChange
Returns: int
SWMG_RemoveAnimation
Parameters:
-
oObject:object -
sAnimName:string
SWMG_GetCameraNearClip
Returns: float
SWMG_GetCameraFarClip
Returns: float
SWMG_SetCameraClip
Parameters:
-
fNear:float -
fFar:float
SWMG_GetPlayer
Returns: object
SWMG_GetEnemyCount
Returns: int
SWMG_GetEnemy
Parameters:
-
nEntry:int
Returns: object
SWMG_GetObstacleCount
Returns: int
SWMG_GetObstacle
Parameters:
-
nEntry:int
Returns: object
SWMG_GetSphereRadius
Parameters:
-
oFollower:object
Returns: float
SWMG_SetSphereRadius
Parameters:
-
oFollower:object -
fRadius:float
SWMG_GetNumLoops
Parameters:
-
oFollower:object
Returns: int
SWMG_SetNumLoops
Parameters:
-
oFollower:object -
nNumLoops:int
SWMG_GetPosition
Parameters:
-
oFollower:object
Returns: vector
SWMG_GetGunBankCount
Parameters:
-
oFollower:object
Returns: int
SWMG_GetGunBankBulletModel
Parameters:
-
oFollower:object -
nGunBank:int
Returns: string
SWMG_GetGunBankGunModel
Parameters:
-
oFollower:object -
nGunBank:int
Returns: string
SWMG_GetGunBankDamage
Parameters:
-
oFollower:object -
nGunBank:int
Returns: int
SWMG_GetGunBankTimeBetweenShots
Parameters:
-
oFollower:object -
nGunBank:int
Returns: float
SWMG_GetGunBankLifespan
Parameters:
-
oFollower:object -
nGunBank:int
Returns: float
SWMG_GetGunBankSpeed
Parameters:
-
oFollower:object -
nGunBank:int
Returns: float
SWMG_GetGunBankTarget
Parameters:
-
oFollower:object -
nGunBank:int
Returns: int
SWMG_SetGunBankBulletModel
Parameters:
-
oFollower:object -
nGunBank:int -
sBulletModel:string
SWMG_SetGunBankGunModel
Parameters:
-
oFollower:object -
nGunBank:int -
sGunModel:string
SWMG_SetGunBankDamage
Parameters:
-
oFollower:object -
nGunBank:int -
nDamage:int
SWMG_SetGunBankTimeBetweenShots
Parameters:
-
oFollower:object -
nGunBank:int -
fTBS:float
SWMG_SetGunBankLifespan
Parameters:
-
oFollower:object -
nGunBank:int -
fLifespan:float
SWMG_SetGunBankSpeed
Parameters:
-
oFollower:object -
nGunBank:int -
fSpeed:float
SWMG_SetGunBankTarget
Parameters:
-
oFollower:object -
nGunBank:int -
nTarget:int
SWMG_GetLastBulletHitPart
Returns: string
SWMG_IsGunBankTargetting
Parameters:
-
oFollower:object -
nGunBank:int
Returns: int
SWMG_GetPlayerOffset returns a vector with the player rotation for rotation minigames returns a vector with the player translation for translation minigames
Returns: vector
SWMG_GetPlayerInvincibility
Returns: float
SWMG_GetPlayerSpeed
Returns: float
SWMG_GetPlayerMinSpeed
Returns: float
SWMG_GetPlayerAccelerationPerSecond
Returns: float
SWMG_GetPlayerTunnelPos
Returns: vector
SWMG_SetPlayerOffset
Parameters:
-
vOffset:vector
SWMG_SetPlayerInvincibility
Parameters:
-
fInvincibility:float
SWMG_SetPlayerSpeed
Parameters:
-
fSpeed:float
SWMG_SetPlayerMinSpeed
Parameters:
-
fMinSpeed:float
SWMG_SetPlayerAccelerationPerSecond
Parameters:
-
fAPS:float
SWMG_SetPlayerTunnelPos
Parameters:
-
vTunnel:vector
SWMG_GetPlayerTunnelNeg
Returns: vector
SWMG_SetPlayerTunnelNeg
Parameters:
-
vTunnel:vector
SWMG_GetPlayerOrigin
Returns: vector
SWMG_SetPlayerOrigin
Parameters:
-
vOrigin:vector
SWMG_GetGunBankHorizontalSpread
Parameters:
-
oEnemy:object -
nGunBank:int
Returns: float
SWMG_GetGunBankVerticalSpread
Parameters:
-
oEnemy:object -
nGunBank:int
Returns: float
SWMG_GetGunBankSensingRadius
Parameters:
-
oEnemy:object -
nGunBank:int
Returns: float
SWMG_GetGunBankInaccuracy
Parameters:
-
oEnemy:object -
nGunBank:int
Returns: float
SWMG_SetGunBankHorizontalSpread
Parameters:
-
oEnemy:object -
nGunBank:int -
fHorizontalSpread:float
SWMG_SetGunBankVerticalSpread
Parameters:
-
oEnemy:object -
nGunBank:int -
fVerticalSpread:float
SWMG_SetGunBankSensingRadius
Parameters:
-
oEnemy:object -
nGunBank:int -
fSensingRadius:float
SWMG_SetGunBankInaccuracy
Parameters:
-
oEnemy:object -
nGunBank:int -
fInaccuracy:float
GetIsInvulnerable This returns whether the follower object is currently invulnerable to damage
Parameters:
-
oFollower:object
Returns: int
StartInvulnerability This will begin a period of invulnerability (as defined by Invincibility)
Parameters:
-
oFollower:object
GetPlayerMaxSpeed This returns the player character's max speed
Returns: float
SetPlayerMaxSpeed This sets the player character's max speed
Parameters:
-
fMaxSpeed:float
AddJournalWorldEntry Adds a user entered entry to the world notices
Parameters:
-
nIndex:int -
szEntry:string -
szTitle:string(default:World Entry)
AddJournalWorldEntryStrref Adds an entry to the world notices using stringrefs
Parameters:
-
strref:int -
strrefTitle:int
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.
Parameters:
-
oCreature:object -
strRef:int
DeleteJournalWorldAllEntries Nuke's 'em all, user entered or otherwise.
DeleteJournalWorldEntry Deletes a user entered world notice
Parameters:
-
nIndex:int
DeleteJournalWorldEntryStrref Deletes the world notice pertaining to the string ref
Parameters:
-
strref:int
PlayVisualAreaEffect
Parameters:
-
nEffectID:int -
lTarget:location
SetJournalQuestEntryPicture(szPlotID, oObject, nPictureIndex, bAllPartyMemebers=1, bAllPlayers=0) - Routine 678
SetJournalQuestEntryPicture Sets the picture for the quest entry on this object (creature)
Parameters:
-
szPlotID:string -
oObject:object -
nPictureIndex:int -
bAllPartyMemebers:int(default:1) -
bAllPlayers:int(default:0)
SetNPCSelectability
Parameters:
-
nNPC:int -
nSelectability:int
GetNPCSelectability
Parameters:
-
nNPC:int
Returns: int
Clear all the effects of the caller.
- No return value, but if an error occurs, the log file will contain "ClearAllEffects failed.".
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.
Parameters:
-
oObject:object
Returns: int
GivePlotXP Give nPercentage% of the experience associated with plot sPlotName to the party
- sPlotName
- nPercentage
Parameters:
-
sPlotName:string -
nPercentage:int
Get the Category of tTalent.
Parameters:
-
tTalent:talent
Returns: int
This affects all creatures in the area that are in faction nFactionFrom...
- Makes them join nFactionTo
- Clears all actions
- Disables combat mode
Parameters:
-
nFactionFrom:int -
nFactionTo:int
This affects all creatures in the area that are in faction nFactionFrom. making them change to nFactionTo
Parameters:
-
nFactionFrom:int -
nFactionTo:int
PlayRoomAnimation Plays a looping animation on a room
Parameters:
-
sRoom:string -
nAnimation:int
ShowGalaxyMap Brings up the Galaxy Map Gui, with 'nPlanet' selected. 'nPlanet' can only be a planet that has already been set available and selectable.
Parameters:
-
nPlanet:int
SetPlanetSelectable Sets 'nPlanet' selectable on the Galaxy Map Gui.
Parameters:
-
nPlanet:int -
bSelectable:int
GetPlanetSelectable Returns wheter or not 'nPlanet' is selectable.
Parameters:
-
nPlanet:int
Returns: int
SetPlanetAvailable Sets 'nPlanet' available on the Galaxy Map Gui.
Parameters:
-
nPlanet:int -
bAvailable:int
GetPlanetAvailable Returns wheter or not 'nPlanet' is available.
Parameters:
-
nPlanet:int
Returns: int
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.
Returns: int
SetAreaFogColor Set the fog color for the area oArea.
Parameters:
-
oArea:object -
fRed:float -
fGreen:float -
fBlue:float
GetIsLiveContentAvailable Determines whether a given live content package is available nPkg = LIVE_CONTENT_PKG1, LIVE_CONTENT_PKG2, ..., LIVE_CONTENT_PKG6
Parameters:
-
nPkg:int
Returns: int
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
GetIsPoisoned Returns TRUE if the object specified is poisoned.
Parameters:
-
oObject:object
Returns: int
GetSpellTarget Returns the object id of the spell target
Parameters:
-
oCreature:object(default:0)
Returns: object
SetSoloMode Activates/Deactivates solo mode for the player's party.
Parameters:
-
bActivate:int
Parameters:
-
fDuration:float
Returns: int
These are for GetFirstInPersistentObject() and GetNextInPersistentObject()
Parameters:
-
oPersistentObject:object(default:0) -
nResidentObjectType:int(default:1) -
nPersistentZone:int(default:0)
Returns: object
These are for GetFirstInPersistentObject() and GetNextInPersistentObject()
Parameters:
-
oPersistentObject:object(default:0) -
nResidentObjectType:int(default:1) -
nPersistentZone:int(default:0)
Returns: object
post a string to the screen at column nX and row nY for fLife seconds 582. AurPostString
Parameters:
-
sString:string -
nX:int -
nY:int -
fLife:float
- SWMG_GetSoundFrequency Gets the frequency of a trackfollower sound
Parameters:
-
oFollower:object -
nSound:int
Returns: int
- SWMG_SetSoundFrequency Sets the frequency of a trackfollower sound
Parameters:
-
oFollower:object -
nSound:int -
nFrequency:int
- SWMG_GetSoundFrequencyIsRandom Gets whether the frequency of a trackfollower sound is using the random model
Parameters:
-
oFollower:object -
nSound:int
Returns: int
- SWMG_SetSoundFrequencyIsRandom Sets whether the frequency of a trackfollower sound is using the random model
Parameters:
-
oFollower:object -
nSound:int -
bIsRandom:int
- SWMG_GetSoundVolume Gets the volume of a trackfollower sound
Parameters:
-
oFollower:object -
nSound:int
Returns: int
- SWMG_SetSoundVolume Sets the volume of a trackfollower sound
Parameters:
-
oFollower:object -
nSound:int -
nVolume:int
- IsAvailableNPC This returns whether a NPC is in the list of available party members
Parameters:
-
nNPC:int
Returns: int
Returns the party members ai style
Parameters:
-
oCreature:object
Returns: int
Sets the party members ai style
Parameters:
-
oCreature:object -
nStyle:int
- GetMinOneHP Checks to see if oObject has the MinOneHP Flag set on them.
Parameters:
-
oObject:object
Returns: int
- SetMinOneHP Sets/Removes the MinOneHP Flag on oObject.
Parameters:
-
oObject:object -
nMinOneHP:int
- SWMG_GetPlayerTunnelInfinite Gets whether each of the dimensions is infinite
Returns: vector
- SWMG_SetPlayerTunnelInfinite Sets whether each of the dimensions is infinite
Parameters:
-
vInfinite:vector
- GetLastAttackTarget Returns the last attack target for a given object
Parameters:
-
oAttacker:object(default:0)
Returns: object
- GetLastAttackAction Returns the last attack action for a given object
Parameters:
-
oAttacker:object(default:0)
Returns: int
- GetLastForcePowerUsed Returns the last force power used (as a spell number that indexes the Spells.2da) by the given object
Parameters:
-
oAttacker:object(default:0)
Returns: int
- GetLastCombatFeatUsed Returns the last feat used (as a feat number that indexes the Feats.2da) by the given object
Parameters:
-
oAttacker:object(default:0)
Returns: int
- GetLastAttackResult Returns the result of the last attack
Parameters:
-
oAttacker:object(default:0)
Returns: int
- GetWasForcePowerSuccessful Returns whether the last force power used was successful or not
Parameters:
-
oAttacker:object(default:0)
Returns: int
- GetFirstAttacker Returns the first object in the area that is attacking oCreature
Parameters:
-
oCreature:object(default:0)
Returns: object
- GetNextAttacker Returns the next object in the area that is attacking oCreature
Parameters:
-
oCreature:object(default:0)
Returns: object
- 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.
Parameters:
-
oAnchor:object -
oCreature:object -
nFormationPattern:int -
nPosition:int
- SetForcePowerUnsuccessful Sets the reason (through a constant) for why a force power failed
Parameters:
-
nResult:int -
oCreature:object(default:0)
- GetIsDebilitated Returns whether the given object is debilitated or not
Parameters:
-
oCreature:object(default:0)
Returns: int
- PlayMovie Playes a Movie.
Parameters:
-
sMovie:string
- SaveNPCState Tells the party table to save the state of a party member NPC
Parameters:
-
nNPC:int
- 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
Parameters:
-
nNumEntries:int(default:1)
- GetCheatCode Returns true if cheat code has been enabled
Parameters:
-
nCode:int
Returns: int
- SetMusicVolume NEVER USE THIS!
Parameters:
-
fVolume:float(default:1.0)
- IsMoviePlaying Checks if a movie is currently playing.
Returns: int
- QueueMovie Queues up a movie to be played using PlayMovieQueue. If bSkippable is TRUE, the player can cancel the movie by hitting escape. If bSkippable is FALSE, the player cannot cancel the movie and must wait for it to finish playing.
Parameters:
-
sMovie:string -
bSkippable:int
- PlayMovieQueue Plays the movies that have been added to the queue by QueueMovie If bAllowSeparateSkips is TRUE, hitting escape to cancel a movie only cancels out of the currently playing movie rather than the entire queue of movies (assuming the currently playing movie is flagged as skippable). If bAllowSeparateSkips is FALSE, the entire movie queue will be cancelled if the player hits escape (assuming the currently playing movie is flagged as skippable).
Parameters:
-
bAllowSeparateSkips:int
- YavinHackCloseDoor This is an incredibly hacky function to allow the doors to be properly closed on Yavin without running into the problems we've had. It is too late in development to fix it correctly, so thus we do this. Life is hard. You'll get over it
Parameters:
-
oidDoor:object
-
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
-
nNPC: int -
oCreature: object
-
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
-
nNPC: int -
sTemplate: string
-
574. AddPartyMember -
Adds a creature to the party
-
Returns whether the addition was successful
-
AddPartyMember
-
nNPC: int -
oCreature: object
-
572. AddToParty -
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
-
oPC: object -
oPartyLeader: object
704. GetPartyAIStyle- Returns the party ai style
-
577. GetPartyMemberByIndex -
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
-
nIndex: int
126. GetPartyMemberCount- GetPartyMemberCount
- Returns a count of how many members ARE in the party including the player character
-
699. IsNPCPartyMember -
Returns if a given NPC constant is in the party currently
-
nNPC: int
-
576. IsObjectPartyMember -
Returns whether a specified creature is a party member
-
IsObjectPartyMember
-
oCreature: object
-
573. RemoveFromParty -
Remove oPC from their current party. This will only work on a PC.
-
- oPC: removes this player from whatever party they're currently in.
-
oPC: object
-
575. RemovePartyMember -
Removes a creature from the party
-
Returns whether the removal was syccessful
-
RemovePartyMember
-
nNPC: int
-
706. SetPartyAIStyle -
Sets the party ai style
-
nStyle: int
-
13. SetPartyLeader -
Sets (by NPC constant) which party member should be the controlled
-
character
-
nNPC: int
-
712. ShowPartySelectionGUI -
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
-
sExitScript: string (default: ``) -
nForceNPC1: int -
nForceNPC2: int
-
11. SwitchPlayerCharacter -
Switches the main character to a specified NPC
-
-1 specifies to switch back to the original PC
-
nNPC: int
SetPlayerRestrictMode Sets whether the player is currently in 'restricted' mode
Parameters:
-
bRestrict:int
GetPlayerRestrictMode returns the current player 'restricted' mode
Parameters:
-
oObject:object(default:0)
Returns: int
- Returns TRUE if oCreature is a Player Controlled character.
Parameters:
-
oCreature:object
Returns: int
Get the PC that is involved in the conversation.
- Returns OBJECT_INVALID on error.
Returns: object
Get the gender of oCreature.
Parameters:
-
oCreature:object
Returns: int
Gives nXpAmount to oCreature.
Parameters:
-
oCreature:object -
nXpAmount:int
Determine whether oTarget is a plot object.
Parameters:
-
oTarget:object(default:0)
Returns: int
Set oTarget's plot object status.
Parameters:
-
oTarget:object -
nPlotFlag:int
GetSubRace of oCreature Returns SUBRACE_*
Parameters:
-
oCreature:object
Returns: int
Set the camera mode for oPlayer.
- oPlayer
- nCameraMode: CAMERA_MODE_*
- If oPlayer is not player-controlled or nCameraMode is invalid, nothing happens.
Parameters:
-
oPlayer:object -
nCameraMode:int
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.
Returns: object
This is for use in a "Spell Cast" script, it gets the ID of the spell that was cast.
Returns: int
Determine whether oCreature has nFeat, and nFeat is useable.
- nFeat: FEAT_*
- oCreature
Parameters:
-
nFeat:int -
oCreature:object(default:0)
Returns: int
Determine whether oCreature has nSkill, and nSkill is useable.
- nSkill: SKILL_*
- oCreature
Parameters:
-
nSkill:int -
oCreature:object(default:0)
Returns: int
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.
Parameters:
-
nSkill:int -
oTarget:object(default:0)
Returns: int
Use this in a SpellCast script to determine whether the spell was considered harmful.
- Returns TRUE if the last spell cast was harmful.
Returns: int
- nFeat: FEAT_*
- oObject
- Returns TRUE if oObject has effects on it originating from nFeat.
Parameters:
-
nFeat:int -
oObject:object(default:0)
Returns: int
Play sSoundName
- sSoundName: TBD - SS
Parameters:
-
sSoundName:string
Play oSound.
Parameters:
-
oSound:object
Stop playing oSound.
Parameters:
-
oSound:object
Set the volume of oSound.
- oSound
- nVolume: 0-127
Parameters:
-
oSound:object -
nVolume:int
Set the position of oSound.
Parameters:
-
oSound:object -
vPosition:vector
Play the background music for oArea.
Parameters:
-
oArea:object
Stop the background music for oArea.
Parameters:
-
oArea:object
Set the delay for the background music for oArea.
- oArea
- nDelay: delay in milliseconds
Parameters:
-
oArea:object -
nDelay:int
Change the background day track for oArea to nTrack.
- oArea
- nTrack
Parameters:
-
oArea:object -
nTrack:int
Change the background night track for oArea to nTrack.
- oArea
- nTrack
Parameters:
-
oArea:object -
nTrack:int
Play the battle music for oArea.
Parameters:
-
oArea:object
Stop the battle music for oArea.
Parameters:
-
oArea:object
Change the battle track for oArea.
- oArea
- nTrack
Parameters:
-
oArea:object -
nTrack:int
Play the ambient sound for oArea.
Parameters:
-
oArea:object
Stop the ambient sound for oArea.
Parameters:
-
oArea:object
Change the ambient day track for oArea to nTrack.
- oArea
- nTrack
Parameters:
-
oArea:object -
nTrack:int
Change the ambient night track for oArea to nTrack.
- oArea
- nTrack
Parameters:
-
oArea:object -
nTrack:int
Get the Day Track for oArea.
Parameters:
-
oArea:object
Returns: int
Get the Night Track for oArea.
Parameters:
-
oArea:object
Returns: int
Set the ambient day volume for oArea to nVolume.
- oArea
- nVolume: 0 - 100
Parameters:
-
oArea:object -
nVolume:int
Set the ambient night volume for oArea to nVolume.
- oArea
- nVolume: 0 - 100
Parameters:
-
oArea:object -
nVolume:int
Get the Battle Track for oArea.
Parameters:
-
oArea:object
Returns: int
SoundObjectFadeAndStop Fades a sound object for 'fSeconds' and then stops it.
Parameters:
-
oSound:object -
fSeconds:float
- SoundObjectSetFixedVariance Sets the constant variance at which to play the sound object This variance is a multiplier of the original sound
Parameters:
-
oSound:object -
fFixedVariance:float
- SoundObjectGetFixedVariance Gets the constant variance at which to play the sound object
Parameters:
-
oSound:object
Returns: float
- SoundObjectGetPitchVariance Gets the pitch variance of a placeable sound object
Parameters:
-
oSound:object
Returns: float
- SoundObjectSetPitchVariance Sets the pitch variance of a placeable sound object
Parameters:
-
oSound:object -
fVariance:float
- SoundObjectGetVolume Gets the volume of a placeable sound object
Parameters:
-
oSound:object
Returns: int
- YavinHackCloseDoor This is an incredibly hacky function to allow the doors to be properly closed on Yavin without running into the problems we've had. It is too late in development to fix it correctly, so thus we do this. Life is hard. You'll get over it
Parameters:
-
oidDoor:object
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.
Parameters:
-
fRange:float(default:2.5)
853 ActionSwitchWeapons Forces the creature to switch between Config 1 and Config 2 of their equipment. Does not work in dialogs. Works with
No functions in this category.
No functions in this category.
No functions in this category.
DJS-OEI 12/15/2003 Create a Force Body effect
- nLevel: The level of the Force Body effect. 0 = Force Body 1 = Improved Force Body 2 = Master Force Body
Parameters:
-
nLevel:int
Returns: effect
DJS-OEI 1/2/2004 Create a Fury effect.
Returns: effect
DJS-OEI 1/3/2004 Create a Blind effect.
Returns: effect
DJS-OEI 1/4/2004 Create an FP regeneration modifier effect.
Parameters:
-
nPercent:int
Returns: effect
DJS-OEI 1/4/2004 Create a VP regeneration modifier effect.
Parameters:
-
nPercent:int
Returns: effect
DJS-OEI 1/9/2004 Create a Force Crush effect.
Returns: effect
809 new function for droid confusion so inherint mind immunity can be avoided.
Returns: effect
823 DJS-OEI 5/5/2004 Creates a Force Sight effect.
Returns: effect
848 Create a Mind Trick effect
Returns: effect
849 Create a Faction Modifier effect.
Parameters:
-
nNewFaction:int
Returns: effect
852 Create a Droid Scramble effect
Returns: effect
No functions in this category.
FAK-OEI 12/15/2003 Get the number of components for an item
Returns: int
FAK-OEI 12/15/2003 Get the number of components for an item in pieces
Returns: int
867 JF-OEI 10-07-2004 Remove an effect by ID
Parameters:
-
oCreature:object -
nEffectID:int
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.
Parameters:
-
oCreature:object -
eEffect:effect
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
Parameters:
-
nFeat:int -
oCreature:object(default:0)
Returns: int
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
Parameters:
-
nSpell:int -
oCreature:object(default:0)
Returns: int
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.
Parameters:
-
nIndex:int
Returns: int
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()
FAK-OEI 12/15/2003 Start the GUI for Chemical Workshop
Parameters:
-
oCharacter:object
FAK-OEI 12/15/2003 Get the number of chemicals for an item
Returns: int
FAK-OEI 12/15/2003 Get the number of chemicals for an item in pieces
Returns: int
DJS-OEI 12/30/2003 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
Returns: int
FAK - OEI 1/12/04 Minigame grabs a swoop bike upgrade
Parameters:
-
nSlot:int
Returns: int
FAK-OEI 1/12/2004 Displays the Swoop Bike upgrade screen.
DJS-OEI 1/13/2004 Grants the target a feat without regard for prerequisites.
Parameters:
-
nFeat:int -
oCreature:object
DJS-OEI 1/13/2004 Grants the target a spell without regard for prerequisites.
Parameters:
-
nSpell:int -
oCreature:object
DJS-OEI 1/13/2004 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.
Parameters:
-
nMineType:int -
lPoint:location -
nDetectDCBase:int -
nDisarmDCBase:int -
oCreator:object
FAK - OEI 1/15/04 Yet another minigame function. Returns the object's track's position.
Parameters:
-
oFollower:object
Returns: vector
FAK - OEI 1/15/04 minigame function that lets you psuedo-set the position of a follower object
Parameters:
-
vPos:vector
Returns: vector
RWT-OEI 01/16/04 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).
Parameters:
-
oObject:object -
nEnable:int
FAK - OEI 1/23/04 minigame function that deletes a minigame object
Parameters:
-
oObject:object
DJS-OEI 1/26/2004 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.
Parameters:
-
oObject:object
Returns: int
RWT-OEI 01/29/04 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.
Parameters:
-
oCreature:object(default:0) -
nState:int(default:1)
DJS-OEI 1/29/2004 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.
Parameters:
-
nNPC:int
Returns: int
DJS-OEI 1/29/2004 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.
Parameters:
-
nNPC:int -
nInfluence:int
DJS-OEI 1/29/2004 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.
Parameters:
-
nNPC:int -
nModifier:int
FAK - OEI 2/3/04 returns the racial sub-type of the oTarget object
Parameters:
-
oTarget:object
Returns: int
DJS-OEI 2/3/2004 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.
Parameters:
-
sIdentifier:string -
nAmount:int
DJS-OEI 2/3/2004 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.
Parameters:
-
sIdentifier:string -
nAmount:int
FAK - OEI 2/11/04 SWMG_SetJumpSpeed -- the sets the 'jump speed' for the swoop bike races. Gravity will act upon this velocity.
Parameters:
-
fSpeed:float
808
Parameters:
-
oCreature:object
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.
Parameters:
-
oCreature:object
Returns: int
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.
Parameters:
-
oCreature:object
Returns: int
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.
Parameters:
-
oCreature:object
Returns: int
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.
Parameters:
-
oidHealer:object -
oidTarget:object
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.
Parameters:
-
oidHealer:object
Returns: object
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.
Parameters:
-
oCreature:object -
rangeLimit:int
Returns: vector
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.
Parameters:
-
oCreature:object -
nFormID:int
Returns: int
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.
Parameters:
-
nSpellID:int
Returns: int
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.
Parameters:
-
nSpellID:int
Returns: int
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.
Parameters:
-
nStealthState:int
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.
Parameters:
-
vSource:vector -
vTarget:vector -
oSource:object(default:1) -
oTarget:object(default:1)
Returns: int
821 FAK - OEI 5/3/04 ShowDemoScreen, displays a texture, timeout, string and xy for string
Parameters:
-
sTexture:string -
nTimeout:int -
nDisplayString:int -
nDisplayX:int -
nDisplayY:int
Returns: int
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.
Parameters:
-
oCreature:object
824 FAK - OEI 5/7/04 gets the walk state of the creature: 0 walk or standing, 1 is running
Parameters:
-
oCreature:object
Returns: int
825 FAK - OEI 5/24/04 applies a velocity to the player object
Parameters:
-
vForce:vector
DJS-OEI 6/12/2004 These constants can be OR'ed together and sent to SetForfeitConditions()
Parameters:
-
nForfeitFlags:int
827 DJS-OEI 6/12/2004 This function returns the last FORFEIT_* condition that the player has violated.
Returns: int
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
Parameters:
-
aObject:object -
aModValue:int
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
Parameters:
-
aObject:object -
aModValue:int
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
Parameters:
-
aObject:object -
aModValue:int
DJS-OEI 6/21/2004 831 This function will return the one CExoString parameter allowed for the currently running script.
Returns: string
832 AWD-OEI 6/29/2004 This function returns the personal space value of an object
Parameters:
-
aObject:object
Returns: float
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).
Parameters:
-
oObject:object -
nAttribute:int -
nAmount:int
834 AWD-OEI 7/08/2004 This function raises a creature's priority level.
Parameters:
-
oObject:object -
nPriority:int
835 AWD-OEI 7/08/2004 This function raises a creature's priority level.
Parameters:
-
oObject:object
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
Parameters:
-
nPUP:int -
sTemplate:string
Returns: int
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
Parameters:
-
nPUP:int -
oPuppet:object
Returns: int
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
Parameters:
-
nPUP:int -
nNPC:int
Returns: int
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
Parameters:
-
nPUP:int -
lLocation:location
Returns: object
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.
Parameters:
-
oPUP:object(default:0)
Returns: object
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
Parameters:
-
oPUP:object(default:0)
Returns: int
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.
Parameters:
-
oCharacter:object(default:0)
Returns: int
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.
Parameters:
-
nNPC:int
Returns: int
847 AWD-OEI 7/22/2004 This causes a creature to flourish with it's currently equipped weapon.
Parameters:
-
oObject:object
850 ChangeObjectAppearance oObjectToChange = Object to change appearance of nAppearance = appearance to change to (from appearance.2da)
Parameters:
-
oObjectToChange:object -
nAppearance:int
851 GetIsXBox Returns TRUE if this script is being executed on the X-Box. Returns FALSE if this is the PC build.
Returns: int
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.
Parameters:
-
oTarget:object -
nAnimation:int
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.
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
Parameters:
-
nFlag:int(default:0)
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(,ExecuteScript( "k_trp_generic",)); right before you call DetonateMine(). By my experience so far
Parameters:
-
oMine:object
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.
Parameters:
-
nFlag:int(default:0)
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.
Parameters:
-
oCreature:object -
nFormID:int
860 RWT-OEI 09/09/04 This will disable or enable area transit
Parameters:
-
nFlag:int(default:0)
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
Parameters:
-
nClass:int
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.
Parameters:
-
oObject:object -
nFlag:int
863 RWT-OEI 09/15/04 This function enables or disables rain
Parameters:
-
nFlag:int
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.
Parameters:
-
nStrRef:int -
sIcon:string(default: ``)
865 RWT-OEI 09/28/04 This function displays a datapad popup. Just pass it the object ID of a datapad.
Parameters:
-
oDatapad:object
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.
Parameters:
-
oPlaceable:object
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).
Parameters:
-
oObject:object -
nSkill:int -
nAmount:int
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.
Parameters:
-
oObject:object -
bEnable:int
872 RWT-OEI 10/19/04 This function returns TRUE if the creature has actions in its Combat Action queue.
Parameters:
-
oCreature:object
Returns: int
873 RWT-OEI 10/26/04 This function saves the party member at that index with the object that is passed in.
Parameters:
-
nNPC:int -
oidCharacter:object
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
Parameters:
-
nPUP:int -
oidPuppet:object
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
Parameters:
-
oidCharacter:object
Returns: int
-
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
-
nPUP: int -
oPuppet: object
-
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
-
nPUP: int -
sTemplate: string
-
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*
-
nPUP: int -
oidCreature: object
-
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
-
oCharacter: object
- 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
-
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
-
nNPC: int
No functions in this category.
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.
Parameters:
-
nSkill:int -
oObject:object(default:0)
Returns: int
No functions in this category.
| Constant | Type | Value |
|---|---|---|
ABILITY_STRENGTH |
int |
0 |
ABILITY_DEXTERITY |
int |
1 |
ABILITY_CONSTITUTION |
int |
2 |
ABILITY_INTELLIGENCE |
int |
3 |
ABILITY_WISDOM |
int |
4 |
ABILITY_CHARISMA |
int |
5 |
| Constant | Type | Value |
|---|---|---|
ALIGNMENT_ALL |
int |
0 |
ALIGNMENT_NEUTRAL |
int |
1 |
ALIGNMENT_LIGHT_SIDE |
int |
2 |
ALIGNMENT_DARK_SIDE |
int |
3 |
| Constant | Type | Value |
|---|---|---|
CLASS_TYPE_SOLDIER |
int |
0 |
CLASS_TYPE_SCOUT |
int |
1 |
CLASS_TYPE_SCOUNDREL |
int |
2 |
CLASS_TYPE_JEDIGUARDIAN |
int |
3 |
CLASS_TYPE_JEDICONSULAR |
int |
4 |
CLASS_TYPE_JEDISENTINEL |
int |
5 |
CLASS_TYPE_COMBATDROID |
int |
6 |
CLASS_TYPE_EXPERTDROID |
int |
7 |
CLASS_TYPE_MINION |
int |
8 |
CLASS_TYPE_INVALID |
int |
255 |
| Constant | Type | Value |
|---|---|---|
INVENTORY_SLOT_HEAD |
int |
0 |
INVENTORY_SLOT_BODY |
int |
1 |
INVENTORY_SLOT_HANDS |
int |
3 |
INVENTORY_SLOT_RIGHTWEAPON |
int |
4 |
INVENTORY_SLOT_LEFTWEAPON |
int |
5 |
INVENTORY_SLOT_LEFTARM |
int |
7 |
INVENTORY_SLOT_RIGHTARM |
int |
8 |
INVENTORY_SLOT_IMPLANT |
int |
9 |
INVENTORY_SLOT_BELT |
int |
10 |
INVENTORY_SLOT_CWEAPON_L |
int |
14 |
INVENTORY_SLOT_CWEAPON_R |
int |
15 |
INVENTORY_SLOT_CWEAPON_B |
int |
16 |
INVENTORY_SLOT_CARMOUR |
int |
17 |
| Constant | Type | Value |
|---|---|---|
NPC_PLAYER |
int |
-1 |
NPC_BASTILA |
int |
0 |
NPC_CANDEROUS |
int |
1 |
NPC_CARTH |
int |
2 |
NPC_HK_47 |
int |
3 |
NPC_JOLEE |
int |
4 |
NPC_JUHANI |
int |
5 |
NPC_MISSION |
int |
6 |
NPC_T3_M4 |
int |
7 |
NPC_ZAALBAR |
int |
8 |
NPC_AISTYLE_DEFAULT_ATTACK |
int |
0 |
NPC_AISTYLE_RANGED_ATTACK |
int |
1 |
NPC_AISTYLE_MELEE_ATTACK |
int |
2 |
NPC_AISTYLE_AID |
int |
3 |
NPC_AISTYLE_GRENADE_THROWER |
int |
4 |
NPC_AISTYLE_JEDI_SUPPORT |
int |
5 |
| Constant | Type | Value |
|---|---|---|
OBJECT_TYPE_CREATURE |
int |
1 |
OBJECT_TYPE_ITEM |
int |
2 |
OBJECT_TYPE_TRIGGER |
int |
4 |
OBJECT_TYPE_DOOR |
int |
8 |
OBJECT_TYPE_AREA_OF_EFFECT |
int |
16 |
OBJECT_TYPE_WAYPOINT |
int |
32 |
OBJECT_TYPE_PLACEABLE |
int |
64 |
OBJECT_TYPE_STORE |
int |
128 |
OBJECT_TYPE_ENCOUNTER |
int |
256 |
OBJECT_TYPE_SOUND |
int |
512 |
OBJECT_TYPE_ALL |
int |
32767 |
OBJECT_TYPE_INVALID |
int |
32767 |
| Constant | Type | Value |
|---|---|---|
NUM_INVENTORY_SLOTS |
int |
18 |
TRUE |
int |
1 |
FALSE |
int |
0 |
DIRECTION_EAST |
float |
0.0 |
DIRECTION_NORTH |
float |
90.0 |
DIRECTION_WEST |
float |
180.0 |
DIRECTION_SOUTH |
float |
270.0 |
PI |
float |
3.141592 |
ATTITUDE_NEUTRAL |
int |
0 |
ATTITUDE_AGGRESSIVE |
int |
1 |
ATTITUDE_DEFENSIVE |
int |
2 |
ATTITUDE_SPECIAL |
int |
3 |
TALKVOLUME_TALK |
int |
0 |
TALKVOLUME_WHISPER |
int |
1 |
TALKVOLUME_SHOUT |
int |
2 |
TALKVOLUME_SILENT_TALK |
int |
3 |
TALKVOLUME_SILENT_SHOUT |
int |
4 |
DURATION_TYPE_INSTANT |
int |
0 |
DURATION_TYPE_TEMPORARY |
int |
1 |
DURATION_TYPE_PERMANENT |
int |
2 |
SUBTYPE_MAGICAL |
int |
8 |
SUBTYPE_SUPERNATURAL |
int |
16 |
SUBTYPE_EXTRAORDINARY |
int |
24 |
SHAPE_SPELLCYLINDER |
int |
0 |
SHAPE_CONE |
int |
1 |
SHAPE_CUBE |
int |
2 |
SHAPE_SPELLCONE |
int |
3 |
SHAPE_SPHERE |
int |
4 |
GENDER_MALE |
int |
0 |
GENDER_FEMALE |
int |
1 |
GENDER_BOTH |
int |
2 |
GENDER_OTHER |
int |
3 |
GENDER_NONE |
int |
4 |
DAMAGE_TYPE_BLUDGEONING |
int |
1 |
DAMAGE_TYPE_PIERCING |
int |
2 |
DAMAGE_TYPE_SLASHING |
int |
4 |
DAMAGE_TYPE_UNIVERSAL |
int |
8 |
DAMAGE_TYPE_ACID |
int |
16 |
DAMAGE_TYPE_COLD |
int |
32 |
DAMAGE_TYPE_LIGHT_SIDE |
int |
64 |
DAMAGE_TYPE_ELECTRICAL |
int |
128 |
DAMAGE_TYPE_FIRE |
int |
256 |
DAMAGE_TYPE_DARK_SIDE |
int |
512 |
DAMAGE_TYPE_SONIC |
int |
1024 |
DAMAGE_TYPE_ION |
int |
2048 |
DAMAGE_TYPE_BLASTER |
int |
4096 |
AC_VS_DAMAGE_TYPE_ALL |
int |
8199 |
DAMAGE_BONUS_1 |
int |
1 |
DAMAGE_BONUS_2 |
int |
2 |
DAMAGE_BONUS_3 |
int |
3 |
DAMAGE_BONUS_4 |
int |
4 |
DAMAGE_BONUS_5 |
int |
5 |
DAMAGE_BONUS_1d4 |
int |
6 |
DAMAGE_BONUS_1d6 |
int |
7 |
DAMAGE_BONUS_1d8 |
int |
8 |
DAMAGE_BONUS_1d10 |
int |
9 |
DAMAGE_BONUS_2d6 |
int |
10 |
DAMAGE_POWER_NORMAL |
int |
0 |
DAMAGE_POWER_PLUS_ONE |
int |
1 |
DAMAGE_POWER_PLUS_TWO |
int |
2 |
DAMAGE_POWER_PLUS_THREE |
int |
3 |
DAMAGE_POWER_PLUS_FOUR |
int |
4 |
DAMAGE_POWER_PLUS_FIVE |
int |
5 |
DAMAGE_POWER_ENERGY |
int |
6 |
ATTACK_BONUS_MISC |
int |
0 |
ATTACK_BONUS_ONHAND |
int |
1 |
ATTACK_BONUS_OFFHAND |
int |
2 |
AC_DODGE_BONUS |
int |
0 |
AC_NATURAL_BONUS |
int |
1 |
AC_ARMOUR_ENCHANTMENT_BONUS |
int |
2 |
AC_SHIELD_ENCHANTMENT_BONUS |
int |
3 |
AC_DEFLECTION_BONUS |
int |
4 |
DOOR_ACTION_OPEN |
int |
0 |
DOOR_ACTION_UNLOCK |
int |
1 |
DOOR_ACTION_BASH |
int |
2 |
DOOR_ACTION_IGNORE |
int |
3 |
DOOR_ACTION_KNOCK |
int |
4 |
PLACEABLE_ACTION_USE |
int |
0 |
PLACEABLE_ACTION_UNLOCK |
int |
1 |
PLACEABLE_ACTION_BASH |
int |
2 |
PLACEABLE_ACTION_KNOCK |
int |
4 |
RACIAL_TYPE_UNKNOWN |
int |
0 |
RACIAL_TYPE_ELF |
int |
1 |
RACIAL_TYPE_GNOME |
int |
2 |
RACIAL_TYPE_HALFLING |
int |
3 |
RACIAL_TYPE_HALFELF |
int |
4 |
RACIAL_TYPE_DROID |
int |
5 |
RACIAL_TYPE_HUMAN |
int |
6 |
RACIAL_TYPE_ALL |
int |
7 |
RACIAL_TYPE_INVALID |
int |
8 |
SAVING_THROW_ALL |
int |
0 |
SAVING_THROW_FORT |
int |
1 |
SAVING_THROW_REFLEX |
int |
2 |
SAVING_THROW_WILL |
int |
3 |
SAVING_THROW_TYPE_ALL |
int |
0 |
SAVING_THROW_TYPE_NONE |
int |
0 |
SAVING_THROW_TYPE_ACID |
int |
1 |
SAVING_THROW_TYPE_SNEAK_ATTACK |
int |
2 |
SAVING_THROW_TYPE_COLD |
int |
3 |
SAVING_THROW_TYPE_DEATH |
int |
4 |
SAVING_THROW_TYPE_DISEASE |
int |
5 |
SAVING_THROW_TYPE_LIGHT_SIDE |
int |
6 |
SAVING_THROW_TYPE_ELECTRICAL |
int |
7 |
SAVING_THROW_TYPE_FEAR |
int |
8 |
SAVING_THROW_TYPE_FIRE |
int |
9 |
SAVING_THROW_TYPE_MIND_AFFECTING |
int |
10 |
SAVING_THROW_TYPE_DARK_SIDE |
int |
11 |
SAVING_THROW_TYPE_POISON |
int |
12 |
SAVING_THROW_TYPE_SONIC |
int |
13 |
SAVING_THROW_TYPE_TRAP |
int |
14 |
SAVING_THROW_TYPE_FORCE_POWER |
int |
15 |
SAVING_THROW_TYPE_ION |
int |
16 |
SAVING_THROW_TYPE_BLASTER |
int |
17 |
SAVING_THROW_TYPE_PARALYSIS |
int |
18 |
IMMUNITY_TYPE_NONE |
int |
0 |
IMMUNITY_TYPE_MIND_SPELLS |
int |
1 |
IMMUNITY_TYPE_POISON |
int |
2 |
IMMUNITY_TYPE_DISEASE |
int |
3 |
IMMUNITY_TYPE_FEAR |
int |
4 |
IMMUNITY_TYPE_TRAP |
int |
5 |
IMMUNITY_TYPE_PARALYSIS |
int |
6 |
IMMUNITY_TYPE_BLINDNESS |
int |
7 |
IMMUNITY_TYPE_DEAFNESS |
int |
8 |
IMMUNITY_TYPE_SLOW |
int |
9 |
IMMUNITY_TYPE_ENTANGLE |
int |
10 |
IMMUNITY_TYPE_SILENCE |
int |
11 |
IMMUNITY_TYPE_STUN |
int |
12 |
IMMUNITY_TYPE_SLEEP |
int |
13 |
IMMUNITY_TYPE_CHARM |
int |
14 |
IMMUNITY_TYPE_DOMINATE |
int |
15 |
IMMUNITY_TYPE_CONFUSED |
int |
16 |
IMMUNITY_TYPE_CURSED |
int |
17 |
IMMUNITY_TYPE_DAZED |
int |
18 |
IMMUNITY_TYPE_ABILITY_DECREASE |
int |
19 |
IMMUNITY_TYPE_ATTACK_DECREASE |
int |
20 |
IMMUNITY_TYPE_DAMAGE_DECREASE |
int |
21 |
IMMUNITY_TYPE_DAMAGE_IMMUNITY_DECREASE |
int |
22 |
IMMUNITY_TYPE_AC_DECREASE |
int |
23 |
IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE |
int |
24 |
IMMUNITY_TYPE_SAVING_THROW_DECREASE |
int |
25 |
IMMUNITY_TYPE_FORCE_RESISTANCE_DECREASE |
int |
26 |
IMMUNITY_TYPE_SKILL_DECREASE |
int |
27 |
IMMUNITY_TYPE_KNOCKDOWN |
int |
28 |
IMMUNITY_TYPE_NEGATIVE_LEVEL |
int |
29 |
IMMUNITY_TYPE_SNEAK_ATTACK |
int |
30 |
IMMUNITY_TYPE_CRITICAL_HIT |
int |
31 |
IMMUNITY_TYPE_DEATH |
int |
32 |
AREA_TRANSITION_RANDOM |
int |
0 |
AREA_TRANSITION_USER_DEFINED |
int |
1 |
AREA_TRANSITION_CITY_01 |
int |
2 |
AREA_TRANSITION_CITY_02 |
int |
3 |
AREA_TRANSITION_CITY_03 |
int |
4 |
AREA_TRANSITION_CITY_04 |
int |
5 |
AREA_TRANSITION_CITY_05 |
int |
6 |
AREA_TRANSITION_CRYPT_01 |
int |
7 |
AREA_TRANSITION_CRYPT_02 |
int |
8 |
AREA_TRANSITION_CRYPT_03 |
int |
9 |
AREA_TRANSITION_CRYPT_04 |
int |
10 |
AREA_TRANSITION_CRYPT_05 |
int |
11 |
AREA_TRANSITION_DUNGEON_01 |
int |
12 |
AREA_TRANSITION_DUNGEON_02 |
int |
13 |
AREA_TRANSITION_DUNGEON_03 |
int |
14 |
AREA_TRANSITION_DUNGEON_04 |
int |
15 |
AREA_TRANSITION_DUNGEON_05 |
int |
16 |
AREA_TRANSITION_DUNGEON_06 |
int |
17 |
AREA_TRANSITION_DUNGEON_07 |
int |
18 |
AREA_TRANSITION_DUNGEON_08 |
int |
19 |
AREA_TRANSITION_MINES_01 |
int |
20 |
AREA_TRANSITION_MINES_02 |
int |
21 |
AREA_TRANSITION_MINES_03 |
int |
22 |
AREA_TRANSITION_MINES_04 |
int |
23 |
AREA_TRANSITION_MINES_05 |
int |
24 |
AREA_TRANSITION_MINES_06 |
int |
25 |
AREA_TRANSITION_MINES_07 |
int |
26 |
AREA_TRANSITION_MINES_08 |
int |
27 |
AREA_TRANSITION_MINES_09 |
int |
28 |
AREA_TRANSITION_SEWER_01 |
int |
29 |
AREA_TRANSITION_SEWER_02 |
int |
30 |
AREA_TRANSITION_SEWER_03 |
int |
31 |
AREA_TRANSITION_SEWER_04 |
int |
32 |
AREA_TRANSITION_SEWER_05 |
int |
33 |
AREA_TRANSITION_CASTLE_01 |
int |
34 |
AREA_TRANSITION_CASTLE_02 |
int |
35 |
AREA_TRANSITION_CASTLE_03 |
int |
36 |
AREA_TRANSITION_CASTLE_04 |
int |
37 |
AREA_TRANSITION_CASTLE_05 |
int |
38 |
AREA_TRANSITION_CASTLE_06 |
int |
39 |
AREA_TRANSITION_CASTLE_07 |
int |
40 |
AREA_TRANSITION_CASTLE_08 |
int |
41 |
AREA_TRANSITION_INTERIOR_01 |
int |
42 |
AREA_TRANSITION_INTERIOR_02 |
int |
43 |
AREA_TRANSITION_INTERIOR_03 |
int |
44 |
AREA_TRANSITION_INTERIOR_04 |
int |
45 |
AREA_TRANSITION_INTERIOR_05 |
int |
46 |
AREA_TRANSITION_INTERIOR_06 |
int |
47 |
AREA_TRANSITION_INTERIOR_07 |
int |
48 |
AREA_TRANSITION_INTERIOR_08 |
int |
49 |
AREA_TRANSITION_INTERIOR_09 |
int |
50 |
AREA_TRANSITION_INTERIOR_10 |
int |
51 |
AREA_TRANSITION_INTERIOR_11 |
int |
52 |
AREA_TRANSITION_INTERIOR_12 |
int |
53 |
AREA_TRANSITION_INTERIOR_13 |
int |
54 |
AREA_TRANSITION_INTERIOR_14 |
int |
55 |
AREA_TRANSITION_INTERIOR_15 |
int |
56 |
AREA_TRANSITION_INTERIOR_16 |
int |
57 |
AREA_TRANSITION_FOREST_01 |
int |
58 |
AREA_TRANSITION_FOREST_02 |
int |
59 |
AREA_TRANSITION_FOREST_03 |
int |
60 |
AREA_TRANSITION_FOREST_04 |
int |
61 |
AREA_TRANSITION_FOREST_05 |
int |
62 |
AREA_TRANSITION_RURAL_01 |
int |
63 |
AREA_TRANSITION_RURAL_02 |
int |
64 |
AREA_TRANSITION_RURAL_03 |
int |
65 |
AREA_TRANSITION_RURAL_04 |
int |
66 |
AREA_TRANSITION_RURAL_05 |
int |
67 |
AREA_TRANSITION_CITY |
int |
2 |
AREA_TRANSITION_CRYPT |
int |
7 |
AREA_TRANSITION_FOREST |
int |
58 |
AREA_TRANSITION_RURAL |
int |
63 |
BODY_NODE_HAND |
int |
0 |
BODY_NODE_CHEST |
int |
1 |
BODY_NODE_HEAD |
int |
2 |
BODY_NODE_HAND_LEFT |
int |
3 |
BODY_NODE_HAND_RIGHT |
int |
4 |
RADIUS_SIZE_SMALL |
float |
1.67 |
RADIUS_SIZE_MEDIUM |
float |
3.33 |
RADIUS_SIZE_LARGE |
float |
5.0 |
RADIUS_SIZE_HUGE |
float |
6.67 |
RADIUS_SIZE_GARGANTUAN |
float |
8.33 |
RADIUS_SIZE_COLOSSAL |
float |
10.0 |
EFFECT_TYPE_INVALIDEFFECT |
int |
0 |
EFFECT_TYPE_DAMAGE_RESISTANCE |
int |
1 |
EFFECT_TYPE_REGENERATE |
int |
3 |
EFFECT_TYPE_DAMAGE_REDUCTION |
int |
7 |
EFFECT_TYPE_TEMPORARY_HITPOINTS |
int |
9 |
EFFECT_TYPE_ENTANGLE |
int |
11 |
EFFECT_TYPE_INVULNERABLE |
int |
12 |
EFFECT_TYPE_DEAF |
int |
13 |
EFFECT_TYPE_RESURRECTION |
int |
14 |
EFFECT_TYPE_IMMUNITY |
int |
15 |
EFFECT_TYPE_ENEMY_ATTACK_BONUS |
int |
17 |
EFFECT_TYPE_ARCANE_SPELL_FAILURE |
int |
18 |
EFFECT_TYPE_AREA_OF_EFFECT |
int |
20 |
EFFECT_TYPE_BEAM |
int |
21 |
EFFECT_TYPE_CHARMED |
int |
23 |
EFFECT_TYPE_CONFUSED |
int |
24 |
EFFECT_TYPE_FRIGHTENED |
int |
25 |
EFFECT_TYPE_DOMINATED |
int |
26 |
EFFECT_TYPE_PARALYZE |
int |
27 |
EFFECT_TYPE_DAZED |
int |
28 |
EFFECT_TYPE_STUNNED |
int |
29 |
EFFECT_TYPE_SLEEP |
int |
30 |
EFFECT_TYPE_POISON |
int |
31 |
EFFECT_TYPE_DISEASE |
int |
32 |
EFFECT_TYPE_CURSE |
int |
33 |
EFFECT_TYPE_SILENCE |
int |
34 |
EFFECT_TYPE_TURNED |
int |
35 |
EFFECT_TYPE_HASTE |
int |
36 |
EFFECT_TYPE_SLOW |
int |
37 |
EFFECT_TYPE_ABILITY_INCREASE |
int |
38 |
EFFECT_TYPE_ABILITY_DECREASE |
int |
39 |
EFFECT_TYPE_ATTACK_INCREASE |
int |
40 |
EFFECT_TYPE_ATTACK_DECREASE |
int |
41 |
EFFECT_TYPE_DAMAGE_INCREASE |
int |
42 |
EFFECT_TYPE_DAMAGE_DECREASE |
int |
43 |
EFFECT_TYPE_DAMAGE_IMMUNITY_INCREASE |
int |
44 |
EFFECT_TYPE_DAMAGE_IMMUNITY_DECREASE |
int |
45 |
EFFECT_TYPE_AC_INCREASE |
int |
46 |
EFFECT_TYPE_AC_DECREASE |
int |
47 |
EFFECT_TYPE_MOVEMENT_SPEED_INCREASE |
int |
48 |
EFFECT_TYPE_MOVEMENT_SPEED_DECREASE |
int |
49 |
EFFECT_TYPE_SAVING_THROW_INCREASE |
int |
50 |
EFFECT_TYPE_SAVING_THROW_DECREASE |
int |
51 |
EFFECT_TYPE_FORCE_RESISTANCE_INCREASE |
int |
52 |
EFFECT_TYPE_FORCE_RESISTANCE_DECREASE |
int |
53 |
EFFECT_TYPE_SKILL_INCREASE |
int |
54 |
EFFECT_TYPE_SKILL_DECREASE |
int |
55 |
EFFECT_TYPE_INVISIBILITY |
int |
56 |
EFFECT_TYPE_IMPROVEDINVISIBILITY |
int |
57 |
EFFECT_TYPE_DARKNESS |
int |
58 |
EFFECT_TYPE_DISPELMAGICALL |
int |
59 |
EFFECT_TYPE_ELEMENTALSHIELD |
int |
60 |
EFFECT_TYPE_NEGATIVELEVEL |
int |
61 |
EFFECT_TYPE_DISGUISE |
int |
62 |
EFFECT_TYPE_SANCTUARY |
int |
63 |
EFFECT_TYPE_TRUESEEING |
int |
64 |
EFFECT_TYPE_SEEINVISIBLE |
int |
65 |
EFFECT_TYPE_TIMESTOP |
int |
66 |
EFFECT_TYPE_BLINDNESS |
int |
67 |
EFFECT_TYPE_SPELLLEVELABSORPTION |
int |
68 |
EFFECT_TYPE_DISPELMAGICBEST |
int |
69 |
EFFECT_TYPE_ULTRAVISION |
int |
70 |
EFFECT_TYPE_MISS_CHANCE |
int |
71 |
EFFECT_TYPE_CONCEALMENT |
int |
72 |
EFFECT_TYPE_SPELL_IMMUNITY |
int |
73 |
EFFECT_TYPE_ASSUREDHIT |
int |
74 |
EFFECT_TYPE_VISUAL |
int |
75 |
EFFECT_TYPE_LIGHTSABERTHROW |
int |
76 |
EFFECT_TYPE_FORCEJUMP |
int |
77 |
EFFECT_TYPE_ASSUREDDEFLECTION |
int |
78 |
ITEM_PROPERTY_ABILITY_BONUS |
int |
0 |
ITEM_PROPERTY_AC_BONUS |
int |
1 |
ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP |
int |
2 |
ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE |
int |
3 |
ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP |
int |
4 |
ITEM_PROPERTY_ENHANCEMENT_BONUS |
int |
5 |
ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP |
int |
6 |
ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP |
int |
7 |
ITEM_PROPERTY_ATTACK_PENALTY |
int |
8 |
ITEM_PROPERTY_BONUS_FEAT |
int |
9 |
ITEM_PROPERTY_ACTIVATE_ITEM |
int |
10 |
ITEM_PROPERTY_DAMAGE_BONUS |
int |
11 |
ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP |
int |
12 |
ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP |
int |
13 |
ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE |
int |
14 |
ITEM_PROPERTY_DECREASED_DAMAGE |
int |
15 |
ITEM_PROPERTY_DAMAGE_REDUCTION |
int |
16 |
ITEM_PROPERTY_DAMAGE_RESISTANCE |
int |
17 |
ITEM_PROPERTY_DAMAGE_VULNERABILITY |
int |
18 |
ITEM_PROPERTY_DECREASED_ABILITY_SCORE |
int |
19 |
ITEM_PROPERTY_DECREASED_AC |
int |
20 |
ITEM_PROPERTY_DECREASED_SKILL_MODIFIER |
int |
21 |
ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE |
int |
22 |
ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE |
int |
23 |
ITEM_PROPERTY_IMMUNITY |
int |
24 |
ITEM_PROPERTY_IMPROVED_FORCE_RESISTANCE |
int |
25 |
ITEM_PROPERTY_IMPROVED_SAVING_THROW |
int |
26 |
ITEM_PROPERTY_IMPROVED_SAVING_THROW_SPECIFIC |
int |
27 |
ITEM_PROPERTY_KEEN |
int |
28 |
ITEM_PROPERTY_LIGHT |
int |
29 |
ITEM_PROPERTY_MIGHTY |
int |
30 |
ITEM_PROPERTY_NO_DAMAGE |
int |
31 |
ITEM_PROPERTY_ON_HIT_PROPERTIES |
int |
32 |
ITEM_PROPERTY_DECREASED_SAVING_THROWS |
int |
33 |
ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC |
int |
34 |
ITEM_PROPERTY_REGENERATION |
int |
35 |
ITEM_PROPERTY_SKILL_BONUS |
int |
36 |
ITEM_PROPERTY_SECURITY_SPIKE |
int |
37 |
ITEM_PROPERTY_ATTACK_BONUS |
int |
38 |
ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP |
int |
39 |
ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP |
int |
40 |
ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER |
int |
41 |
ITEM_PROPERTY_UNLIMITED_AMMUNITION |
int |
42 |
ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP |
int |
43 |
ITEM_PROPERTY_USE_LIMITATION_CLASS |
int |
44 |
ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE |
int |
45 |
ITEM_PROPERTY_TRAP |
int |
46 |
ITEM_PROPERTY_TRUE_SEEING |
int |
47 |
ITEM_PROPERTY_ON_MONSTER_HIT |
int |
48 |
ITEM_PROPERTY_MASSIVE_CRITICALS |
int |
49 |
ITEM_PROPERTY_FREEDOM_OF_MOVEMENT |
int |
50 |
ITEM_PROPERTY_MONSTER_DAMAGE |
int |
51 |
ITEM_PROPERTY_SPECIAL_WALK |
int |
52 |
ITEM_PROPERTY_COMPUTER_SPIKE |
int |
53 |
ITEM_PROPERTY_REGENERATION_FORCE_POINTS |
int |
54 |
ITEM_PROPERTY_BLASTER_BOLT_DEFLECT_INCREASE |
int |
55 |
ITEM_PROPERTY_BLASTER_BOLT_DEFLECT_DECREASE |
int |
56 |
ITEM_PROPERTY_USE_LIMITATION_FEAT |
int |
57 |
ITEM_PROPERTY_DROID_REPAIR_KIT |
int |
58 |
BASE_ITEM_QUARTER_STAFF |
int |
0 |
BASE_ITEM_STUN_BATON |
int |
1 |
BASE_ITEM_LONG_SWORD |
int |
2 |
BASE_ITEM_VIBRO_SWORD |
int |
3 |
BASE_ITEM_SHORT_SWORD |
int |
4 |
BASE_ITEM_VIBRO_BLADE |
int |
5 |
BASE_ITEM_DOUBLE_BLADED_SWORD |
int |
6 |
BASE_ITEM_VIBRO_DOUBLE_BLADE |
int |
7 |
BASE_ITEM_LIGHTSABER |
int |
8 |
BASE_ITEM_DOUBLE_BLADED_LIGHTSABER |
int |
9 |
BASE_ITEM_SHORT_LIGHTSABER |
int |
10 |
BASE_ITEM_LIGHTSABER_CRYSTALS |
int |
11 |
BASE_ITEM_BLASTER_PISTOL |
int |
12 |
BASE_ITEM_HEAVY_BLASTER |
int |
13 |
BASE_ITEM_HOLD_OUT_BLASTER |
int |
14 |
BASE_ITEM_ION_BLASTER |
int |
15 |
BASE_ITEM_DISRUPTER_PISTOL |
int |
16 |
BASE_ITEM_SONIC_PISTOL |
int |
17 |
BASE_ITEM_ION_RIFLE |
int |
18 |
BASE_ITEM_BOWCASTER |
int |
19 |
BASE_ITEM_BLASTER_CARBINE |
int |
20 |
BASE_ITEM_DISRUPTER_RIFLE |
int |
21 |
BASE_ITEM_SONIC_RIFLE |
int |
22 |
BASE_ITEM_REPEATING_BLASTER |
int |
23 |
BASE_ITEM_HEAVY_REPEATING_BLASTER |
int |
24 |
BASE_ITEM_FRAGMENTATION_GRENADES |
int |
25 |
BASE_ITEM_STUN_GRENADES |
int |
26 |
BASE_ITEM_THERMAL_DETONATOR |
int |
27 |
BASE_ITEM_POISON_GRENADE |
int |
28 |
BASE_ITEM_FLASH_GRENADE |
int |
29 |
BASE_ITEM_SONIC_GRENADE |
int |
30 |
BASE_ITEM_ADHESIVE_GRENADE |
int |
31 |
BASE_ITEM_CRYOBAN_GRENADE |
int |
32 |
BASE_ITEM_FIRE_GRENADE |
int |
33 |
BASE_ITEM_ION_GRENADE |
int |
34 |
BASE_ITEM_JEDI_ROBE |
int |
35 |
BASE_ITEM_JEDI_KNIGHT_ROBE |
int |
36 |
BASE_ITEM_JEDI_MASTER_ROBE |
int |
37 |
BASE_ITEM_ARMOR_CLASS_4 |
int |
38 |
BASE_ITEM_ARMOR_CLASS_5 |
int |
39 |
BASE_ITEM_ARMOR_CLASS_6 |
int |
40 |
BASE_ITEM_ARMOR_CLASS_7 |
int |
41 |
BASE_ITEM_ARMOR_CLASS_8 |
int |
42 |
BASE_ITEM_ARMOR_CLASS_9 |
int |
43 |
BASE_ITEM_MASK |
int |
44 |
BASE_ITEM_GAUNTLETS |
int |
45 |
BASE_ITEM_FOREARM_BANDS |
int |
46 |
BASE_ITEM_BELT |
int |
47 |
BASE_ITEM_IMPLANT_1 |
int |
48 |
BASE_ITEM_IMPLANT_2 |
int |
49 |
BASE_ITEM_IMPLANT_3 |
int |
50 |
BASE_ITEM_DATA_PAD |
int |
52 |
BASE_ITEM_ADRENALINE |
int |
53 |
BASE_ITEM_COMBAT_SHOTS |
int |
54 |
BASE_ITEM_MEDICAL_EQUIPMENT |
int |
55 |
BASE_ITEM_DROID_REPAIR_EQUIPMENT |
int |
56 |
BASE_ITEM_CREDITS |
int |
57 |
BASE_ITEM_TRAP_KIT |
int |
58 |
BASE_ITEM_SECURITY_SPIKES |
int |
59 |
BASE_ITEM_PROGRAMMING_SPIKES |
int |
60 |
BASE_ITEM_GLOW_ROD |
int |
61 |
BASE_ITEM_COLLAR_LIGHT |
int |
62 |
BASE_ITEM_TORCH |
int |
63 |
BASE_ITEM_PLOT_USEABLE_ITEMS |
int |
64 |
BASE_ITEM_AESTHETIC_ITEM |
int |
65 |
BASE_ITEM_DROID_LIGHT_PLATING |
int |
66 |
BASE_ITEM_DROID_MEDIUM_PLATING |
int |
67 |
BASE_ITEM_DROID_HEAVY_PLATING |
int |
68 |
BASE_ITEM_DROID_SEARCH_SCOPE |
int |
69 |
BASE_ITEM_DROID_MOTION_SENSORS |
int |
70 |
BASE_ITEM_DROID_SONIC_SENSORS |
int |
71 |
BASE_ITEM_DROID_TARGETING_COMPUTERS |
int |
72 |
BASE_ITEM_DROID_COMPUTER_SPIKE_MOUNT |
int |
73 |
BASE_ITEM_DROID_SECURITY_SPIKE_MOUNT |
int |
74 |
BASE_ITEM_DROID_SHIELD |
int |
75 |
BASE_ITEM_DROID_UTILITY_DEVICE |
int |
76 |
BASE_ITEM_BLASTER_RIFLE |
int |
77 |
BASE_ITEM_GHAFFI_STICK |
int |
78 |
BASE_ITEM_WOOKIE_WARBLADE |
int |
79 |
BASE_ITEM_GAMMOREAN_BATTLEAXE |
int |
80 |
BASE_ITEM_CREATURE_ITEM_SLASH |
int |
81 |
BASE_ITEM_CREATURE_ITEM_PIERCE |
int |
82 |
BASE_ITEM_CREATURE_WEAPON_SL_PRC |
int |
83 |
BASE_ITEM_CREATURE_HIDE_ITEM |
int |
84 |
BASE_ITEM_BASIC_CLOTHING |
int |
85 |
BASE_ITEM_INVALID |
int |
256 |
ATTACK_RESULT_INVALID |
int |
0 |
ATTACK_RESULT_HIT_SUCCESSFUL |
int |
1 |
ATTACK_RESULT_CRITICAL_HIT |
int |
2 |
ATTACK_RESULT_AUTOMATIC_HIT |
int |
3 |
ATTACK_RESULT_MISS |
int |
4 |
ATTACK_RESULT_ATTACK_RESISTED |
int |
5 |
ATTACK_RESULT_ATTACK_FAILED |
int |
6 |
ATTACK_RESULT_PARRIED |
int |
8 |
ATTACK_RESULT_DEFLECTED |
int |
9 |
AOE_PER_FOGACID |
int |
0 |
AOE_PER_FOGFIRE |
int |
1 |
AOE_PER_FOGSTINK |
int |
2 |
AOE_PER_FOGKILL |
int |
3 |
AOE_PER_FOGMIND |
int |
4 |
AOE_PER_WALLFIRE |
int |
5 |
AOE_PER_WALLWIND |
int |
6 |
AOE_PER_WALLBLADE |
int |
7 |
AOE_PER_WEB |
int |
8 |
AOE_PER_ENTANGLE |
int |
9 |
AOE_PER_DARKNESS |
int |
11 |
AOE_MOB_CIRCEVIL |
int |
12 |
AOE_MOB_CIRCGOOD |
int |
13 |
AOE_MOB_CIRCLAW |
int |
14 |
AOE_MOB_CIRCCHAOS |
int |
15 |
AOE_MOB_FEAR |
int |
16 |
AOE_MOB_BLINDING |
int |
17 |
AOE_MOB_UNEARTHLY |
int |
18 |
AOE_MOB_MENACE |
int |
19 |
AOE_MOB_UNNATURAL |
int |
20 |
AOE_MOB_STUN |
int |
21 |
AOE_MOB_PROTECTION |
int |
22 |
AOE_MOB_FIRE |
int |
23 |
AOE_MOB_FROST |
int |
24 |
AOE_MOB_ELECTRICAL |
int |
25 |
AOE_PER_FOGGHOUL |
int |
26 |
AOE_MOB_TYRANT_FOG |
int |
27 |
AOE_PER_STORM |
int |
28 |
AOE_PER_INVIS_SPHERE |
int |
29 |
AOE_MOB_SILENCE |
int |
30 |
AOE_PER_DELAY_BLAST_FIREBALL |
int |
31 |
AOE_PER_GREASE |
int |
32 |
AOE_PER_CREEPING_DOOM |
int |
33 |
AOE_PER_EVARDS_BLACK_TENTACLES |
int |
34 |
AOE_MOB_INVISIBILITY_PURGE |
int |
35 |
AOE_MOB_DRAGON_FEAR |
int |
36 |
FORCE_POWER_ALL_FORCE_POWERS |
int |
-1 |
FORCE_POWER_MASTER_ALTER |
int |
0 |
FORCE_POWER_MASTER_CONTROL |
int |
1 |
FORCE_POWER_MASTER_SENSE |
int |
2 |
FORCE_POWER_FORCE_JUMP_ADVANCED |
int |
3 |
FORCE_POWER_LIGHT_SABER_THROW_ADVANCED |
int |
4 |
FORCE_POWER_REGNERATION_ADVANCED |
int |
5 |
FORCE_POWER_AFFECT_MIND |
int |
6 |
FORCE_POWER_AFFLICTION |
int |
7 |
FORCE_POWER_SPEED_BURST |
int |
8 |
FORCE_POWER_CHOKE |
int |
9 |
FORCE_POWER_CURE |
int |
10 |
FORCE_POWER_DEATH_FIELD |
int |
11 |
FORCE_POWER_DROID_DISABLE |
int |
12 |
FORCE_POWER_DROID_DESTROY |
int |
13 |
FORCE_POWER_DOMINATE |
int |
14 |
FORCE_POWER_DRAIN_LIFE |
int |
15 |
FORCE_POWER_FEAR |
int |
16 |
FORCE_POWER_FORCE_ARMOR |
int |
17 |
FORCE_POWER_FORCE_AURA |
int |
18 |
FORCE_POWER_FORCE_BREACH |
int |
19 |
FORCE_POWER_FORCE_IMMUNITY |
int |
20 |
FORCE_POWER_FORCE_JUMP |
int |
21 |
FORCE_POWER_FORCE_MIND |
int |
22 |
FORCE_POWER_FORCE_PUSH |
int |
23 |
FORCE_POWER_FORCE_SHIELD |
int |
24 |
FORCE_POWER_FORCE_STORM |
int |
25 |
FORCE_POWER_FORCE_WAVE |
int |
26 |
FORCE_POWER_FORCE_WHIRLWIND |
int |
27 |
FORCE_POWER_HEAL |
int |
28 |
FORCE_POWER_HOLD |
int |
29 |
FORCE_POWER_HORROR |
int |
30 |
FORCE_POWER_INSANITY |
int |
31 |
FORCE_POWER_KILL |
int |
32 |
FORCE_POWER_KNIGHT_MIND |
int |
33 |
FORCE_POWER_KNIGHT_SPEED |
int |
34 |
FORCE_POWER_LIGHTNING |
int |
35 |
FORCE_POWER_MIND_MASTERY |
int |
36 |
FORCE_POWER_SPEED_MASTERY |
int |
37 |
FORCE_POWER_PLAGUE |
int |
38 |
FORCE_POWER_REGENERATION |
int |
39 |
FORCE_POWER_RESIST_COLD_HEAT_ENERGY |
int |
40 |
FORCE_POWER_RESIST_FORCE |
int |
41 |
FORCE_POWER_RESIST_POISON_DISEASE_SONIC |
int |
42 |
FORCE_POWER_SHOCK |
int |
43 |
FORCE_POWER_SLEEP |
int |
44 |
FORCE_POWER_SLOW |
int |
45 |
FORCE_POWER_STUN |
int |
46 |
FORCE_POWER_DROID_STUN |
int |
47 |
FORCE_POWER_SUPRESS_FORCE |
int |
48 |
FORCE_POWER_LIGHT_SABER_THROW |
int |
49 |
FORCE_POWER_WOUND |
int |
50 |
SPECIAL_ABILITY_BATTLE_MEDITATION |
int |
51 |
SPECIAL_ABILITY_BODY_FUEL |
int |
52 |
SPECIAL_ABILITY_COMBAT_REGENERATION |
int |
53 |
SPECIAL_ABILITY_WARRIOR_STANCE |
int |
54 |
SPECIAL_ABILITY_SENTINEL_STANCE |
int |
55 |
SPECIAL_ABILITY_DOMINATE_MIND |
int |
56 |
SPECIAL_ABILITY_PSYCHIC_STANCE |
int |
57 |
SPECIAL_ABILITY_CATHAR_REFLEXES |
int |
58 |
SPECIAL_ABILITY_ENHANCED_SENSES |
int |
59 |
SPECIAL_ABILITY_CAMOFLAGE |
int |
60 |
SPECIAL_ABILITY_TAUNT |
int |
61 |
SPECIAL_ABILITY_WHIRLING_DERVISH |
int |
62 |
SPECIAL_ABILITY_RAGE |
int |
63 |
POISON_ABILITY_SCORE_MILD |
int |
0 |
POISON_ABILITY_SCORE_AVERAGE |
int |
1 |
POISON_ABILITY_SCORE_VIRULENT |
int |
2 |
POISON_DAMAGE_MILD |
int |
3 |
POISON_DAMAGE_AVERAGE |
int |
4 |
POISON_DAMAGE_VIRULENT |
int |
5 |
CREATURE_TYPE_RACIAL_TYPE |
int |
0 |
CREATURE_TYPE_PLAYER_CHAR |
int |
1 |
CREATURE_TYPE_CLASS |
int |
2 |
CREATURE_TYPE_REPUTATION |
int |
3 |
CREATURE_TYPE_IS_ALIVE |
int |
4 |
CREATURE_TYPE_HAS_SPELL_EFFECT |
int |
5 |
CREATURE_TYPE_DOES_NOT_HAVE_SPELL_EFFECT |
int |
6 |
CREATURE_TYPE_PERCEPTION |
int |
7 |
REPUTATION_TYPE_FRIEND |
int |
0 |
REPUTATION_TYPE_ENEMY |
int |
1 |
REPUTATION_TYPE_NEUTRAL |
int |
2 |
PERCEPTION_SEEN_AND_HEARD |
int |
0 |
PERCEPTION_NOT_SEEN_AND_NOT_HEARD |
int |
1 |
PERCEPTION_HEARD_AND_NOT_SEEN |
int |
2 |
PERCEPTION_SEEN_AND_NOT_HEARD |
int |
3 |
PERCEPTION_NOT_HEARD |
int |
4 |
PERCEPTION_HEARD |
int |
5 |
PERCEPTION_NOT_SEEN |
int |
6 |
PERCEPTION_SEEN |
int |
7 |
PLAYER_CHAR_NOT_PC |
int |
0 |
PLAYER_CHAR_IS_PC |
int |
1 |
PERSISTENT_ZONE_ACTIVE |
int |
0 |
PERSISTENT_ZONE_FOLLOW |
int |
1 |
INVALID_STANDARD_FACTION |
int |
-1 |
STANDARD_FACTION_HOSTILE_1 |
int |
1 |
STANDARD_FACTION_FRIENDLY_1 |
int |
2 |
STANDARD_FACTION_HOSTILE_2 |
int |
3 |
STANDARD_FACTION_FRIENDLY_2 |
int |
4 |
STANDARD_FACTION_NEUTRAL |
int |
5 |
STANDARD_FACTION_INSANE |
int |
6 |
STANDARD_FACTION_PTAT_TUSKAN |
int |
7 |
STANDARD_FACTION_GLB_XOR |
int |
8 |
STANDARD_FACTION_SURRENDER_1 |
int |
9 |
STANDARD_FACTION_SURRENDER_2 |
int |
10 |
STANDARD_FACTION_PREDATOR |
int |
11 |
STANDARD_FACTION_PREY |
int |
12 |
STANDARD_FACTION_TRAP |
int |
13 |
STANDARD_FACTION_ENDAR_SPIRE |
int |
14 |
STANDARD_FACTION_RANCOR |
int |
15 |
STANDARD_FACTION_GIZKA_1 |
int |
16 |
STANDARD_FACTION_GIZKA_2 |
int |
17 |
SKILL_COMPUTER_USE |
int |
0 |
SKILL_DEMOLITIONS |
int |
1 |
SKILL_STEALTH |
int |
2 |
SKILL_AWARENESS |
int |
3 |
SKILL_PERSUADE |
int |
4 |
SKILL_REPAIR |
int |
5 |
SKILL_SECURITY |
int |
6 |
SKILL_TREAT_INJURY |
int |
7 |
SKILL_MAX_SKILLS |
int |
8 |
SUBSKILL_FLAGTRAP |
int |
100 |
SUBSKILL_RECOVERTRAP |
int |
101 |
SUBSKILL_EXAMINETRAP |
int |
102 |
FEAT_ADVANCED_JEDI_DEFENSE |
int |
1 |
FEAT_ADVANCED_GUARD_STANCE |
int |
2 |
FEAT_AMBIDEXTERITY |
int |
3 |
FEAT_ARMOUR_PROF_HEAVY |
int |
4 |
FEAT_ARMOUR_PROF_LIGHT |
int |
5 |
FEAT_ARMOUR_PROF_MEDIUM |
int |
6 |
FEAT_CAUTIOUS |
int |
7 |
FEAT_CRITICAL_STRIKE |
int |
8 |
FEAT_DOUBLE_WEAPON_FIGHTING |
int |
9 |
FEAT_EMPATHY |
int |
10 |
FEAT_FLURRY |
int |
11 |
FEAT_GEAR_HEAD |
int |
12 |
FEAT_GREAT_FORTITUDE |
int |
13 |
FEAT_IMPLANT_LEVEL_1 |
int |
14 |
FEAT_IMPLANT_LEVEL_2 |
int |
15 |
FEAT_IMPLANT_LEVEL_3 |
int |
16 |
FEAT_IMPROVED_POWER_ATTACK |
int |
17 |
FEAT_IMPROVED_POWER_BLAST |
int |
18 |
FEAT_IMPROVED_CRITICAL_STRIKE |
int |
19 |
FEAT_IMPROVED_SNIPER_SHOT |
int |
20 |
FEAT_IRON_WILL |
int |
21 |
FEAT_LIGHTNING_REFLEXES |
int |
22 |
FEAT_MASTER_JEDI_DEFENSE |
int |
24 |
FEAT_MASTER_GUARD_STANCE |
int |
25 |
FEAT_MULTI_SHOT |
int |
26 |
FEAT_PERCEPTIVE |
int |
27 |
FEAT_POWER_ATTACK |
int |
28 |
FEAT_POWER_BLAST |
int |
29 |
FEAT_RAPID_SHOT |
int |
30 |
FEAT_SNIPER_SHOT |
int |
31 |
FEAT_WEAPON_FOCUS_BLASTER |
int |
32 |
FEAT_WEAPON_FOCUS_BLASTER_RIFLE |
int |
33 |
FEAT_WEAPON_FOCUS_GRENADE |
int |
34 |
FEAT_WEAPON_FOCUS_HEAVY_WEAPONS |
int |
35 |
FEAT_WEAPON_FOCUS_LIGHTSABER |
int |
36 |
FEAT_WEAPON_FOCUS_MELEE_WEAPONS |
int |
37 |
FEAT_WEAPON_FOCUS_SIMPLE_WEAPONS |
int |
38 |
FEAT_WEAPON_PROFICIENCY_BLASTER |
int |
39 |
FEAT_WEAPON_PROFICIENCY_BLASTER_RIFLE |
int |
40 |
FEAT_WEAPON_PROFICIENCY_GRENADE |
int |
41 |
FEAT_WEAPON_PROFICIENCY_HEAVY_WEAPONS |
int |
42 |
FEAT_WEAPON_PROFICIENCY_LIGHTSABER |
int |
43 |
FEAT_WEAPON_PROFICIENCY_MELEE_WEAPONS |
int |
44 |
FEAT_WEAPON_PROFICIENCY_SIMPLE_WEAPONS |
int |
45 |
FEAT_WEAPON_SPECIALIZATION_BLASTER |
int |
46 |
FEAT_WEAPON_SPECIALIZATION_BLASTER_RIFLE |
int |
47 |
FEAT_WEAPON_SPECIALIZATION_GRENADE |
int |
48 |
FEAT_WEAPON_SPECIALIZATION_HEAVY_WEAPONS |
int |
49 |
FEAT_WEAPON_SPECIALIZATION_LIGHTSABER |
int |
50 |
FEAT_WEAPON_SPECIALIZATION_MELEE_WEAPONS |
int |
51 |
FEAT_WEAPON_SPECIALIZATION_SIMPLE_WEAPONS |
int |
52 |
FEAT_WHIRLWIND_ATTACK |
int |
53 |
FEAT_GUARD_STANCE |
int |
54 |
FEAT_JEDI_DEFENSE |
int |
55 |
FEAT_UNCANNY_DODGE_1 |
int |
56 |
FEAT_UNCANNY_DODGE_2 |
int |
57 |
FEAT_SKILL_FOCUS_COMPUTER_USE |
int |
58 |
FEAT_SNEAK_ATTACK_1D6 |
int |
60 |
FEAT_SNEAK_ATTACK_2D6 |
int |
61 |
FEAT_SNEAK_ATTACK_3D6 |
int |
62 |
FEAT_SNEAK_ATTACK_4D6 |
int |
63 |
FEAT_SNEAK_ATTACK_5D6 |
int |
64 |
FEAT_SNEAK_ATTACK_6D6 |
int |
65 |
FEAT_SNEAK_ATTACK_7D6 |
int |
66 |
FEAT_SNEAK_ATTACK_8D6 |
int |
67 |
FEAT_SNEAK_ATTACK_9D6 |
int |
68 |
FEAT_SNEAK_ATTACK_10D6 |
int |
69 |
FEAT_SKILL_FOCUS_DEMOLITIONS |
int |
70 |
FEAT_SKILL_FOCUS_STEALTH |
int |
71 |
FEAT_SKILL_FOCUS_AWARENESS |
int |
72 |
FEAT_SKILL_FOCUS_PERSUADE |
int |
73 |
FEAT_SKILL_FOCUS_REPAIR |
int |
74 |
FEAT_SKILL_FOCUS_SECURITY |
int |
75 |
FEAT_SKILL_FOCUS_TREAT_INJUURY |
int |
76 |
FEAT_MASTER_SNIPER_SHOT |
int |
77 |
FEAT_DROID_UPGRADE_1 |
int |
78 |
FEAT_DROID_UPGRADE_2 |
int |
79 |
FEAT_DROID_UPGRADE_3 |
int |
80 |
FEAT_MASTER_CRITICAL_STRIKE |
int |
81 |
FEAT_MASTER_POWER_BLAST |
int |
82 |
FEAT_MASTER_POWER_ATTACK |
int |
83 |
FEAT_TOUGHNESS |
int |
84 |
FEAT_ADVANCED_DOUBLE_WEAPON_FIGHTING |
int |
85 |
FEAT_FORCE_FOCUS_ALTER |
int |
86 |
FEAT_FORCE_FOCUS_CONTROL |
int |
87 |
FEAT_FORCE_FOCUS_SENSE |
int |
88 |
FEAT_FORCE_FOCUS_ADVANCED |
int |
89 |
FEAT_FORCE_FOCUS_MASTERY |
int |
90 |
FEAT_IMPROVED_FLURRY |
int |
91 |
FEAT_IMPROVED_RAPID_SHOT |
int |
92 |
FEAT_PROFICIENCY_ALL |
int |
93 |
FEAT_BATTLE_MEDITATION |
int |
94 |
SPECIAL_ATTACK_INVALID |
int |
0 |
SPECIAL_ATTACK_CALLED_SHOT_LEG |
int |
1 |
SPECIAL_ATTACK_CALLED_SHOT_ARM |
int |
2 |
SPECIAL_ATTACK_SAP |
int |
3 |
SPECIAL_ATTACK_DISARM |
int |
4 |
SPECIAL_ATTACK_IMPROVED_DISARM |
int |
5 |
SPECIAL_ATTACK_KNOCKDOWN |
int |
6 |
SPECIAL_ATTACK_IMPROVED_KNOCKDOWN |
int |
7 |
SPECIAL_ATTACK_STUNNING_FIST |
int |
8 |
SPECIAL_ATTACK_FLURRY_OF_BLOWS |
int |
9 |
SPECIAL_ATTACK_RAPID_SHOT |
int |
10 |
COMBAT_MODE_INVALID |
int |
0 |
COMBAT_MODE_PARRY |
int |
1 |
COMBAT_MODE_POWER_ATTACK |
int |
2 |
COMBAT_MODE_IMPROVED_POWER_ATTACK |
int |
3 |
COMBAT_MODE_FLURRY_OF_BLOWS |
int |
4 |
COMBAT_MODE_RAPID_SHOT |
int |
5 |
ENCOUNTER_DIFFICULTY_VERY_EASY |
int |
0 |
ENCOUNTER_DIFFICULTY_EASY |
int |
1 |
ENCOUNTER_DIFFICULTY_NORMAL |
int |
2 |
ENCOUNTER_DIFFICULTY_HARD |
int |
3 |
ENCOUNTER_DIFFICULTY_IMPOSSIBLE |
int |
4 |
ANIMATION_LOOPING_PAUSE |
int |
0 |
ANIMATION_LOOPING_PAUSE2 |
int |
1 |
ANIMATION_LOOPING_LISTEN |
int |
2 |
ANIMATION_LOOPING_MEDITATE |
int |
3 |
ANIMATION_LOOPING_WORSHIP |
int |
4 |
ANIMATION_LOOPING_TALK_NORMAL |
int |
5 |
ANIMATION_LOOPING_TALK_PLEADING |
int |
6 |
ANIMATION_LOOPING_TALK_FORCEFUL |
int |
7 |
ANIMATION_LOOPING_TALK_LAUGHING |
int |
8 |
ANIMATION_LOOPING_TALK_SAD |
int |
9 |
ANIMATION_LOOPING_GET_LOW |
int |
10 |
ANIMATION_LOOPING_GET_MID |
int |
11 |
ANIMATION_LOOPING_PAUSE_TIRED |
int |
12 |
ANIMATION_LOOPING_PAUSE_DRUNK |
int |
13 |
ANIMATION_LOOPING_FLIRT |
int |
14 |
ANIMATION_LOOPING_USE_COMPUTER |
int |
15 |
ANIMATION_LOOPING_DANCE |
int |
16 |
ANIMATION_LOOPING_DANCE1 |
int |
17 |
ANIMATION_LOOPING_HORROR |
int |
18 |
ANIMATION_LOOPING_READY |
int |
19 |
ANIMATION_LOOPING_DEACTIVATE |
int |
20 |
ANIMATION_LOOPING_SPASM |
int |
21 |
ANIMATION_LOOPING_SLEEP |
int |
22 |
ANIMATION_LOOPING_PRONE |
int |
23 |
ANIMATION_LOOPING_PAUSE3 |
int |
24 |
ANIMATION_LOOPING_WELD |
int |
25 |
ANIMATION_LOOPING_DEAD |
int |
26 |
ANIMATION_LOOPING_TALK_INJURED |
int |
27 |
ANIMATION_LOOPING_LISTEN_INJURED |
int |
28 |
ANIMATION_LOOPING_TREAT_INJURED |
int |
29 |
ANIMATION_LOOPING_DEAD_PRONE |
int |
30 |
ANIMATION_LOOPING_KNEEL_TALK_ANGRY |
int |
31 |
ANIMATION_LOOPING_KNEEL_TALK_SAD |
int |
32 |
ANIMATION_LOOPING_CHOKE |
int |
116 |
ANIMATION_FIREFORGET_HEAD_TURN_LEFT |
int |
100 |
ANIMATION_FIREFORGET_HEAD_TURN_RIGHT |
int |
101 |
ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD |
int |
102 |
ANIMATION_FIREFORGET_PAUSE_BORED |
int |
103 |
ANIMATION_FIREFORGET_SALUTE |
int |
104 |
ANIMATION_FIREFORGET_BOW |
int |
105 |
ANIMATION_FIREFORGET_GREETING |
int |
106 |
ANIMATION_FIREFORGET_TAUNT |
int |
107 |
ANIMATION_FIREFORGET_VICTORY1 |
int |
108 |
ANIMATION_FIREFORGET_VICTORY2 |
int |
109 |
ANIMATION_FIREFORGET_VICTORY3 |
int |
110 |
ANIMATION_FIREFORGET_INJECT |
int |
112 |
ANIMATION_FIREFORGET_USE_COMPUTER |
int |
113 |
ANIMATION_FIREFORGET_PERSUADE |
int |
114 |
ANIMATION_FIREFORGET_ACTIVATE |
int |
115 |
ANIMATION_FIREFORGET_CHOKE |
int |
116 |
ANIMATION_FIREFORGET_THROW_HIGH |
int |
117 |
ANIMATION_FIREFORGET_THROW_LOW |
int |
118 |
ANIMATION_FIREFORGET_CUSTOM01 |
int |
119 |
ANIMATION_FIREFORGET_TREAT_INJURED |
int |
120 |
ANIMATION_PLACEABLE_ACTIVATE |
int |
200 |
ANIMATION_PLACEABLE_DEACTIVATE |
int |
201 |
ANIMATION_PLACEABLE_OPEN |
int |
202 |
ANIMATION_PLACEABLE_CLOSE |
int |
203 |
ANIMATION_PLACEABLE_ANIMLOOP01 |
int |
204 |
ANIMATION_PLACEABLE_ANIMLOOP02 |
int |
205 |
ANIMATION_PLACEABLE_ANIMLOOP03 |
int |
206 |
ANIMATION_PLACEABLE_ANIMLOOP04 |
int |
207 |
ANIMATION_PLACEABLE_ANIMLOOP05 |
int |
208 |
ANIMATION_PLACEABLE_ANIMLOOP06 |
int |
209 |
ANIMATION_PLACEABLE_ANIMLOOP07 |
int |
210 |
ANIMATION_PLACEABLE_ANIMLOOP08 |
int |
211 |
ANIMATION_PLACEABLE_ANIMLOOP09 |
int |
212 |
ANIMATION_PLACEABLE_ANIMLOOP10 |
int |
213 |
ANIMATION_ROOM_SCRIPTLOOP01 |
int |
1 |
ANIMATION_ROOM_SCRIPTLOOP02 |
int |
2 |
ANIMATION_ROOM_SCRIPTLOOP03 |
int |
3 |
ANIMATION_ROOM_SCRIPTLOOP04 |
int |
4 |
ANIMATION_ROOM_SCRIPTLOOP05 |
int |
5 |
ANIMATION_ROOM_SCRIPTLOOP06 |
int |
6 |
ANIMATION_ROOM_SCRIPTLOOP07 |
int |
7 |
ANIMATION_ROOM_SCRIPTLOOP08 |
int |
8 |
ANIMATION_ROOM_SCRIPTLOOP09 |
int |
9 |
ANIMATION_ROOM_SCRIPTLOOP10 |
int |
10 |
ANIMATION_ROOM_SCRIPTLOOP11 |
int |
11 |
ANIMATION_ROOM_SCRIPTLOOP12 |
int |
12 |
ANIMATION_ROOM_SCRIPTLOOP13 |
int |
13 |
ANIMATION_ROOM_SCRIPTLOOP14 |
int |
14 |
ANIMATION_ROOM_SCRIPTLOOP15 |
int |
15 |
ANIMATION_ROOM_SCRIPTLOOP16 |
int |
16 |
ANIMATION_ROOM_SCRIPTLOOP17 |
int |
17 |
ANIMATION_ROOM_SCRIPTLOOP18 |
int |
18 |
ANIMATION_ROOM_SCRIPTLOOP19 |
int |
19 |
ANIMATION_ROOM_SCRIPTLOOP20 |
int |
20 |
TALENT_TYPE_FORCE |
int |
0 |
TALENT_TYPE_SPELL |
int |
0 |
TALENT_TYPE_FEAT |
int |
1 |
TALENT_TYPE_SKILL |
int |
2 |
TALENT_EXCLUDE_ALL_OF_TYPE |
int |
-1 |
INVENTORY_DISTURB_TYPE_ADDED |
int |
0 |
INVENTORY_DISTURB_TYPE_REMOVED |
int |
1 |
INVENTORY_DISTURB_TYPE_STOLEN |
int |
2 |
GUI_PANEL_PLAYER_DEATH |
int |
0 |
POLYMORPH_TYPE_WEREWOLF |
int |
0 |
POLYMORPH_TYPE_WERERAT |
int |
1 |
POLYMORPH_TYPE_WERECAT |
int |
2 |
POLYMORPH_TYPE_GIANT_SPIDER |
int |
3 |
POLYMORPH_TYPE_TROLL |
int |
4 |
POLYMORPH_TYPE_UMBER_HULK |
int |
5 |
POLYMORPH_TYPE_PIXIE |
int |
6 |
POLYMORPH_TYPE_ZOMBIE |
int |
7 |
POLYMORPH_TYPE_RED_DRAGON |
int |
8 |
POLYMORPH_TYPE_FIRE_GIANT |
int |
9 |
POLYMORPH_TYPE_BALOR |
int |
10 |
POLYMORPH_TYPE_DEATH_SLAAD |
int |
11 |
POLYMORPH_TYPE_IRON_GOLEM |
int |
12 |
POLYMORPH_TYPE_HUGE_FIRE_ELEMENTAL |
int |
13 |
POLYMORPH_TYPE_HUGE_WATER_ELEMENTAL |
int |
14 |
POLYMORPH_TYPE_HUGE_EARTH_ELEMENTAL |
int |
15 |
POLYMORPH_TYPE_HUGE_AIR_ELEMENTAL |
int |
16 |
POLYMORPH_TYPE_ELDER_FIRE_ELEMENTAL |
int |
17 |
POLYMORPH_TYPE_ELDER_WATER_ELEMENTAL |
int |
18 |
POLYMORPH_TYPE_ELDER_EARTH_ELEMENTAL |
int |
19 |
POLYMORPH_TYPE_ELDER_AIR_ELEMENTAL |
int |
20 |
POLYMORPH_TYPE_BROWN_BEAR |
int |
21 |
POLYMORPH_TYPE_PANTHER |
int |
22 |
POLYMORPH_TYPE_WOLF |
int |
23 |
POLYMORPH_TYPE_BOAR |
int |
24 |
POLYMORPH_TYPE_BADGER |
int |
25 |
POLYMORPH_TYPE_PENGUIN |
int |
26 |
POLYMORPH_TYPE_COW |
int |
27 |
POLYMORPH_TYPE_DOOM_KNIGHT |
int |
28 |
POLYMORPH_TYPE_YUANTI |
int |
29 |
POLYMORPH_TYPE_IMP |
int |
30 |
POLYMORPH_TYPE_QUASIT |
int |
31 |
POLYMORPH_TYPE_SUCCUBUS |
int |
32 |
POLYMORPH_TYPE_DIRE_BROWN_BEAR |
int |
33 |
POLYMORPH_TYPE_DIRE_PANTHER |
int |
34 |
POLYMORPH_TYPE_DIRE_WOLF |
int |
35 |
POLYMORPH_TYPE_DIRE_BOAR |
int |
36 |
POLYMORPH_TYPE_DIRE_BADGER |
int |
37 |
INVISIBILITY_TYPE_NORMAL |
int |
1 |
INVISIBILITY_TYPE_DARKNESS |
int |
2 |
INVISIBILITY_TYPE_IMPROVED |
int |
4 |
CREATURE_SIZE_INVALID |
int |
0 |
CREATURE_SIZE_TINY |
int |
1 |
CREATURE_SIZE_SMALL |
int |
2 |
CREATURE_SIZE_MEDIUM |
int |
3 |
CREATURE_SIZE_LARGE |
int |
4 |
CREATURE_SIZE_HUGE |
int |
5 |
CAMERA_MODE_CHASE_CAMERA |
int |
0 |
CAMERA_MODE_TOP_DOWN |
int |
1 |
CAMERA_MODE_STIFF_CHASE_CAMERA |
int |
2 |
PROJECTILE_PATH_TYPE_DEFAULT |
int |
0 |
PROJECTILE_PATH_TYPE_HOMING |
int |
1 |
PROJECTILE_PATH_TYPE_BALLISTIC |
int |
2 |
PROJECTILE_PATH_TYPE_HIGH_BALLISTIC |
int |
3 |
PROJECTILE_PATH_TYPE_ACCELERATING |
int |
4 |
GAME_DIFFICULTY_VERY_EASY |
int |
0 |
GAME_DIFFICULTY_EASY |
int |
1 |
GAME_DIFFICULTY_NORMAL |
int |
2 |
GAME_DIFFICULTY_CORE_RULES |
int |
3 |
GAME_DIFFICULTY_DIFFICULT |
int |
4 |
ACTION_MOVETOPOINT |
int |
0 |
ACTION_PICKUPITEM |
int |
1 |
ACTION_DROPITEM |
int |
2 |
ACTION_ATTACKOBJECT |
int |
3 |
ACTION_CASTSPELL |
int |
4 |
ACTION_OPENDOOR |
int |
5 |
ACTION_CLOSEDOOR |
int |
6 |
ACTION_DIALOGOBJECT |
int |
7 |
ACTION_DISABLETRAP |
int |
8 |
ACTION_RECOVERTRAP |
int |
9 |
ACTION_FLAGTRAP |
int |
10 |
ACTION_EXAMINETRAP |
int |
11 |
ACTION_SETTRAP |
int |
12 |
ACTION_OPENLOCK |
int |
13 |
ACTION_LOCK |
int |
14 |
ACTION_USEOBJECT |
int |
15 |
ACTION_ANIMALEMPATHY |
int |
16 |
ACTION_REST |
int |
17 |
ACTION_TAUNT |
int |
18 |
ACTION_ITEMCASTSPELL |
int |
19 |
ACTION_COUNTERSPELL |
int |
31 |
ACTION_HEAL |
int |
33 |
ACTION_PICKPOCKET |
int |
34 |
ACTION_FOLLOW |
int |
35 |
ACTION_WAIT |
int |
36 |
ACTION_SIT |
int |
37 |
ACTION_FOLLOWLEADER |
int |
38 |
ACTION_INVALID |
int |
65535 |
ACTION_QUEUEEMPTY |
int |
65534 |
TRAP_BASE_TYPE_FLASH_STUN_MINOR |
int |
0 |
TRAP_BASE_TYPE_FLASH_STUN_AVERAGE |
int |
1 |
TRAP_BASE_TYPE_FLASH_STUN_DEADLY |
int |
2 |
TRAP_BASE_TYPE_FRAGMENTATION_MINE_MINOR |
int |
3 |
TRAP_BASE_TYPE_FRAGMENTATION_MINE_AVERAGE |
int |
4 |
TRAP_BASE_TYPE_FRAGMENTATION_MINE_DEADLY |
int |
5 |
TRAP_BASE_TYPE_LASER_SLICING_MINOR |
int |
6 |
TRAP_BASE_TYPE_LASER_SLICING_AVERAGE |
int |
7 |
TRAP_BASE_TYPE_LASER_SLICING_DEADLY |
int |
8 |
TRAP_BASE_TYPE_POISON_GAS_MINOR |
int |
9 |
TRAP_BASE_TYPE_POISON_GAS_AVERAGE |
int |
10 |
TRAP_BASE_TYPE_POISON_GAS_DEADLY |
int |
11 |
SWMINIGAME_TRACKFOLLOWER_SOUND_ENGINE |
int |
0 |
SWMINIGAME_TRACKFOLLOWER_SOUND_DEATH |
int |
1 |
CONVERSATION_TYPE_CINEMATIC |
int |
0 |
CONVERSATION_TYPE_COMPUTER |
int |
1 |
PARTY_AISTYLE_AGGRESSIVE |
int |
0 |
PARTY_AISTYLE_DEFENSIVE |
int |
1 |
PARTY_AISTYLE_PASSIVE |
int |
2 |
DISGUISE_TYPE_TEST |
int |
1 |
DISGUISE_TYPE_P_T3M3 |
int |
2 |
DISGUISE_TYPE_P_HK47 |
int |
3 |
DISGUISE_TYPE_P_BASTILLA |
int |
4 |
DISGUISE_TYPE_P_CAND |
int |
5 |
DISGUISE_TYPE_P_CARTH |
int |
6 |
DISGUISE_TYPE_P_JOLEE |
int |
7 |
DISGUISE_TYPE_P_JUHANI |
int |
8 |
DISGUISE_TYPE_P_ZAALBAR |
int |
9 |
DISGUISE_TYPE_P_MISSION |
int |
10 |
DISGUISE_TYPE_N_ADMRLSAULKAR |
int |
11 |
DISGUISE_TYPE_N_BITH |
int |
12 |
DISGUISE_TYPE_N_CALONORD |
int |
13 |
DISGUISE_TYPE_N_COMMF |
int |
14 |
DISGUISE_TYPE_N_COMMKIDF |
int |
15 |
DISGUISE_TYPE_N_COMMKIDM |
int |
16 |
DISGUISE_TYPE_N_COMMM |
int |
17 |
DISGUISE_TYPE_N_CZERLAOFF |
int |
18 |
DISGUISE_TYPE_N_DARKJEDIF |
int |
19 |
DISGUISE_TYPE_N_DARKJEDIM |
int |
20 |
DISGUISE_TYPE_N_DARTHMALAK |
int |
21 |
DISGUISE_TYPE_N_DARTHREVAN |
int |
22 |
DISGUISE_TYPE_N_DODONNA |
int |
23 |
DISGUISE_TYPE_N_DUROS |
int |
24 |
DISGUISE_TYPE_N_FATCOMF |
int |
25 |
DISGUISE_TYPE_N_FATCOMM |
int |
26 |
DISGUISE_TYPE_N_SMUGGLER |
int |
27 |
DISGUISE_TYPE_N_SITHSOLDIER |
int |
28 |
DISGUISE_TYPE_N_JEDICOUNTF |
int |
30 |
DISGUISE_TYPE_N_JEDICOUNTM |
int |
31 |
DISGUISE_TYPE_N_JEDIMALEK |
int |
32 |
DISGUISE_TYPE_N_JEDIMEMF |
int |
33 |
DISGUISE_TYPE_N_JEDIMEMM |
int |
34 |
DISGUISE_TYPE_N_MANDALORIAN |
int |
35 |
DISGUISE_TYPE_N_RAKATA |
int |
36 |
DISGUISE_TYPE_N_REPOFF |
int |
37 |
DISGUISE_TYPE_N_REPSOLD |
int |
38 |
DISGUISE_TYPE_N_RODIAN |
int |
39 |
DISGUISE_TYPE_C_SELKATH |
int |
40 |
DISGUISE_TYPE_N_SITHAPPREN |
int |
41 |
DISGUISE_TYPE_N_SITHCOMF |
int |
42 |
DISGUISE_TYPE_N_SITHCOMM |
int |
43 |
DISGUISE_TYPE_N_SWOOPGANG |
int |
45 |
DISGUISE_TYPE_N_TUSKEN |
int |
46 |
DISGUISE_TYPE_N_TWILEKF |
int |
47 |
DISGUISE_TYPE_N_TWILEKM |
int |
48 |
DISGUISE_TYPE_N_WALRUSMAN |
int |
49 |
DISGUISE_TYPE_N_WOOKIEF |
int |
50 |
DISGUISE_TYPE_N_WOOKIEM |
int |
51 |
DISGUISE_TYPE_N_YODA |
int |
52 |
DISGUISE_TYPE_C_BANTHA |
int |
53 |
DISGUISE_TYPE_C_BRITH |
int |
54 |
DISGUISE_TYPE_C_DEWBACK |
int |
55 |
DISGUISE_TYPE_C_DRDASSASSIN |
int |
56 |
DISGUISE_TYPE_C_DRDASTRO |
int |
57 |
DISGUISE_TYPE_C_DRDG |
int |
58 |
DISGUISE_TYPE_C_DRDMKFOUR |
int |
59 |
DISGUISE_TYPE_C_DRDMKONE |
int |
60 |
DISGUISE_TYPE_C_DRDMKTWO |
int |
61 |
DISGUISE_TYPE_C_DRDPROBE |
int |
62 |
DISGUISE_TYPE_C_DRDPROT |
int |
63 |
DISGUISE_TYPE_C_DRDSENTRY |
int |
64 |
DISGUISE_TYPE_C_DRDSPYDER |
int |
65 |
DISGUISE_TYPE_C_DRDWAR |
int |
66 |
DISGUISE_TYPE_C_FIRIXA |
int |
67 |
DISGUISE_TYPE_C_GAMMOREAN |
int |
68 |
DISGUISE_TYPE_C_GIZKA |
int |
69 |
DISGUISE_TYPE_C_HUTT |
int |
70 |
DISGUISE_TYPE_C_IRIAZ |
int |
71 |
DISGUISE_TYPE_C_ITHORIAN |
int |
72 |
DISGUISE_TYPE_C_JAWA |
int |
73 |
DISGUISE_TYPE_C_KATAARN |
int |
74 |
DISGUISE_TYPE_C_KHOUNDA |
int |
75 |
DISGUISE_TYPE_C_KHOUNDB |
int |
76 |
DISGUISE_TYPE_C_KRAYTDRAGON |
int |
77 |
DISGUISE_TYPE_C_MYKAL |
int |
78 |
DISGUISE_TYPE_C_RAKGHOUL |
int |
79 |
DISGUISE_TYPE_C_RANCOR |
int |
80 |
DISGUISE_TYPE_C_SEABEAST |
int |
81 |
DISGUISE_TYPE_C_TACH |
int |
83 |
DISGUISE_TYPE_C_TWOHEAD |
int |
84 |
DISGUISE_TYPE_C_VERKAAL |
int |
85 |
DISGUISE_TYPE_C_WRAID |
int |
86 |
DISGUISE_TYPE_C_RONTO |
int |
87 |
DISGUISE_TYPE_C_KINRATH |
int |
88 |
DISGUISE_TYPE_C_TUKATA |
int |
89 |
DISGUISE_TYPE_N_TUSKENF |
int |
90 |
DISGUISE_TYPE_P_FEM_A_SML_01 |
int |
91 |
DISGUISE_TYPE_P_FEM_A_MED_01 |
int |
92 |
DISGUISE_TYPE_P_FEM_A_LRG_01 |
int |
93 |
DISGUISE_TYPE_P_FEM_A_SML_02 |
int |
94 |
DISGUISE_TYPE_P_FEM_A_MED_02 |
int |
95 |
DISGUISE_TYPE_P_FEM_A_LRG_02 |
int |
96 |
DISGUISE_TYPE_P_FEM_A_SML_03 |
int |
97 |
DISGUISE_TYPE_P_FEM_A_MED_03 |
int |
98 |
DISGUISE_TYPE_P_FEM_A_LRG_03 |
int |
99 |
DISGUISE_TYPE_P_FEM_A_SML_04 |
int |
100 |
DISGUISE_TYPE_P_FEM_A_MED_04 |
int |
101 |
DISGUISE_TYPE_P_FEM_A_LRG_04 |
int |
102 |
DISGUISE_TYPE_P_FEM_A_SML_05 |
int |
103 |
DISGUISE_TYPE_P_FEM_A_MED_05 |
int |
104 |
DISGUISE_TYPE_P_FEM_A_LRG_05 |
int |
105 |
DISGUISE_TYPE_P_FEM_B_SML_01 |
int |
106 |
DISGUISE_TYPE_P_FEM_B_MED_01 |
int |
107 |
DISGUISE_TYPE_P_FEM_B_LRG_01 |
int |
108 |
DISGUISE_TYPE_P_FEM_B_SML_02 |
int |
109 |
DISGUISE_TYPE_P_FEM_B_MED_02 |
int |
110 |
DISGUISE_TYPE_P_FEM_B_LRG_02 |
int |
111 |
DISGUISE_TYPE_P_FEM_B_SML_03 |
int |
112 |
DISGUISE_TYPE_P_FEM_B_MED_03 |
int |
113 |
DISGUISE_TYPE_P_FEM_B_LRG_03 |
int |
114 |
DISGUISE_TYPE_P_FEM_B_SML_04 |
int |
115 |
DISGUISE_TYPE_P_FEM_B_MED_04 |
int |
116 |
DISGUISE_TYPE_P_FEM_B_LRG_04 |
int |
117 |
DISGUISE_TYPE_P_FEM_B_SML_05 |
int |
118 |
DISGUISE_TYPE_P_FEM_B_MED_05 |
int |
119 |
DISGUISE_TYPE_P_FEM_B_LRG_05 |
int |
120 |
DISGUISE_TYPE_P_FEM_C_SML_01 |
int |
121 |
DISGUISE_TYPE_P_FEM_C_MED_01 |
int |
122 |
DISGUISE_TYPE_P_FEM_C_LRG_01 |
int |
123 |
DISGUISE_TYPE_P_FEM_C_SML_02 |
int |
124 |
DISGUISE_TYPE_P_FEM_C_MED_02 |
int |
125 |
DISGUISE_TYPE_P_FEM_C_LRG_02 |
int |
126 |
DISGUISE_TYPE_P_FEM_C_SML_03 |
int |
127 |
DISGUISE_TYPE_P_FEM_C_MED_03 |
int |
128 |
DISGUISE_TYPE_P_FEM_C_LRG_03 |
int |
129 |
DISGUISE_TYPE_P_FEM_C_SML_04 |
int |
130 |
DISGUISE_TYPE_P_FEM_C_MED_04 |
int |
131 |
DISGUISE_TYPE_P_FEM_C_LRG_04 |
int |
132 |
DISGUISE_TYPE_P_FEM_C_SML_05 |
int |
133 |
DISGUISE_TYPE_P_FEM_C_MED_05 |
int |
134 |
DISGUISE_TYPE_P_FEM_C_LRG_05 |
int |
135 |
DISGUISE_TYPE_P_MAL_A_SML_01 |
int |
136 |
DISGUISE_TYPE_P_MAL_A_MED_01 |
int |
137 |
DISGUISE_TYPE_P_MAL_A_LRG_01 |
int |
138 |
DISGUISE_TYPE_P_MAL_A_SML_02 |
int |
139 |
DISGUISE_TYPE_P_MAL_A_MED_02 |
int |
140 |
DISGUISE_TYPE_P_MAL_A_LRG_02 |
int |
141 |
DISGUISE_TYPE_P_MAL_A_SML_03 |
int |
142 |
DISGUISE_TYPE_P_MAL_A_MED_03 |
int |
143 |
DISGUISE_TYPE_P_MAL_A_LRG_03 |
int |
144 |
DISGUISE_TYPE_P_MAL_A_SML_04 |
int |
145 |
DISGUISE_TYPE_P_MAL_A_MED_04 |
int |
146 |
DISGUISE_TYPE_P_MAL_A_LRG_04 |
int |
147 |
DISGUISE_TYPE_P_MAL_A_SML_05 |
int |
148 |
DISGUISE_TYPE_P_MAL_A_MED_05 |
int |
149 |
DISGUISE_TYPE_P_MAL_A_LRG_05 |
int |
150 |
DISGUISE_TYPE_P_MAL_B_SML_01 |
int |
151 |
DISGUISE_TYPE_P_MAL_B_MED_01 |
int |
152 |
DISGUISE_TYPE_P_MAL_B_LRG_01 |
int |
153 |
DISGUISE_TYPE_P_MAL_B_SML_02 |
int |
154 |
DISGUISE_TYPE_P_MAL_B_MED_02 |
int |
155 |
DISGUISE_TYPE_P_MAL_B_LRG_02 |
int |
156 |
DISGUISE_TYPE_P_MAL_B_SML_03 |
int |
157 |
DISGUISE_TYPE_P_MAL_B_MED_03 |
int |
158 |
DISGUISE_TYPE_P_MAL_B_LRG_03 |
int |
159 |
DISGUISE_TYPE_P_MAL_B_SML_04 |
int |
160 |
DISGUISE_TYPE_P_MAL_B_MED_04 |
int |
161 |
DISGUISE_TYPE_P_MAL_B_LRG_04 |
int |
162 |
DISGUISE_TYPE_P_MAL_B_SML_05 |
int |
163 |
DISGUISE_TYPE_P_MAL_B_MED_05 |
int |
164 |
DISGUISE_TYPE_P_MAL_B_LRG_05 |
int |
165 |
DISGUISE_TYPE_P_MAL_C_SML_01 |
int |
166 |
DISGUISE_TYPE_P_MAL_C_MED_01 |
int |
167 |
DISGUISE_TYPE_P_MAL_C_LRG_01 |
int |
168 |
DISGUISE_TYPE_P_MAL_C_SML_02 |
int |
169 |
DISGUISE_TYPE_P_MAL_C_MED_02 |
int |
170 |
DISGUISE_TYPE_P_MAL_C_LRG_02 |
int |
171 |
DISGUISE_TYPE_P_MAL_C_SML_03 |
int |
172 |
DISGUISE_TYPE_P_MAL_C_MED_03 |
int |
173 |
DISGUISE_TYPE_P_MAL_C_LRG_03 |
int |
174 |
DISGUISE_TYPE_P_MAL_C_SML_04 |
int |
175 |
DISGUISE_TYPE_P_MAL_C_MED_04 |
int |
176 |
DISGUISE_TYPE_P_MAL_C_LRG_04 |
int |
177 |
DISGUISE_TYPE_P_MAL_C_SML_05 |
int |
178 |
DISGUISE_TYPE_P_MAL_C_MED_05 |
int |
179 |
DISGUISE_TYPE_P_MAL_C_LRG_05 |
int |
180 |
DISGUISE_TYPE_ENVIRONMENTSUIT |
int |
181 |
DISGUISE_TYPE_TURRET |
int |
182 |
DISGUISE_TYPE_TURRET2 |
int |
183 |
DISGUISE_TYPE_N_DARTHBAND |
int |
184 |
DISGUISE_TYPE_COMMONER_FEM_WHITE |
int |
185 |
DISGUISE_TYPE_COMMONER_FEM_BLACK |
int |
186 |
DISGUISE_TYPE_COMMONER_FEM_OLD_ASIAN |
int |
187 |
DISGUISE_TYPE_COMMONER_FEM_OLD_WHITE |
int |
188 |
DISGUISE_TYPE_COMMONER_FEM_OLD_BLACK |
int |
189 |
DISGUISE_TYPE_COMMONER_MAL_WHITE |
int |
190 |
DISGUISE_TYPE_COMMONER_MAL_BLACK |
int |
191 |
DISGUISE_TYPE_COMMONER_MAL_OLD_ASIAN |
int |
192 |
DISGUISE_TYPE_COMMONER_MAL_OLD_WHITE |
int |
193 |
DISGUISE_TYPE_COMMONER_MAL_OLD_BLACK |
int |
194 |
DISGUISE_TYPE_CZERKA_OFFICER_WHITE |
int |
195 |
DISGUISE_TYPE_CZERKA_OFFICER_BLACK |
int |
196 |
DISGUISE_TYPE_CZERKA_OFFICER_OLD_ASIAN |
int |
197 |
DISGUISE_TYPE_CZERKA_OFFICER_OLD_WHITE |
int |
198 |
DISGUISE_TYPE_CZERKA_OFFICER_OLD_BLACK |
int |
199 |
DISGUISE_TYPE_JEDI_WHITE_FEMALE_02 |
int |
200 |
DISGUISE_TYPE_JEDI_WHITE_FEMALE_03 |
int |
201 |
DISGUISE_TYPE_JEDI_WHITE_FEMALE_04 |
int |
202 |
DISGUISE_TYPE_JEDI_WHITE_FEMALE_05 |
int |
203 |
DISGUISE_TYPE_JEDI_ASIAN_FEMALE_01 |
int |
204 |
DISGUISE_TYPE_JEDI_ASIAN_FEMALE_02 |
int |
205 |
DISGUISE_TYPE_JEDI_ASIAN_FEMALE_03 |
int |
206 |
DISGUISE_TYPE_JEDI_ASIAN_FEMALE_04 |
int |
207 |
DISGUISE_TYPE_JEDI_ASIAN_FEMALE_05 |
int |
208 |
DISGUISE_TYPE_JEDI_BLACK_FEMALE_01 |
int |
209 |
DISGUISE_TYPE_JEDI_BLACK_FEMALE_02 |
int |
210 |
DISGUISE_TYPE_JEDI_BLACK_FEMALE_03 |
int |
211 |
DISGUISE_TYPE_JEDI_BLACK_FEMALE_04 |
int |
212 |
DISGUISE_TYPE_JEDI_BLACK_FEMALE_05 |
int |
213 |
DISGUISE_TYPE_JEDI_WHITE_MALE_02 |
int |
214 |
DISGUISE_TYPE_JEDI_WHITE_MALE_03 |
int |
215 |
DISGUISE_TYPE_JEDI_WHITE_MALE_04 |
int |
216 |
DISGUISE_TYPE_JEDI_WHITE_MALE_05 |
int |
217 |
DISGUISE_TYPE_JEDI_ASIAN_MALE_01 |
int |
218 |
DISGUISE_TYPE_JEDI_ASIAN_MALE_02 |
int |
219 |
DISGUISE_TYPE_JEDI_ASIAN_MALE_03 |
int |
220 |
DISGUISE_TYPE_JEDI_ASIAN_MALE_04 |
int |
221 |
DISGUISE_TYPE_JEDI_ASIAN_MALE_05 |
int |
222 |
DISGUISE_TYPE_JEDI_BLACK_MALE_01 |
int |
223 |
DISGUISE_TYPE_JEDI_BLACK_MALE_02 |
int |
224 |
DISGUISE_TYPE_JEDI_BLACK_MALE_03 |
int |
225 |
DISGUISE_TYPE_JEDI_BLACK_MALE_04 |
int |
226 |
DISGUISE_TYPE_JEDI_BLACK_MALE_05 |
int |
227 |
DISGUISE_TYPE_HUTT_02 |
int |
228 |
DISGUISE_TYPE_HUTT_03 |
int |
229 |
DISGUISE_TYPE_HUTT_04 |
int |
230 |
DISGUISE_TYPE_DROID_ASTRO_02 |
int |
231 |
DISGUISE_TYPE_DROID_ASTRO_03 |
int |
232 |
DISGUISE_TYPE_DROID_PROTOCOL_02 |
int |
233 |
DISGUISE_TYPE_DROID_PROTOCOL_03 |
int |
234 |
DISGUISE_TYPE_DROID_PROTOCOL_04 |
int |
235 |
DISGUISE_TYPE_DROID_WAR_02 |
int |
236 |
DISGUISE_TYPE_DROID_WAR_03 |
int |
237 |
DISGUISE_TYPE_DROID_WAR_04 |
int |
238 |
DISGUISE_TYPE_DROID_WAR_05 |
int |
239 |
DISGUISE_TYPE_GAMMOREAN_02 |
int |
240 |
DISGUISE_TYPE_GAMMOREAN_03 |
int |
241 |
DISGUISE_TYPE_GAMMOREAN_04 |
int |
242 |
DISGUISE_TYPE_ITHORIAN_02 |
int |
243 |
DISGUISE_TYPE_ITHORIAN_03 |
int |
244 |
DISGUISE_TYPE_KATH_HOUND_A02 |
int |
245 |
DISGUISE_TYPE_KATH_HOUND_A03 |
int |
246 |
DISGUISE_TYPE_KATH_HOUND_A04 |
int |
247 |
DISGUISE_TYPE_KATH_HOUND_B02 |
int |
248 |
DISGUISE_TYPE_KATH_HOUND_B03 |
int |
249 |
DISGUISE_TYPE_KATH_HOUND_B04 |
int |
250 |
DISGUISE_TYPE_WRAID_02 |
int |
251 |
DISGUISE_TYPE_WRAID_03 |
int |
252 |
DISGUISE_TYPE_WRAID_04 |
int |
253 |
DISGUISE_TYPE_RAKATA_02 |
int |
254 |
DISGUISE_TYPE_RAKATA_03 |
int |
255 |
DISGUISE_TYPE_RODIAN_02 |
int |
256 |
DISGUISE_TYPE_RODIAN_03 |
int |
257 |
DISGUISE_TYPE_RODIAN_04 |
int |
258 |
DISGUISE_TYPE_SELKATH_02 |
int |
259 |
DISGUISE_TYPE_SELKATH_03 |
int |
260 |
DISGUISE_TYPE_SITH_SOLDIER_03 |
int |
261 |
DISGUISE_TYPE_SWOOP_GANG_02 |
int |
262 |
DISGUISE_TYPE_SWOOP_GANG_03 |
int |
263 |
DISGUISE_TYPE_SWOOP_GANG_04 |
int |
264 |
DISGUISE_TYPE_SWOOP_GANG_05 |
int |
265 |
DISGUISE_TYPE_TUSKAN_RAIDER_02 |
int |
266 |
DISGUISE_TYPE_TUSKAN_RAIDER_03 |
int |
267 |
DISGUISE_TYPE_TUSKAN_RAIDER_04 |
int |
268 |
DISGUISE_TYPE_TWILEK_MALE_02 |
int |
269 |
DISGUISE_TYPE_TWILEK_FEMALE_02 |
int |
270 |
DISGUISE_TYPE_WOOKIE_MALE_02 |
int |
271 |
DISGUISE_TYPE_WOOKIE_MALE_03 |
int |
272 |
DISGUISE_TYPE_WOOKIE_MALE_04 |
int |
273 |
DISGUISE_TYPE_WOOKIE_MALE_05 |
int |
274 |
DISGUISE_TYPE_WOOKIE_FEMALE_02 |
int |
275 |
DISGUISE_TYPE_WOOKIE_FEMALE_03 |
int |
276 |
DISGUISE_TYPE_WOOKIE_FEMALE_04 |
int |
277 |
DISGUISE_TYPE_WOOKIE_FEMALE_05 |
int |
278 |
DISGUISE_TYPE_ENVIRONMENTSUIT_02 |
int |
279 |
DISGUISE_TYPE_YUTHURA_BAN |
int |
280 |
DISGUISE_TYPE_SHYRACK_01 |
int |
281 |
DISGUISE_TYPE_SHYRACK_02 |
int |
282 |
DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_BLACK |
int |
283 |
DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_OLD_ASIAN |
int |
284 |
DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_OLD_WHITE |
int |
285 |
DISGUISE_TYPE_REPUBLIC_SOLDIER_MAL_OLD_BLACK |
int |
286 |
DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_BLACK |
int |
287 |
DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_OLD_ASIAN |
int |
288 |
DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_OLD_WHITE |
int |
289 |
DISGUISE_TYPE_REPUBLIC_OFFICER_MAL_OLD_BLACK |
int |
290 |
DISGUISE_TYPE_SITH_FEM_WHITE |
int |
291 |
DISGUISE_TYPE_SITH_FEM_BLACK |
int |
292 |
DISGUISE_TYPE_SITH_FEM_OLD_ASIAN |
int |
293 |
DISGUISE_TYPE_SITH_FEM_OLD_WHITE |
int |
294 |
DISGUISE_TYPE_SITH_FEM_OLD_BLACK |
int |
295 |
DISGUISE_TYPE_SITH_MAL_WHITE |
int |
296 |
DISGUISE_TYPE_SITH_MAL_BLACK |
int |
297 |
DISGUISE_TYPE_SITH_MAL_OLD_ASIAN |
int |
298 |
DISGUISE_TYPE_SITH_MAL_OLD_WHITE |
int |
299 |
DISGUISE_TYPE_SITH_MAL_OLD_BLACK |
int |
300 |
DISGUISE_TYPE_SITH_FEM_ASIAN |
int |
301 |
DISGUISE_TYPE_SITH_MAL_ASIAN |
int |
302 |
DISGUISE_TYPE_JEDI_WHITE_OLD_MALE |
int |
303 |
DISGUISE_TYPE_JEDI_ASIAN_OLD_MALE |
int |
304 |
DISGUISE_TYPE_JEDI_BLACK_OLD_MALE |
int |
305 |
DISGUISE_TYPE_JEDI_WHITE_OLD_FEM |
int |
306 |
DISGUISE_TYPE_JEDI_ASIAN_OLD_FEM |
int |
307 |
DISGUISE_TYPE_JEDI_BLACK_OLD_FEM |
int |
308 |
PLOT_O_DOOM |
int |
0 |
PLOT_O_SCARY_STUFF |
int |
1 |
PLOT_O_BIG_MONSTERS |
int |
2 |
FORMATION_WEDGE |
int |
0 |
FORMATION_LINE |
int |
1 |
SUBSCREEN_ID_NONE |
int |
0 |
SUBSCREEN_ID_EQUIP |
int |
1 |
SUBSCREEN_ID_ITEM |
int |
2 |
SUBSCREEN_ID_CHARACTER_RECORD |
int |
3 |
SUBSCREEN_ID_ABILITY |
int |
4 |
SUBSCREEN_ID_MAP |
int |
5 |
SUBSCREEN_ID_QUEST |
int |
6 |
SUBSCREEN_ID_OPTIONS |
int |
7 |
SUBSCREEN_ID_MESSAGES |
int |
8 |
SHIELD_DROID_ENERGY_1 |
int |
0 |
SHIELD_DROID_ENERGY_2 |
int |
1 |
SHIELD_DROID_ENERGY_3 |
int |
2 |
SHIELD_DROID_ENVIRO_1 |
int |
3 |
SHIELD_DROID_ENVIRO_2 |
int |
4 |
SHIELD_DROID_ENVIRO_3 |
int |
5 |
SHIELD_ENERGY |
int |
6 |
SHIELD_ENERGY_SITH |
int |
7 |
SHIELD_ENERGY_ARKANIAN |
int |
8 |
SHIELD_ECHANI |
int |
9 |
SHIELD_MANDALORIAN_MELEE |
int |
10 |
SHIELD_MANDALORIAN_POWER |
int |
11 |
SHIELD_DUELING_ECHANI |
int |
12 |
SHIELD_DUELING_YUSANIS |
int |
13 |
SHIELD_VERPINE_PROTOTYPE |
int |
14 |
SHIELD_ANTIQUE_DROID |
int |
15 |
SHIELD_PLOT_TAR_M09AA |
int |
16 |
SHIELD_PLOT_UNK_M44AA |
int |
17 |
SUBRACE_NONE |
int |
0 |
SUBRACE_WOOKIE |
int |
1 |
VIDEO_EFFECT_NONE |
int |
-1 |
VIDEO_EFFECT_SECURITY_CAMERA |
int |
0 |
VIDEO_EFFECT_FREELOOK_T3M4 |
int |
1 |
VIDEO_EFFECT_FREELOOK_HK47 |
int |
2 |
TUTORIAL_WINDOW_START_SWOOP_RACE |
int |
0 |
TUTORIAL_WINDOW_RETURN_TO_BASE |
int |
1 |
TUTORIAL_WINDOW_MOVEMENT_KEYS |
int |
2 |
MOVEMENT_SPEED_PC |
int |
0 |
MOVEMENT_SPEED_IMMOBILE |
int |
1 |
MOVEMENT_SPEED_VERYSLOW |
int |
2 |
MOVEMENT_SPEED_SLOW |
int |
3 |
MOVEMENT_SPEED_NORMAL |
int |
4 |
MOVEMENT_SPEED_FAST |
int |
5 |
MOVEMENT_SPEED_VERYFAST |
int |
6 |
MOVEMENT_SPEED_DEFAULT |
int |
7 |
MOVEMENT_SPEED_DMFAST |
int |
8 |
LIVE_CONTENT_PKG1 |
int |
1 |
LIVE_CONTENT_PKG2 |
int |
2 |
LIVE_CONTENT_PKG3 |
int |
3 |
LIVE_CONTENT_PKG4 |
int |
4 |
LIVE_CONTENT_PKG5 |
int |
5 |
LIVE_CONTENT_PKG6 |
int |
6 |
sLanguage |
string |
"nwscript" |
| Constant | Type | Value |
|---|---|---|
PLANET_ENDAR_SPIRE |
int |
0 |
PLANET_TARIS |
int |
1 |
PLANET_EBON_HAWK |
int |
2 |
PLANET_DANTOOINE |
int |
3 |
PLANET_TATOOINE |
int |
4 |
PLANET_KASHYYYK |
int |
5 |
PLANET_MANAAN |
int |
6 |
PLANET_KORRIBAN |
int |
7 |
PLANET_LEVIATHAN |
int |
8 |
PLANET_UNKNOWN_WORLD |
int |
9 |
PLANET_STAR_FORGE |
int |
10 |
PLANET_LIVE_01 |
int |
11 |
PLANET_LIVE_02 |
int |
12 |
PLANET_LIVE_03 |
int |
13 |
PLANET_LIVE_04 |
int |
14 |
PLANET_LIVE_05 |
int |
15 |
| Constant | Type | Value |
|---|---|---|
VFX_NONE |
int |
-1 |
VFX_IMP_HEALING_SMALL |
int |
1001 |
VFX_IMP_FORCE_JUMP_ADVANCED |
int |
1002 |
VFX_PRO_AFFLICT |
int |
1003 |
VFX_IMP_CHOKE |
int |
1004 |
VFX_IMP_CURE |
int |
1005 |
VFX_PRO_DEATH_FIELD |
int |
1006 |
VFX_PRO_DROID_DISABLE |
int |
1007 |
VFX_PRO_DROID_KILL |
int |
1008 |
VFX_PRO_DRAIN |
int |
1009 |
VFX_PRO_FORCE_ARMOR |
int |
1010 |
VFX_PRO_FORCE_AURA |
int |
1011 |
VFX_IMP_FORCE_BREACH |
int |
1012 |
VFX_IMP_FORCE_PUSH |
int |
1014 |
VFX_PRO_FORCE_SHIELD |
int |
1015 |
VFX_IMP_FORCE_WAVE |
int |
1017 |
VFX_IMP_FORCE_WHIRLWIND |
int |
1018 |
VFX_IMP_HEAL |
int |
1019 |
VFX_IMP_SPEED_KNIGHT |
int |
1020 |
VFX_PRO_LIGHTNING_L |
int |
1021 |
VFX_IMP_SPEED_MASTERY |
int |
1022 |
VFX_PRO_RESIST_ELEMENTS |
int |
1025 |
VFX_PRO_RESIST_FORCE |
int |
1026 |
VFX_PRO_RESIST_POISON |
int |
1027 |
VFX_PRO_LIGHTNING_S |
int |
1028 |
VFX_IMP_MIND_FORCE |
int |
1031 |
VFX_IMP_SUPPRESS_FORCE |
int |
1032 |
VFX_IMP_MIND_KINIGHT |
int |
1033 |
VFX_IMP_MIND_MASTERY |
int |
1034 |
VFX_PRO_LIGHTNING_JEDI |
int |
1035 |
VFX_PRO_LIGHTNING_L_SOUND |
int |
1036 |
VFX_IMP_GRENADE_ADHESIVE_PERSONAL |
int |
1038 |
VFX_IMP_FLAME |
int |
1039 |
VFX_IMP_STUN |
int |
1040 |
VFX_DUR_STEALTH_PULSE |
int |
2000 |
VFX_DUR_INVISIBILITY |
int |
2001 |
VFX_DUR_SPEED |
int |
2004 |
VFX_DUR_FORCE_WHIRLWIND |
int |
2007 |
VFX_DUR_HOLD |
int |
2008 |
VFX_DUR_BODY_FUAL |
int |
2024 |
VFX_DUR_PSYCHIC_STATIC |
int |
2025 |
VFX_BEAM_DEATH_FIELD_TENTACLE |
int |
2026 |
VFX_BEAM_DROID_DISABLE |
int |
2027 |
VFX_BEAM_DROID_DESTROY |
int |
2028 |
VFX_BEAM_DRAIN_LIFE |
int |
2029 |
VFX_DUR_KNIGHTS_SPEED |
int |
2031 |
VFX_DUR_SHIELD_RED_MARK_I |
int |
2032 |
VFX_DUR_SHIELD_RED_MARK_II |
int |
2034 |
VFX_DUR_SHIELD_RED_MARK_IV |
int |
2035 |
VFX_BEAM_LIGHTNING_DARK_S |
int |
2037 |
VFX_BEAM_LIGHTNING_DARK_L |
int |
2038 |
VFX_DUR_SHIELD_BLUE_01 |
int |
2040 |
VFX_DUR_SHIELD_BLUE_02 |
int |
2041 |
VFX_DUR_SHIELD_BLUE_03 |
int |
2042 |
VFX_DUR_SHIELD_BLUE_04 |
int |
2043 |
VFX_DUR_SHIELD_GREEN_01 |
int |
2044 |
VFX_DUR_SHIELD_RED_01 |
int |
2045 |
VFX_DUR_SHIELD_RED_02 |
int |
2046 |
VFX_DUR_SHIELD_CHROME_01 |
int |
2047 |
VFX_DUR_SHIELD_CHROME_02 |
int |
2048 |
VFX_BEAM_ION_RAY_01 |
int |
2049 |
VFX_BEAM_ION_RAY_02 |
int |
2050 |
VFX_BEAM_COLD_RAY |
int |
2051 |
VFX_BEAM_STUN_RAY |
int |
2052 |
VFX_BEAM_FLAME_SPRAY |
int |
2053 |
VFX_DUR_CARBONITE_ENCASING |
int |
2054 |
VFX_DUR_CARBONITE_CHUNKS |
int |
2055 |
VFX_DUR_SHIELD_BLUE_MARK_I |
int |
2056 |
VFX_DUR_SHIELD_BLUE_MARK_II |
int |
2058 |
VFX_DUR_SHIELD_BLUE_MARK_IV |
int |
2059 |
VFX_FNF_FORCE_WAVE |
int |
3001 |
VFX_FNF_PLOT_MAN_SONIC_WAVE |
int |
3002 |
VFX_FNF_GRENADE_FRAGMENTATION |
int |
3003 |
VFX_FNF_GRENADE_STUN |
int |
3004 |
VFX_FNF_GRENADE_THERMAL_DETONATOR |
int |
3005 |
VFX_FNF_GRENADE_POISON |
int |
3006 |
VFX_FNF_GRENADE_SONIC |
int |
3007 |
VFX_FNF_GRENADE_ADHESIVE |
int |
3008 |
VFX_FNF_GRENADE_CRYOBAN |
int |
3009 |
VFX_FNF_GRENADE_PLASMA |
int |
3010 |
VFX_FNF_GRENADE_ION |
int |
3011 |
VFX_FNF_GRAVITY_GENERATOR |
int |
3013 |
VFX_COM_SPARKS_LARGE |
int |
4003 |
VFX_COM_SPARKS_LIGHTSABER |
int |
4004 |
VFX_COM_SPARKS_PARRY_METAL |
int |
4011 |
VFX_COM_POWER_ATTACK_IMPROVED_STAFF |
int |
4012 |
VFX_COM_POWER_BLAST_IMPROVED |
int |
4013 |
VFX_COM_CRITICAL_STRIKE_IMPROVED_STAFF |
int |
4014 |
VFX_COM_SNIPER_SHOT_IMPROVED |
int |
4015 |
VFX_COM_MULTI_SHOT |
int |
4016 |
VFX_COM_WHIRLWIND_STRIKE_STAFF |
int |
4017 |
VFX_COM_CRITICAL_STRIKE_MASTERY_STAFF |
int |
4018 |
VFX_COM_POWER_ATTACK_MASTERY_STAFF |
int |
4019 |
VFX_COM_SNIPER_SHOT_MASTERY |
int |
4020 |
VFX_COM_FLURRY_IMPROVED_STAFF |
int |
4021 |
VFX_COM_RAPID_SHOT_IMPROVED |
int |
4022 |
VFX_COM_BLASTER_DEFLECTION |
int |
4023 |
VFX_COM_BLASTER_IMPACT |
int |
4024 |
VFX_COM_CRITICAL_STRIKE_IMPROVED_SABER |
int |
4025 |
VFX_COM_CRITICAL_STRIKE_MASTERY_SABER |
int |
4026 |
VFX_COM_POWER_ATTACK_IMPROVED_SABER |
int |
4027 |
VFX_COM_POWER_ATTACK_MASTERY_SABER |
int |
4028 |
VFX_COM_POWER_BLAST_MASTERY |
int |
4029 |
VFX_COM_FLURRY_IMPROVED_SABER |
int |
4030 |
VFX_COM_WHIRLWIND_STRIKE_SABER |
int |
4031 |
VFX_COM_BLASTER_IMPACT_GROUND |
int |
4032 |
VFX_COM_SPARKS_BLASTER |
int |
4033 |
VFX_COM_DROID_EXPLOSION_1 |
int |
4034 |
VFX_COM_DROID_EXPLOSION_2 |
int |
4035 |
VFX_COM_JEDI_FORCE_FIZZLE |
int |
4036 |
VFX_COM_FORCE_RESISTED |
int |
4037 |
VFX_ARD_LIGHT_YELLOW_10 |
int |
5000 |
VFX_ARD_LIGHT_YELLOW_20 |
int |
5001 |
VFX_ARD_LIGHT_BLIND |
int |
5002 |
VFX_ARD_HEAT_SHIMMER |
int |
5003 |
VFX_IMP_MIRV |
int |
6000 |
VFX_IMP_MIRV_IMPACT |
int |
6001 |
VFX_IMP_SCREEN_SHAKE |
int |
6002 |
| Constant | Type | Value |
|---|---|---|
NPC_BASTILA |
int |
0 |
NPC_CARTH |
int |
2 |
NPC_JOLEE |
int |
4 |
NPC_JUHANI |
int |
5 |
NPC_MISSION |
int |
6 |
NPC_ZAALBAR |
int |
8 |
| Constant | Type | Value |
|---|---|---|
TUTORIAL_WINDOW_MOVEMENT_KEYS |
int |
2 |
| Constant | Type | Value |
|---|---|---|
PLANET_ENDAR_SPIRE |
int |
0 |
PLANET_TARIS |
int |
1 |
PLANET_TATOOINE |
int |
4 |
PLANET_KASHYYYK |
int |
5 |
PLANET_MANAAN |
int |
6 |
PLANET_LEVIATHAN |
int |
8 |
PLANET_UNKNOWN_WORLD |
int |
9 |
PLANET_STAR_FORGE |
int |
10 |
| Constant | Type | Value |
|---|---|---|
CLASS_TYPE_TECHSPECIALIST |
int |
9 |
CLASS_TYPE_BOUNTYHUNTER |
int |
10 |
CLASS_TYPE_JEDIWEAPONMASTER |
int |
11 |
CLASS_TYPE_JEDIMASTER |
int |
12 |
CLASS_TYPE_JEDIWATCHMAN |
int |
13 |
CLASS_TYPE_SITHMARAUDER |
int |
14 |
CLASS_TYPE_SITHLORD |
int |
15 |
CLASS_TYPE_SITHASSASSIN |
int |
16 |
| Constant | Type | Value |
|---|---|---|
INVENTORY_SLOT_RIGHTWEAPON2 |
int |
18 |
INVENTORY_SLOT_LEFTWEAPON2 |
int |
19 |
| Constant | Type | Value |
|---|---|---|
NPC_ATTON |
int |
0 |
NPC_BAO_DUR |
int |
1 |
NPC_G0T0 |
int |
3 |
NPC_HANDMAIDEN |
int |
4 |
NPC_KREIA |
int |
6 |
NPC_MIRA |
int |
7 |
NPC_VISAS |
int |
9 |
NPC_HANHARR |
int |
10 |
NPC_DISCIPLE |
int |
11 |
NPC_AISTYLE_HEALER |
int |
6 |
NPC_AISTYLE_SKIRMISH |
int |
7 |
NPC_AISTYLE_TURTLE |
int |
8 |
NPC_AISTYLE_PARTY_AGGRO |
int |
9 |
NPC_AISTYLE_PARTY_DEFENSE |
int |
10 |
NPC_AISTYLE_PARTY_RANGED |
int |
11 |
NPC_AISTYLE_PARTY_STATIONARY |
int |
12 |
NPC_AISTYLE_PARTY_SUPPORT |
int |
13 |
NPC_AISTYLE_PARTY_REMOTE |
int |
14 |
NPC_AISTYLE_MONSTER_POWERS |
int |
15 |
| Constant | Type | Value |
|---|---|---|
IMMUNITY_TYPE_DROID_CONFUSED |
int |
33 |
EFFECT_TYPE_DROID_CONFUSED |
int |
79 |
EFFECT_TYPE_MINDTRICK |
int |
80 |
EFFECT_TYPE_DROIDSCRAMBLE |
int |
81 |
ITEM_PROPERTY_DISGUISE |
int |
59 |
ITEM_PROPERTY_LIMIT_USE_BY_GENDER |
int |
60 |
ITEM_PROPERTY_LIMIT_USE_BY_SUBRACE |
int |
61 |
ITEM_PROPERTY_LIMIT_USE_BY_PC |
int |
62 |
ITEM_PROPERTY_DAMPEN_SOUND |
int |
63 |
ITEM_PROPERTY_DOORCUTTING |
int |
64 |
ITEM_PROPERTY_DOORSABERING |
int |
65 |
BASE_ITEM_WRIST_LAUNCHER |
int |
91 |
BASE_ITEM_FORCE_PIKE |
int |
93 |
FORCE_POWER_MASTER_ENERGY_RESISTANCE |
int |
133 |
FORCE_POWER_MASTER_HEAL |
int |
134 |
FORCE_POWER_FORCE_BARRIER |
int |
135 |
FORCE_POWER_IMPROVED_FORCE_BARRIER |
int |
136 |
FORCE_POWER_MASTER_FORCE_BARRIER |
int |
137 |
FORCE_POWER_BATTLE_MEDITATION_PC |
int |
138 |
FORCE_POWER_IMPROVED_BATTLE_MEDITATION_PC |
int |
139 |
FORCE_POWER_MASTER_BATTLE_MEDITATION_PC |
int |
140 |
FORCE_POWER_BAT_MED_ENEMY |
int |
141 |
FORCE_POWER_IMP_BAT_MED_ENEMY |
int |
142 |
FORCE_POWER_MAS_BAT_MED_ENEMY |
int |
143 |
FORCE_POWER_CRUSH_OPPOSITION_I |
int |
144 |
FORCE_POWER_CRUSH_OPPOSITION_II |
int |
145 |
FORCE_POWER_CRUSH_OPPOSITION_III |
int |
146 |
FORCE_POWER_CRUSH_OPPOSITION_IV |
int |
147 |
FORCE_POWER_CRUSH_OPPOSITION_V |
int |
148 |
FORCE_POWER_CRUSH_OPPOSITION_VI |
int |
149 |
FORCE_POWER_FORCE_BODY |
int |
150 |
FORCE_POWER_IMPROVED_FORCE_BODY |
int |
151 |
FORCE_POWER_MASTER_FORCE_BODY |
int |
152 |
FORCE_POWER_DRAIN_FORCE |
int |
153 |
FORCE_POWER_IMPROVED_DRAIN_FORCE |
int |
154 |
FORCE_POWER_MASTER_DRAIN_FORCE |
int |
155 |
FORCE_POWER_FORCE_CAMOUFLAGE |
int |
156 |
FORCE_POWER_IMPROVED_FORCE_CAMOUFLAGE |
int |
157 |
FORCE_POWER_MASTER_FORCE_CAMOUFLAGE |
int |
158 |
FORCE_POWER_FORCE_SCREAM |
int |
159 |
FORCE_POWER_IMPROVED_FORCE_SCREAM |
int |
160 |
FORCE_POWER_MASTER_FORCE_SCREAM |
int |
161 |
FORCE_POWER_FORCE_REPULSION |
int |
162 |
FORCE_POWER_FORCE_REDIRECTION |
int |
163 |
FORCE_POWER_FURY |
int |
164 |
FORCE_POWER_IMPROVED_FURY |
int |
165 |
FORCE_POWER_MASTER_FURY |
int |
166 |
FORCE_POWER_INSPIRE_FOLLOWERS_I |
int |
167 |
FORCE_POWER_INSPIRE_FOLLOWERS_II |
int |
168 |
FORCE_POWER_INSPIRE_FOLLOWERS_III |
int |
169 |
FORCE_POWER_INSPIRE_FOLLOWERS_IV |
int |
170 |
FORCE_POWER_INSPIRE_FOLLOWERS_V |
int |
171 |
FORCE_POWER_INSPIRE_FOLLOWERS_VI |
int |
172 |
FORCE_POWER_REVITALIZE |
int |
173 |
FORCE_POWER_IMPROVED_REVITALIZE |
int |
174 |
FORCE_POWER_MASTER_REVITALIZE |
int |
175 |
FORCE_POWER_FORCE_SIGHT |
int |
176 |
FORCE_POWER_FORCE_CRUSH |
int |
177 |
FORCE_POWER_PRECOGNITION |
int |
178 |
FORCE_POWER_BATTLE_PRECOGNITION |
int |
179 |
FORCE_POWER_FORCE_ENLIGHTENMENT |
int |
180 |
FORCE_POWER_MIND_TRICK |
int |
181 |
FORCE_POWER_CONFUSION |
int |
200 |
FORCE_POWER_BEAST_TRICK |
int |
182 |
FORCE_POWER_BEAST_CONFUSION |
int |
184 |
FORCE_POWER_DROID_TRICK |
int |
201 |
FORCE_POWER_DROID_CONFUSION |
int |
269 |
FORCE_POWER_BREATH_CONTROL |
int |
270 |
FORCE_POWER_WOOKIEE_RAGE_I |
int |
271 |
FORCE_POWER_WOOKIEE_RAGE_II |
int |
272 |
FORCE_POWER_WOOKIEE_RAGE_III |
int |
273 |
FORM_SABER_I_SHII_CHO |
int |
258 |
FORM_SABER_II_MAKASHI |
int |
259 |
FORM_SABER_III_SORESU |
int |
260 |
FORM_SABER_IV_ATARU |
int |
261 |
FORM_SABER_V_SHIEN |
int |
262 |
FORM_SABER_VI_NIMAN |
int |
263 |
FORM_SABER_VII_JUYO |
int |
264 |
FORM_FORCE_I_FOCUS |
int |
265 |
FORM_FORCE_II_POTENCY |
int |
266 |
FORM_FORCE_III_AFFINITY |
int |
267 |
FORM_FORCE_IV_MASTERY |
int |
268 |
POISON_ABILITY_AND_DAMAGE_AVERAGE |
int |
6 |
POISON_ABILITY_AND_DAMAGE_VIRULENT |
int |
7 |
POISON_DAMAGE_ROCKET |
int |
8 |
POISON_DAMAGE_NORMAL_DART |
int |
9 |
POISON_DAMAGE_KYBER_DART |
int |
10 |
POISON_DAMAGE_KYBER_DART_HALF |
int |
11 |
STANDARD_FACTION_SELF_LOATHING |
int |
21 |
STANDARD_FACTION_ONE_ON_ONE |
int |
22 |
STANDARD_FACTION_PARTYPUPPET |
int |
23 |
FEAT_EVASION |
int |
125 |
FEAT_TARGETING_1 |
int |
126 |
FEAT_TARGETING_2 |
int |
127 |
FEAT_TARGETING_3 |
int |
128 |
FEAT_TARGETING_4 |
int |
129 |
FEAT_TARGETING_5 |
int |
130 |
FEAT_TARGETING_6 |
int |
131 |
FEAT_TARGETING_7 |
int |
132 |
FEAT_TARGETING_8 |
int |
133 |
FEAT_TARGETING_9 |
int |
134 |
FEAT_TARGETING_10 |
int |
135 |
FEAT_CLOSE_COMBAT |
int |
139 |
FEAT_IMPROVED_CLOSE_COMBAT |
int |
140 |
FEAT_IMPROVED_FORCE_CAMOUFLAGE |
int |
141 |
FEAT_MASTER_FORCE_CAMOUFLAGE |
int |
142 |
FEAT_REGENERATE_FORCE_POINTS |
int |
143 |
FEAT_DARK_SIDE_CORRUPTION |
int |
149 |
FEAT_IGNORE_PAIN_1 |
int |
150 |
FEAT_IGNORE_PAIN_2 |
int |
151 |
FEAT_IGNORE_PAIN_3 |
int |
152 |
FEAT_INCREASE_COMBAT_DAMAGE_1 |
int |
153 |
FEAT_INCREASE_COMBAT_DAMAGE_2 |
int |
154 |
FEAT_INCREASE_COMBAT_DAMAGE_3 |
int |
155 |
FEAT_SUPERIOR_WEAPON_FOCUS_LIGHTSABER_1 |
int |
156 |
FEAT_SUPERIOR_WEAPON_FOCUS_LIGHTSABER_2 |
int |
157 |
FEAT_SUPERIOR_WEAPON_FOCUS_LIGHTSABER_3 |
int |
158 |
FEAT_SUPERIOR_WEAPON_FOCUS_TWO_WEAPON_1 |
int |
159 |
FEAT_SUPERIOR_WEAPON_FOCUS_TWO_WEAPON_2 |
int |
160 |
FEAT_SUPERIOR_WEAPON_FOCUS_TWO_WEAPON_3 |
int |
161 |
FEAT_LIGHT_SIDE_ENLIGHTENMENT |
int |
167 |
FEAT_DEFLECT |
int |
168 |
FEAT_INNER_STRENGTH_1 |
int |
169 |
FEAT_INNER_STRENGTH_2 |
int |
170 |
FEAT_INNER_STRENGTH_3 |
int |
171 |
FEAT_INCREASE_MELEE_DAMAGE_1 |
int |
172 |
FEAT_INCREASE_MELEE_DAMAGE_2 |
int |
173 |
FEAT_INCREASE_MELEE_DAMAGE_3 |
int |
174 |
FEAT_CRAFT |
int |
175 |
FEAT_MASTERCRAFT_WEAPONS_1 |
int |
176 |
FEAT_MASTERCRAFT_WEAPONS_2 |
int |
177 |
FEAT_MASTERCRAFT_WEAPONS_3 |
int |
178 |
FEAT_MASTERCRAFT_ARMOR_1 |
int |
179 |
FEAT_MASTERCRAFT_ARMOR_2 |
int |
180 |
FEAT_MASTERCRAFT_ARMOR_3 |
int |
181 |
FEAT_DROID_INTERFACE |
int |
182 |
FEAT_CLASS_SKILL_AWARENESS |
int |
183 |
FEAT_CLASS_SKILL_COMPUTER_USE |
int |
184 |
FEAT_CLASS_SKILL_DEMOLITIONS |
int |
185 |
FEAT_CLASS_SKILL_REPAIR |
int |
186 |
FEAT_CLASS_SKILL_SECURITY |
int |
187 |
FEAT_CLASS_SKILL_STEALTH |
int |
188 |
FEAT_CLASS_SKILL_TREAT_INJURY |
int |
189 |
FEAT_DUAL_STRIKE |
int |
190 |
FEAT_IMPROVED_DUAL_STRIKE |
int |
191 |
FEAT_MASTER_DUAL_STRIKE |
int |
192 |
FEAT_FINESSE_LIGHTSABERS |
int |
193 |
FEAT_FINESSE_MELEE_WEAPONS |
int |
194 |
FEAT_MOBILITY |
int |
195 |
FEAT_REGENERATE_VITALITY_POINTS |
int |
196 |
FEAT_STEALTH_RUN |
int |
197 |
FEAT_KINETIC_COMBAT |
int |
198 |
FEAT_SURVIVAL |
int |
199 |
FEAT_MANDALORIAN_COURAGE |
int |
200 |
FEAT_PERSONAL_CLOAKING_SHIELD |
int |
201 |
FEAT_MENTOR |
int |
202 |
FEAT_IMPLANT_SWITCHING |
int |
203 |
FEAT_SPIRIT |
int |
204 |
FEAT_FORCE_CHAIN |
int |
205 |
FEAT_WAR_VETERAN |
int |
206 |
FEAT_FIGHTING_SPIRIT |
int |
236 |
FEAT_HEROIC_RESOLVE |
int |
237 |
FEAT_PRECISE_SHOT |
int |
240 |
FEAT_IMPROVED_PRECISE_SHOT |
int |
241 |
FEAT_MASTER_PRECISE_SHOT |
int |
242 |
FEAT_PRECISE_SHOT_IV |
int |
243 |
FEAT_PRECISE_SHOT_V |
int |
244 |
ANIMATION_LOOPING_CHECK_BODY |
int |
33 |
ANIMATION_LOOPING_UNLOCK_DOOR |
int |
34 |
ANIMATION_LOOPING_SIT_AND_MEDITATE |
int |
35 |
ANIMATION_LOOPING_SIT_CHAIR |
int |
36 |
ANIMATION_LOOPING_SIT_CHAIR_DRINK |
int |
37 |
ANIMATION_LOOPING_SIT_CHAIR_PAZAK |
int |
38 |
ANIMATION_LOOPING_SIT_CHAIR_COMP1 |
int |
39 |
ANIMATION_LOOPING_SIT_CHAIR_COMP2 |
int |
40 |
ANIMATION_LOOPING_RAGE |
int |
41 |
ANIMATION_LOOPING_CLOSED |
int |
43 |
ANIMATION_LOOPING_STEALTH |
int |
44 |
ANIMATION_LOOPING_CHOKE_WORKING |
int |
45 |
ANIMATION_LOOPING_MEDITATE_STAND |
int |
46 |
ANIMATION_FIREFORGET_FORCE_CAST |
int |
121 |
ANIMATION_FIREFORGET_OPEN |
int |
122 |
ANIMATION_FIREFORGET_DIVE_ROLL |
int |
123 |
ANIMATION_FIREFORGET_SCREAM |
int |
124 |
ACTION_FOLLOWOWNER |
int |
43 |
TRAP_BASE_TYPE_SONIC_CHARGE_MINOR |
int |
14 |
TRAP_BASE_TYPE_SONIC_CHARGE_AVERAGE |
int |
15 |
TRAP_BASE_TYPE_SONIC_CHARGE_DEADLY |
int |
16 |
TRAP_BASE_TYPE_FLASH_STUN_STRONG |
int |
17 |
TRAP_BASE_TYPE_FLASH_STUN_DEVASTATING |
int |
18 |
TRAP_BASE_TYPE_FRAGMENTATION_MINE_STRONG |
int |
19 |
TRAP_BASE_TYPE_FRAGMENTATION_MINE_DEVASTATING |
int |
20 |
TRAP_BASE_TYPE_LASER_SLICING_STRONG |
int |
21 |
TRAP_BASE_TYPE_LASER_SLICING_DEVASTATING |
int |
22 |
TRAP_BASE_TYPE_POISON_GAS_STRONG |
int |
23 |
TRAP_BASE_TYPE_POISON_GAS_DEVASTATING |
int |
24 |
TRAP_BASE_TYPE_SONIC_CHARGE_STRONG |
int |
25 |
TRAP_BASE_TYPE_SONIC_CHARGE_DEVASTATING |
int |
26 |
PUP_SENSORBALL |
int |
0 |
PUP_OTHER1 |
int |
1 |
PUP_OTHER2 |
int |
2 |
SHIELD_PLOT_MAN_M28AA |
int |
18 |
SHIELD_HEAT |
int |
19 |
SHIELD_DREXL |
int |
20 |
VIDEO_EFFECT_CLAIRVOYANCE |
int |
3 |
VIDEO_EFFECT_FORCESIGHT |
int |
4 |
VIDEO_EFFECT_VISAS_FREELOOK |
int |
5 |
VIDEO_EFFECT_CLAIRVOYANCEFULL |
int |
6 |
VIDEO_EFFECT_FURY_1 |
int |
7 |
VIDEO_EFFECT_FURY_2 |
int |
8 |
VIDEO_EFFECT_FURY_3 |
int |
9 |
VIDEO_FFECT_SECURITY_NO_LABEL |
int |
10 |
TUTORIAL_WINDOW_TEMP1 |
int |
42 |
TUTORIAL_WINDOW_TEMP2 |
int |
43 |
TUTORIAL_WINDOW_TEMP3 |
int |
44 |
TUTORIAL_WINDOW_TEMP4 |
int |
45 |
TUTORIAL_WINDOW_TEMP5 |
int |
46 |
TUTORIAL_WINDOW_TEMP6 |
int |
47 |
TUTORIAL_WINDOW_TEMP7 |
int |
48 |
TUTORIAL_WINDOW_TEMP8 |
int |
49 |
TUTORIAL_WINDOW_TEMP9 |
int |
50 |
TUTORIAL_WINDOW_TEMP10 |
int |
51 |
TUTORIAL_WINDOW_TEMP11 |
int |
52 |
TUTORIAL_WINDOW_TEMP12 |
int |
53 |
TUTORIAL_WINDOW_TEMP13 |
int |
54 |
TUTORIAL_WINDOW_TEMP14 |
int |
55 |
TUTORIAL_WINDOW_TEMP15 |
int |
56 |
AI_LEVEL_VERY_HIGH |
int |
4 |
AI_LEVEL_HIGH |
int |
3 |
AI_LEVEL_NORMAL |
int |
2 |
AI_LEVEL_LOW |
int |
1 |
AI_LEVEL_VERY_LOW |
int |
0 |
IMPLANT_NONE |
int |
0 |
IMPLANT_REGEN |
int |
1 |
IMPLANT_STR |
int |
2 |
IMPLANT_END |
int |
3 |
IMPLANT_AGI |
int |
4 |
FORFEIT_NO_FORCE_POWERS |
int |
1 |
FORFEIT_NO_ITEMS |
int |
2 |
FORFEIT_NO_WEAPONS |
int |
4 |
FORFEIT_DXUN_SWORD_ONLY |
int |
8 |
FORFEIT_NO_ARMOR |
int |
16 |
FORFEIT_NO_RANGED |
int |
32 |
FORFEIT_NO_LIGHTSABER |
int |
64 |
FORFEIT_NO_ITEM_BUT_SHIELD |
int |
128 |
| Constant | Type | Value |
|---|---|---|
PLANET_DXUN |
int |
1 |
PLANET_M4_78 |
int |
4 |
PLANET_MALACHOR_V |
int |
5 |
PLANET_NAR_SHADDAA |
int |
6 |
PLANET_ONDERON |
int |
7 |
PLANET_PERAGUS |
int |
8 |
PLANET_TELOS |
int |
9 |
PLANET_HARBINGER |
int |
10 |
PLANET_LIVE_06 |
int |
16 |
| Constant | Type | Value |
|---|---|---|
VFX_DUR_ELECTRICAL_SPARK |
int |
2067 |
VFX_DUR_HOLO_PROJECT |
int |
9010 |
Description: :: k_inc_cheat
Usage: #include "k_inc_cheat"
Source Code:
//:: k_inc_cheat
/*
This will be localized area for all
Cheat Bot scripting.
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_debug"
//Takes a PLANET_ Constant
void CH_SetPlanetaryGlobal(int nPlanetConstant);
//Makes the specified party member available to the PC
void CH_SetPartyMemberAvailable(int nNPC);
//::///////////////////////////////////////////////
//:: Set Planet Local
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
VARIABLE = K_CURRENT_PLANET
Endar Spire 5
Taris 10
Dantooine 15
--Kashyyk 20
--Manaan 25
--Korriban 30
--Tatooine 35
Leviathan 40
Unknown World 45
Star Forge 50
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2002
//:://////////////////////////////////////////////
void CH_SetPlanetaryGlobal(int nPlanetConstant)
{
if(nPlanetConstant == PLANET_ENDAR_SPIRE)
{
SetGlobalNumber("K_CURRENT_PLANET", 5);
}
else if(nPlanetConstant == PLANET_TARIS)
{
SetGlobalNumber("K_CURRENT_PLANET", 10);
}
else if(nPlanetConstant == PLANET_DANTOOINE)
{
SetGlobalNumber("K_CURRENT_PLANET", 15);
}
else if(nPlanetConstant == PLANET_KASHYYYK)
{
SetGlobalNumber("K_CURRENT_PLANET", 20);
... (77 more lines)Description: Dan
Usage: #include "k_inc_dan"
Source Code:
#include "k_inc_generic"
#include "k_inc_utility"
int ROMANCE_DONE = 4;
int JUHANI_RESCUED = 1;
int JEDI_TRAINING_DONE = 7;
int JEDI_PATH_GUARDIAN = 1;
int JEDI_PATH_SENTINEL = 2;
int JEDI_PATH_CONSULAR = 3;
int DROID_STARTED = 1;
int DROID_DESTROYED = 2;
int DROID_DECEIVED = 3;
int DROID_RETURNED = 4;
int DROID_HELPED = 5;
int DROID_FINISHED = 6;
string sBastilaTag = "bastila";
string sCarthTag = "carth";
string sCouncilTag = "dan13_WP_council";
string SABER_BLUE = "g_w_lghtsbr01";
string SABER_GREEN = "g_w_lghtsbr03";
string SABER_GOLD = "g_w_lghtsbr04";
string WANDERING_HOUND_TAG = "dan_wanderhound";
//places an instance of a character based on the tag/template
// **TAG MUST BE THE SAME AS TEMPLATE**
void PlaceNPC(string sTag, string sLocation = "");
//Get Carth's Object
object GetCarth();
//Gets Bastila's object
object GetBastila();
//gets the center of the council chamber
vector GetChamberCenter();
// creature move along a waypoint path. Not interuptable.
void PlotMove(string sWayPointTag,int nFirst, int nLast, int nRun = FALSE);
// creature move along a waypoint path. Not interuptable. Destroys self at the end
void PlotLeave(string sWayPointTag,int nFirst, int nLast, int nRun = FALSE);
// returns true is a trigger has not been fired yet
// intended for one shot triggers
int HasNeverTriggered();
//returns true if, on Korriban, the player has convinced Yuthura to come to Dantooine.
int YuthuraHasDefected();
//Sets the progression of the Elise plot on Dantooine
void SetElisePlot(int nValue);
// returns true if the player has started the Elise plot
int ElisePlotStarted();
// returns true if the player has agreed to help the droid after it has returned to elise
int GetDroidHelped();
// returns true if c369 has been spoken to
int GetEliseDroidMet();
// the Elise plot has not started yet
int GetElisePlotNeverStared();
// returns true if Elise has gone to the Jedi compund
... (283 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_debug"
Source Code:
//::///////////////////////////////////////////////
//:: KOTOR Debug Include
//:: k_inc_debug
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This contains the functions for inserting
debug information into the scripts.
This include will use Db as its two letter
function prefix.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 12, 2002
//:://////////////////////////////////////////////
//Inserts a print string into the log file for debugging purposes.
void Db_MyPrintString(string sString);
//Makes the object running the script say a speak string.
void Db_MySpeakString(string sString);
//Makes the nearest PC say a speakstring.
void Db_AssignPCDebugString(string sString);
//Basically, a wrapper for AurPostString
void Db_PostString(string sString = "",int x = 5,int y = 5,float fShow = 1.0);
//::///////////////////////////////////////////////
//:: Debug Print String
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Inserts a print string into the log file for
debugging purposes.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 12, 2002
//:://////////////////////////////////////////////
void Db_MyPrintString(string sString)
{
if(!ShipBuild())
{
PrintString(sString);
}
}
//::///////////////////////////////////////////////
//:: Debug Speak String
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Makes the object running the script say a
speak string.
*/
... (47 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_drop"
Source Code:
//::///////////////////////////////////////////////
//:: KOTOR Treasure drop Include
//:: k_inc_drop
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
// Contains the functions for handling creatures dropping random treasure
//Only human creatures not of the beast subrace willdrop treasure dependant
//on their hit dice
//:://////////////////////////////////////////////
//:: Created By: Aidan Scanlan On: 02/06/03
//:://////////////////////////////////////////////
int DR_HIGH_LEVEL = 15;
int DR_MEDIUM_LEVEL = 10;
int DR_LOW_LEVEL = 5;
int DR_SUBRACE_BEAST = 2;
//Checks for treasure drop conditions. Returns True if treasure will drop
int DR_SpawnCreatureTreasure(object oTarget = OBJECT_SELF);
//Dependant on the level of a creature drops treasure from a list
void DR_CreateRandomTreasure(object oTarget = OBJECT_SELF);
// creates a low level treasure: med pack/repair, frag grenade, credits
void DR_CreateLowTreasure();
// creates midlevel treasure: adv-med/repair, any gredade, stims, credits
void DR_CreateMidTreasure();
// creates high treasure: adv stims, grenades, ultra med/repair, credits
void DR_CreateHighTreasure();
// Creates 1-4 credits
void DR_CreateFillerCredits();
/////////////////////////////////////////////////////////////////////////
//Checks for treasure drop conditions. Returns True if treasure will drop
int DR_SpawnCreatureTreasure(object oTarget = OBJECT_SELF)
{
int nRace = GetRacialType(oTarget);
int nFaction = GetStandardFaction(oTarget);
int nSubRace = GetSubRace(oTarget);
if(Random(4) == 0 &&
nRace != RACIAL_TYPE_DROID &&
nSubRace != DR_SUBRACE_BEAST)
{
//AurPostString("will drop",5,5,5.0);
DR_CreateRandomTreasure(oTarget);
return TRUE;
}
return FALSE;
}
//Dependant on the level of a creature drops treasure from a list
void DR_CreateRandomTreasure(object oTarget = OBJECT_SELF)
{
int nLevel = GetHitDice(oTarget);
if (nLevel > DR_HIGH_LEVEL)
{
... (185 more lines)Description: :: k_inc_ebonhawk
Usage: #include "k_inc_ebonhawk"
Source Code:
//:: k_inc_ebonhawk
/*
Ebon Hawk include file
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
//This checks the Star Map plot to see if it is at state 30.
int EBO_CheckStarMapPlot();
//Bastila intiates conversation with the PC
void EBO_BastilaStartConversation2();
//Should Bastila intiates conversation with the PC
int EBO_ShouldBastilaStartConversation();
//Bastila intiates conversation with the PC
void EBO_BastilaStartConversation2();
//Advances the state of the bounty hunters plot after galaxy map selections are made
void EBO_PlayBountyHunterCutScene();
//Play the current cutscene for taking off from the planet.
void EBO_PlayTakeOff(int nCurrentPlanet);
//Play the corrent cutscene for landing on the planet.
void EBO_PlayLanding(int nDestination);
//Creates items on the PC based on the NPC they are talking to.
void EBO_CreateEquipmentOnPC();
//Checks if the PC needs equipment based on the NPC they are talking to.
int EBO_GetIsEquipmentNeeded();
//Determines the number items held with specific tags
int EBO_CheckInventoryNumbers(string sTag1, string sTag2 = "", string sTag3 = "", string sTag4 = "");
//Returns the scripting constant for the current planet.
int EBO_GetCurrentPlanet();
//Returns the scripting constant for the future planet.
int EBO_GetFuturePlanet();
//Returns the correct K_CURRENT_PLANET value when a Planetary.2DA index is passed in.
int EBO_GetPlanetFrom2DA(int nPlanetIndex);
//Starts the correct sequence based on the planet being traveled to.
void EBO_PlayRenderSequence();
//::///////////////////////////////////////////////
//:: Check Star Map
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
If the variable K_STAR_MAP is at 30 and
the variable K_CAPTURED_LEV = 5 then
run the leviathan module.
K_CAPTURED_LEV States
0 = Pre Leviathan
5 = Captured
10 = Escaped
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 3, 2002
... (800 more lines)Description: End
Usage: #include "k_inc_end"
Source Code:
#include "k_inc_utility"
#include "k_inc_generic"
string sTraskTag = "end_trask";
string sTraskWP = "endwp_tarsk01";
string sCarthTag = "Carth";
string SOLDIER_WEAPON = "g_w_blstrrfl001";
string SOLDIER_ITEM01 = "g_i_adrnaline003";
string SOLDIER_ITEM02 = "";
string SCOUT_WEAPON = "g_w_blstrpstl001";
string SCOUT_ITEM01 = "g_i_adrnaline002";
string SCOUT_ITEM02 = "g_i_implant101";
string SCOUNDREL_WEAPON = "g_w_blstrpstl001";
string SCOUNDREL_ITEM01 = "g_i_secspike01";
string SCOUNDREL_ITEM02 = "g_i_progspike01";
int ROOM3_DEAD = 3;
int ROOM5_DEAD = 4;
int ROOM7_DEAD = 2;
int TRASK_DEFAULT = -1;
int TRASK_MUST_GET_GEAR = 0;
int TRASK_GEAR_DONE = 1;
int TRASK_TARGET_DONE = 2;
int TRASK_MUST_EQUIP = 3;
int TRASK_EQUIP_DONE = 4;
int TRASK_MUST_MAP = 5;
int TRASK_MAP_DONE = 6;
int TRASK_MUST_SWITCH = 7;
int TRASK_SWITCH_DONE = 8;
int TRASK_SWITCH_REMIND = 9;
int TRASK_CARTH_BRIDGE = 10;
int TRASK_BRIDGE_DONE = 11;
int TRASK_MUST_DOOR = 12;
int TRASK_DOOR_DONE = 13;
int TRASK_ROOM3_DONE = 14;
int TRASK_MUST_MEDPACK = 15;
int TRASK_COMBAT_WARNING = 16;
int TRASK_COMBAT_WARNING2 = 17;
int TRASK_COMPUTER_DONE = 18;
int TRASK_MUST_DROID = 19;
int TRASK_DROID_DONE = 20;
int TRASK_MUST_MAP_02 = 21;
int TRASK_NOTHING_02 = 22;
//int TRASK_COMBAT_WARNING = 27;
int TRASK_LEVEL_INIT = 28;
int TRASK_MUST_LEVEL = 29;
int TRASK_PARTY_LEVEL = 30;
int TRASK_LEVEL_DONE = 31;
string LOCKER_TAG = "end_locker01";
string STEALTH_UNIT = "g_i_belt010";
//returns Trask's object id
object GetTrask();
... (194 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_endgame"
Source Code:
//::///////////////////////////////////////////////
//:: Name k_inc_endgame
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This include houses all of the stunt/render
calls for the end game. This will be for
modules sta_m45ac and sta_m45ad.
*/
//:://////////////////////////////////////////////
//:: Created By: Brad Prince
//:: Created On: Mar 6, 2003
//:://////////////////////////////////////////////
///////////////////////
// LIGHT SIDE scenes //
///////////////////////
// SCENE 1 BO2 - Player kills Bastila on sta_m45ac
void ST_PlayBastilaLight();
// SCENE 2 C01 - Player returns after watching SCENE 1.
void ST_PlayReturnToStarForgeLight();
// SCENE 3 A - Star Forge under attack.
void ST_PlayStarForgeUnderAttack();
// SCENE 4 B - End game credits - Light.
void ST_PlayEndCreditsLight();
//////////////////////////////////////////////////
//////////////////////
// DARK SIDE scenes //
//////////////////////
// SCENE 1 B01 - Bastila leaves party to meditate before generator puzzle.
void ST_PlayBastilaDark();
// SCENE 2 C - Player returns after watching SCENE 1.
void ST_PlayReturnToStarForgeDark();
// SCENE 3 A - The Republic dies.
void ST_PlayRepublicDies();
// SCENE 4 B - The Sith Ceremony.
void ST_PlaySithCeremony();
// SCENE 5 C - End game credits - Dark.
void ST_PlayEndCreditsDark();
//////////////////////////////////////////////////
// FUNCTIONS //
//////////////////////////////////////////////////
///////////////////////
// LIGHT SIDE scenes //
///////////////////////
// SCENE 1 BO2 - Player kills Bastila on sta_m45ac
void ST_PlayBastilaLight()
{
StartNewModule("STUNT_50a","", "50b");
}
// SCENE 2 C01 - Player returns after watching SCENE 1.
... (44 more lines)Description: :: k_inc_force
Usage: #include "k_inc_force"
Source Code:
//:: k_inc_force
/*
v1.0
Force Powers Include for KOTOR
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
float fLightningDuration = 1.0;
//These variables are set in the script run area.
int SWFP_PRIVATE_SAVE_TYPE;
int SWFP_PRIVATE_SAVE_VERSUS_TYPE;
int SWFP_DAMAGE;
int SWFP_DAMAGE_TYPE;
int SWFP_DAMAGE_VFX;
int SWFP_HARMFUL;
int SWFP_SHAPE;
//Runs the script section for the particular force power.
void Sp_RunForcePowers();
//Immunity and Resist Spell check for the force power.
//The eDamage checks whether the target is immune to the damage effect
int Sp_BlockingChecks(object oTarget, effect eEffect, effect eEffect2, effect eDamage);
//Makes the necessary saving throws
int Sp_MySavingThrows(object oTarget);
//Remove an effect of a specific type
void Sp_RemoveSpecificEffect(int nEffectTypeID, object oTarget);
//Remove an effect from a specific force power.
void Sp_RemoveSpellEffects(int nSpell_ID, object oCaster, object oTarget);
// Delays the application of a spell effect by an amount determined by distance.
float Sp_GetSpellEffectDelay(location SpellTargetLocation, object oTarget);
//Randomly delays the effect application for a default of 0.0 to 0.75 seconds
float Sp_GetRandomDelay(float fMinimumTime = 0.0, float MaximumTime = 0.75);
//Gets a saving throw appropriate to the jedi using the force power.
int Sp_GetJediDCSave();
///Apply effects in a sphere shape.
void Sp_SphereSaveHalf(object oAnchor, float fSize, int nCounter, effect eLink1, float fDuration1, effect eLink2, float fDuration);
//Apply effects to a single target.
void Sp_SingleTarget(object oAnchor, effect eLink1, float fDuration1, effect eLink2, float fDuration2);
//Apply effect to an area and negate on a save.
void Sp_SphereBlocking(object oAnchor, float fSize, int nCounter, effect eLink1, float fDuration1, effect eLink2, float fDuration);
// /Apply effect to an object and negate on a save.
void Sp_SingleTargetBlocking(object oAnchor, effect eLink1, float fDuration1, effect eLink2, float fDuration2);
//Apply effects for a for power.
void Sp_ApplyForcePowerEffects(float fTime, effect eEffect, object oTarget);
//Apply effects to targets.
void Sp_ApplyEffects(int nBlocking, object oAnchor, float fSize, int nCounter, effect eLink1, float fDuration1, effect eLink2, float fDuration2, int nRacial = RACIAL_TYPE_ALL);
//Removes all effects from the spells , Knights Mind, Mind Mastery and Battle Meditation
void Sp_RemoveBuffSpell();
//Prints a string for the spell stript
void SP_MyPrintString(string sString);
//Posts a string for the spell script
... (2163 more lines)Description: :: k_inc_generic
Usage: #include "k_inc_generic"
Source Code:
//:: k_inc_generic
/*
v1.5
Generic Include for KOTOR
Post Clean Up as of March 3, 2003
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_gensupport"
#include "k_inc_walkways"
#include "k_inc_drop"
struct tLastRound
{
int nLastAction;
int nLastActionID;
int nLastTalentCode;
object oLastTarget;
int nTalentSuccessCode;
int nIsLastTargetDebil;
int nLastCombo;
int nLastComboIndex;
int nCurrentCombo;
int nBossSwitchCurrent;
};
struct tLastRound tPR;
//LOCAL BOOLEANS RANGE FROM 0 to 96
int AMBIENT_PRESENCE_DAY_ONLY = 1; //POSSIBLE CUT
int AMBIENT_PRESENCE_NIGHT_ONLY = 2; //POSSIBLE CUT
int AMBIENT_PRESENCE_ALWAYS_PRESENT = 3;
int SW_FLAG_EVENT_ON_PERCEPTION = 20;
int SW_FLAG_EVENT_ON_ATTACKED = 21;
int SW_FLAG_EVENT_ON_DAMAGED = 22;
int SW_FLAG_EVENT_ON_FORCE_AFFECTED = 23;
int SW_FLAG_EVENT_ON_DISTURBED = 24;
int SW_FLAG_EVENT_ON_COMBAT_ROUND_END = 25;
int SW_FLAG_EVENT_ON_DIALOGUE = 26;
int SW_FLAG_EVENT_ON_DEATH = 27;
int SW_FLAG_EVENT_ON_HEARTBEAT = 28;
//int SW_FLAG_AMBIENT_ANIMATIONS = 29; located in k_inc_walkways
//int SW_FLAG_AMBIENT_ANIMATIONS_MOBILE = 30; located in k_inc_walkways
int SW_FLAG_FAST_BUFF = 31; //POSSIBLE CUT
int SW_FLAG_ASC_IS_BUSY = 32; //POSSIBLE CUT
int SW_FLAG_ASC_AGGRESSIVE_MODE = 33; //POSSIBLE CUT
int SW_FLAG_AMBIENT_DAY_ONLY = 40; //POSSIBLE CUT
int SW_FLAG_AMBIENT_NIGHT_ONLY = 43; //POSSIBLE CUT
int SW_FLAG_EVENT_ON_SPELL_CAST_AT = 44;
int SW_FLAG_EVENT_ON_BLOCKED = 45;
int SW_FLAG_ON_DIALOGUE_COMPUTER = 48;
int SW_FLAG_FORMATION_POSITION_0 = 49; //POSSIBLE CUT
int SW_FLAG_FORMATION_POSITION_1 = 50; //POSSIBLE CUT
... (2182 more lines)Description: :: k_inc_gensupport
Usage: #include "k_inc_gensupport"
Source Code:
//:: k_inc_gensupport
/*
v1.0
Support Include for k_inc_generic
NOTE - To get these functions
use k_inc_generic
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
//BOSS ATTACK TYPES
int SW_BOSS_ATTACK_TYPE_GRENADE = 1;
int SW_BOSS_ATTACK_TYPE_FORCE_POWER = 2;
int SW_BOSS_ATTACK_TYPE_NPC = 3;
int SW_BOSS_ATTACK_TYPE_PC = 4;
int SW_BOSS_ATTACK_ANY = 5;
int SW_BOSS_ATTACK_DROID = 6;
//LOCAL NUMBERS
int SW_NUMBER_COMBO_ROUTINE = 3;
int SW_NUMBER_COMBO_INDEX = 4;
int SW_NUMBER_LAST_COMBO = 5;
int SW_NUMBER_ROUND_COUNTER = 6;
int SW_NUMBER_COMBAT_ZONE = 7;
//COMBO CONSTANTS
int SW_COMBO_RANGED_FEROCIOUS = 1;
int SW_COMBO_RANGED_AGGRESSIVE = 2;
int SW_COMBO_RANGED_DISCIPLINED = 3;
int SW_COMBO_RANGED_CAUTIOUS = 4;
int SW_COMBO_MELEE_FEROCIOUS = 5;
int SW_COMBO_MELEE_AGGRESSIVE = 6;
int SW_COMBO_MELEE_DISCIPLINED = 7;
int SW_COMBO_MELEE_CAUTIOUS = 8;
int SW_COMBO_BUFF_PARTY = 9;
int SW_COMBO_BUFF_DEBILITATE = 10;
int SW_COMBO_BUFF_DAMAGE = 11;
int SW_COMBO_BUFF_DEBILITATE_DESTROY = 12;
int SW_COMBO_SUPRESS_DEBILITATE_DESTROY = 13;
int SW_COMBO_SITH_ATTACK = 14;
int SW_COMBO_BUFF_ATTACK = 15;
int SW_COMBO_SITH_CONFOUND = 16;
int SW_COMBO_JEDI_SMITE = 17;
int SW_COMBO_SITH_TAUNT = 18;
int SW_COMBO_SITH_BLADE = 19;
int SW_COMBO_SITH_CRUSH = 20;
int SW_COMBO_JEDI_CRUSH = 21;
int SW_COMBO_SITH_BRUTALIZE = 22;
int SW_COMBO_SITH_DRAIN = 23;
int SW_COMBO_SITH_ESCAPE = 24;
int SW_COMBO_JEDI_BLITZ = 25;
int SW_COMBO_SITH_SPIKE = 26;
int SW_COMBO_SITH_SCYTHE = 27;
... (3004 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_kas"
Source Code:
//::///////////////////////////////////////////////
//:: Include
//:: k_inc_kas
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is the include file for Kashyyyk.
*/
//:://////////////////////////////////////////////
//:: Created By: John Winski
//:: Created On: July 29, 2002
//:://////////////////////////////////////////////
#include "k_inc_utility"
#include "k_inc_generic"
int GetGorwookenSpawnGlobal()
{
return GetGlobalBoolean("kas_SpawnGorwook");
}
void SetGorwookenSpawnGlobal(int bValue)
{
if (bValue == TRUE || bValue == FALSE)
{
SetGlobalBoolean("kas_SpawnGorwook", bValue);
}
return;
}
int GetEliBeenKilledGlobal()
{
return GetGlobalBoolean("kas_elikilled");
}
void SetEliBeenKilledGlobal(int bValue)
{
if (bValue == TRUE || bValue == FALSE)
{
SetGlobalBoolean("kas_elikilled", bValue);
}
return;
}
int GetJaarakConfessedGlobal()
{
return GetGlobalBoolean("kas_JaarakConfessed");
}
void SetJaarakConfessedGlobal(int bValue)
{
if (bValue == TRUE || bValue == FALSE)
{
SetGlobalBoolean("kas_JaarakConfessed", bValue);
}
return;
}
... (1263 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_lev"
Source Code:
//::///////////////////////////////////////////////
//:: k_inc_lev
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
include file for leviathan
*/
//:://////////////////////////////////////////////
//:: Created By: Jason Booth
//:: Created On: August 26, 2002
//:://////////////////////////////////////////////
#include "k_inc_debug"
#include "k_inc_utility"
//mark an object for cleanup by the LEV_CleanupDeadObjects function
void LEV_MarkForCleanup(object obj);
//destroy all objects whose PLOT_10 flag has been set
void LEV_CleanupDeadObjects(object oArea);
//mark object for cleanup and move to nearest exit
void LEV_LeaveArea(object obj = OBJECT_SELF, int bRun = FALSE);
//fill container with treasure from table
void LEV_AddTreasureToContainer(object oContainer,int iTable,int iAmount);
//strip inventory from oTarget and put it in oDest
void LEV_StripCharacter(object oTarget,object oDest);
//::///////////////////////////////////////////////
//:: LEV_MarkForCleanup
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
//mark an object for cleanup by the TAR_CleanupDeadObjects function
*/
//:://////////////////////////////////////////////
//:: Created By: Jason Booth
//:: Created On: August 26, 2002
//:://////////////////////////////////////////////
void LEV_MarkForCleanup(object obj)
{
UT_SetPlotBooleanFlag(obj,SW_PLOT_BOOLEAN_10,TRUE);
}
//::///////////////////////////////////////////////
//:: LEV_CleanupDeadObjects
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
//destroy all objects whose PLOT_10 flag has been set
*/
//:://////////////////////////////////////////////
//:: Created By: Jason Booth
//:: Created On: August 15, 2002
//:://////////////////////////////////////////////
void LEV_CleanupDeadObjects(object oArea)
... (117 more lines)Description: :: Name
Usage: #include "k_inc_man"
Source Code:
//:: Name
/*
Desc
*/
//:: Created By:
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_generic"
#include "k_inc_utility"
int SHIP_TAKEOFF_CUTSCENE = 1;
int SHIP_LANDING_CUTSCENE = 2;
int NONE = 0;
int QUEEDLE = 1;
int CASSANDRA = 2;
int JAX = 3;
int QUEEDLE_CHAMP = 4;
int QUEEDLE_TIME = 3012;
int CASSANDRA_TIME = 2702;
int JAX_TIME = 2548;
int CHAMP_TIME = 2348;
int PLOT_HARVEST_STOPPED = 3;
int PLOT_KOLTO_DESTROYED = 4;
//effect EFFECT_STEAM = EffectDamage(15);
int STEAM_DAMAGE_AMOUNT = 25;
string RACE_DEFAULT = GetStringByStrRef(32289);
string STEAM_PLACEABLE = "man27_visstm0";
string ROLAND_TAG = "man26_repdip";
void PlaceShip(string sTag,location lLoc);
void RemoveShip(string sTag);
void PlaceNPC(string sTag);
// switches current player models to envirosuit models.
void DonSuits();
// switches the envirosuit model back to the regular player models
void RemoveSuits();
// deactivates all turrets on the map with the corresponding tag
// if no tag is given it will default to the tag of the calling object
void DeactivateTurrets(string sTag = "");
//used to make a given condition only fire once
//***note uses SW_PLOT_BOOLEAN_10***
int HasNeverTriggered();
// Sets a global to track who the player is racing
void SetOpponent(int nOpponent);
//Returns thte current race opponent
int GetOpponent();
//Sets a cutom token in racetime format
void SetTokenRaceTime(int nToken, int nRacerTime);
//returns the main plot global for Manaan
int GetManaanMainPlotVariable();
// returns true if poison has been released if the Hrakert rift
int KoltoDestroyed();
// Removes instances and deactives Selkath encounters
... (748 more lines)Description: :: Stunt/Render Include
Usage: #include "k_inc_stunt"
Source Code:
//:: Stunt/Render Include
/*
This Include File runs
the stunt and cutscenes
for the game.
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
//INDIVIDUAL STUNT MODULE CALLS ******************************************************************************************************
//LEV_A: Pulled out of hyperspace by the Leviathan, load STUNT_16
void ST_PlayLevCaptureStunt();
//LEV_A: Capture by the Leviathan, load ebo_m40aa
void ST_PlayLevCaptureStunt02();
//Load Turret Module Opening 07_3
void ST_PlayStuntTurret_07_3();
//Plays the Bastila torture scene
void ST_PlayBastilaTorture();
//Load Turret Module Opening 07_4
void ST_PlayStuntTurret_07_4();
//Load Leviathan Bombardment Stunt_06 covered by Render 5
void ST_PlayTarisEscape();
//Load Stunt_07 covered by Render 6a and 05_1C
void ST_PlayTarisEscape02();
//Load the Fighter Mini-Game m12ab covered by Render 07_3
void ST_PlayTarisEscape03();
//Load Dantooine module covered by hyperspace and dant landing
void ST_PlayDantooineLanding();
//Leaving Dantooine for the first time, going to STUNT_12 covered by Dant takeoff and hyperspace
void ST_PlayDantooineTakeOff();
//Plays the correct vision based on the value of K_FUTURE_PLANET from a stunt module
void ST_PlayVisionStunt();
//Plays the correct vision based on the value of K_FUTURE_PLANET with a take-off
void ST_PlayVisionStunt02();
//Plays the starforge approach
void ST_PlayStarForgeApproach();
//Plays the Damage Ebon Hawk Stunt scene
void ST_PlayStunt35();
//Shows the crash landing on the Unknown World
void ST_PlayUnknownWorldLanding();
//Shows the take-off from the Unknown World
void ST_PlayUnknownWorldTakeOff();
//Landing on the Star Forge
void ST_PlayStarForgeLanding();
//Goes to the Leviathan Mini-Game covered by the Escape Render
void ST_PlayLeviathanEscape01();
//UBER FUNCTIONS *********************************************************************************************************************
//This determines what to play after a Fighter Mini Game is run
void ST_PlayPostTurret();
//Play the appropriate take off render
string ST_GetTakeOffRender();
... (685 more lines)Description: :: k_inc_switch
Usage: #include "k_inc_switch"
Source Code:
//:: k_inc_switch
/*
A simple include defining all of the
events in the game as constants.
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
//DEFAULT AI EVENTS
int KOTOR_DEFAULT_EVENT_ON_HEARTBEAT = 1001;
int KOTOR_DEFAULT_EVENT_ON_PERCEPTION = 1002;
int KOTOR_DEFAULT_EVENT_ON_COMBAT_ROUND_END = 1003;
int KOTOR_DEFAULT_EVENT_ON_DIALOGUE = 1004;
int KOTOR_DEFAULT_EVENT_ON_ATTACKED = 1005;
int KOTOR_DEFAULT_EVENT_ON_DAMAGE = 1006;
int KOTOR_DEFAULT_EVENT_ON_DEATH = 1007;
int KOTOR_DEFAULT_EVENT_ON_DISTURBED = 1008;
int KOTOR_DEFAULT_EVENT_ON_BLOCKED = 1009;
int KOTOR_DEFAULT_EVENT_ON_FORCE_AFFECTED = 1010;
int KOTOR_DEFAULT_EVENT_ON_GLOBAL_DIALOGUE_END = 1011;
int KOTOR_DEFAULT_EVENT_ON_PATH_BLOCKED = 1012;
//HENCHMEN AI EVENTS
int KOTOR_HENCH_EVENT_ON_HEARTBEAT = 2001;
int KOTOR_HENCH_EVENT_ON_PERCEPTION = 2002;
int KOTOR_HENCH_EVENT_ON_COMBAT_ROUND_END = 2003;
int KOTOR_HENCH_EVENT_ON_DIALOGUE = 2004;
int KOTOR_HENCH_EVENT_ON_ATTACKED = 2005;
int KOTOR_HENCH_EVENT_ON_DAMAGE = 2006;
int KOTOR_HENCH_EVENT_ON_DEATH = 2007;
int KOTOR_HENCH_EVENT_ON_DISTURBED = 2008;
int KOTOR_HENCH_EVENT_ON_BLOCKED = 2009;
int KOTOR_HENCH_EVENT_ON_FORCE_AFFECTED = 2010;
int KOTOR_HENCH_EVENT_ON_GLOBAL_DIALOGUE_END = 2011;
int KOTOR_HENCH_EVENT_ON_PATH_BLOCKED = 2012;
int KOTOR_HENCH_EVENT_ON_ENTER_5m = 2013;
int KOTOR_HENCH_EVENT_ON_EXIT_5m = 2014;
//MISC AI EVENTS
int KOTOR_MISC_DETERMINE_COMBAT_ROUND = 3001;
int KOTOR_MISC_DETERMINE_COMBAT_ROUND_ON_PC = 3002;
int KOTOR_MISC_DETERMINE_COMBAT_ROUND_ON_INDEX_ZERO = 3003;Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_tar"
Source Code:
//::///////////////////////////////////////////////
//:: k_inc_tar
//:: k_inc_tar
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
include file for taris
*/
//:://////////////////////////////////////////////
//:: Created By: Jason Booth
//:: Created On: July 16, 2002
//:://////////////////////////////////////////////
#include "k_inc_debug"
#include "k_inc_utility"
//performs a standard creature transformation where the original creature
//is destroyed and a new creature is put in its place. returns a reference
//to the new creature.
object TAR_TransformCreature(object oTarget = OBJECT_INVALID,string sTemplate = "");
//test routine for walking waypoints
void TAR_WalkWaypoints();
//mark an object for cleanup by the TAR_CleanupDeadObjects function
void TAR_MarkForCleanup(object obj = OBJECT_SELF);
//destroy all objects whose PLOT_10 flag has been set
void TAR_CleanupDeadObjects(object oArea);
//make object do an uninterruptible path move
void TAR_PlotMovePath(string sWayPointTag,int nFirst, int nLast, int nRun = FALSE);
//make object do an uninterruptible move to an object
void TAR_PlotMoveObject(object oTarget,int nRun = FALSE);
//make object do an uninterruptible move to a location
void TAR_PlotMoveLocation(location lTarget,int nRun = FALSE);
//check for rukil's apprentice journal
int TAR_PCHasApprenticeJournal();
//return number of promised land journals player has
int TAR_GetNumberPromisedLandJournals();
//toggle the state of sith armor
void TAR_ToggleSithArmor();
//fill container with treasure from table
void TAR_AddTreasureToContainer(object oContainer,int iTable,int iAmount);
//returns TRUE if object is wearing sith armor
int TAR_GetWearingSithArmor(object oTarget = OBJECT_INVALID);
//strip sith armor from party, equipping another appropriate item (if available)
//returns the sith armor object if it was being worn
object TAR_StripSithArmor();
//teleport party member
void TAR_TeleportPartyMember(object oPartyMember, location lDest);
//makes the sith armor equippable
void TAR_EnableSithArmor();
//strip all items from an object
void TAR_StripCharacter(object oTarget,object oDest);
//::///////////////////////////////////////////////
... (488 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_tat"
Source Code:
//::///////////////////////////////////////////////
//:: Include
//:: k_inc_tat
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
This is the include file for Tatooine.
*/
//:://////////////////////////////////////////////
//:: Created By: John Winski
//:: Created On: September 3, 2002
//:://////////////////////////////////////////////
#include "k_inc_utility"
#include "k_inc_generic"
// racer constants
int NONE = 0;
int GARM = 1;
int YUKA = 2;
int ZORIIS = 3;
// race time constants
int GARM_TIME = 2600;
int YUKA_TIME = 2470;
int ZORIIS_TIME = 2350;
string RACE_DEFAULT = GetStringByStrRef(32289);
int GetGammoreansDeadGlobal()
{
return GetGlobalBoolean("tat_GammoreansDead");
}
void SetGammoreansDeadGlobal(int bValue)
{
if (bValue == TRUE || bValue == FALSE)
{
SetGlobalBoolean("tat_GammoreansDead", bValue);
}
return;
}
int GetMetKomadLodgeGlobal()
{
return GetGlobalBoolean("tat_MetKomadLodge");
}
void SetMetKomadLodgeGlobal(int bValue)
{
if (bValue == TRUE || bValue == FALSE)
{
SetGlobalBoolean("tat_MetKomadLodge", bValue);
}
return;
}
int GetSharinaAccusedGurkeGlobal()
{
... (2055 more lines)Description: :: k_inc_treasure
Usage: #include "k_inc_treasure"
Source Code:
//:: k_inc_treasure
/*
contains code for filling containers using treasure tables
*/
//:: Created By: Jason Booth
//:: Copyright (c) 2002 Bioware Corp.
//
// March 15, 2003 J.B.
// removed parts and spikes from tables
//
//constants for container types
int SWTR_DEBUG = TRUE; //set to false to disable console/file logging
int SWTR_TABLE_CIVILIAN_CONTAINER = 1;
int SWTR_TABLE_MILITARY_CONTAINER_LOW = 2;
int SWTR_TABLE_MILITARY_CONTAINER_MID = 3;
int SWTR_TABLE_MILITARY_CONTAINER_HIGH = 4;
int SWTR_TABLE_CORPSE_CONTAINER_LOW = 5;
int SWTR_TABLE_CORPSE_CONTAINER_MID = 6;
int SWTR_TABLE_CORPSE_CONTAINER_HIGH = 7;
int SWTR_TABLE_SHADOWLANDS_CONTAINER_LOW = 8;
int SWTR_TABLE_SHADOWLANDS_CONTAINER_MID = 9;
int SWTR_TABLE_SHADOWLANDS_CONTAINER_HIGH = 10;
int SWTR_TABLE_DROID_CONTAINER_LOW = 11;
int SWTR_TABLE_DROID_CONTAINER_MID = 12;
int SWTR_TABLE_DROID_CONTAINER_HIGH = 13;
int SWTR_TABLE_RAKATAN_CONTAINER = 14;
int SWTR_TABLE_SANDPERSON_CONTAINER = 15;
//Fill an object with treasure from the specified table
//This is the only function that should be used outside this include file
void SWTR_PopulateTreasure(object oContainer,int iTable,int iItems = 1,int bUnique = TRUE);
//for internal debugging use only, output string to the log file and console if desired
void SWTR_Debug_PostString(string sStr,int bConsole = TRUE,int x = 5,int y = 5,float fTime = 5.0)
{
if(SWTR_DEBUG)
{
if(bConsole)
{
AurPostString("SWTR_DEBUG - " + sStr,x,y,fTime);
}
PrintString("SWTR_DEBUG - " + sStr);
}
}
//return whether i>=iLow and i<=iHigh
int SWTR_InRange(int i,int iLow,int iHigh)
{
if(i >= iLow && i <= iHigh)
{
return(TRUE);
}
else
... (773 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_unk"
Source Code:
//::///////////////////////////////////////////////
//:: k_inc_unk
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
include file for unknown world
*/
//:://////////////////////////////////////////////
//:: Created By: Jason Booth
//:: Created On: Sept. 9, 2002
//:://////////////////////////////////////////////
#include "k_inc_debug"
#include "k_inc_utility"
#include "k_inc_generic"
//mark an object for cleanup by the UNK_CleanupDeadObjects function
void UNK_MarkForCleanup(object obj);
//destroy all objects whose PLOT_10 flag has been set
void UNK_CleanupDeadObjects(object oArea);
//mark object for cleanup and move to nearest exit
void UNK_LeaveArea(object obj = OBJECT_SELF, int bRun = FALSE);
//test if red rakata are hostile
int UNK_GetRedRakataHostile();
//test if black rakata are hostile
int UNK_GetBlackRakataHostile();
//make red rakatans hostile
void UNK_SetRedRakataHostile();
//make black rakatans hostile
void UNK_SetBlackRakataHostile();
//make black rakatans neutral
void UNK_SetBlackRakataNeutral();
//fill container with treasure from table
void UNK_AddTreasureToContainer(object oContainer,int iTable,int iAmount);
// unavoidable damage to all within radius
void UNK_RakDefence(string sObjectTag, float fDistance, int bIndiscriminant = TRUE);
//::///////////////////////////////////////////////
//:: UNK_MarkForCleanup
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
//mark an object for cleanup by the TAR_CleanupDeadObjects function
*/
//:://////////////////////////////////////////////
//:: Created By: Jason Booth
//:: Created On: August 26, 2002
//:://////////////////////////////////////////////
void UNK_MarkForCleanup(object obj)
{
UT_SetPlotBooleanFlag(obj,SW_PLOT_BOOLEAN_10,TRUE);
}
//::///////////////////////////////////////////////
... (254 more lines)Description: :: k_inc_utility
Usage: #include "k_inc_utility"
Source Code:
//:: k_inc_utility
/*
common functions used throughout various scripts
Modified by Peter T. 17/03/03
- Added UT_MakeNeutral2(), UT_MakeHostile1(), UT_MakeFriendly1() and UT_MakeFriendly2()
*/
//:: Created By: Jason Booth
//:: Copyright (c) 2002 Bioware Corp.
// Plot Flag Constants.
int SW_PLOT_BOOLEAN_01 = 0;
int SW_PLOT_BOOLEAN_02 = 1;
int SW_PLOT_BOOLEAN_03 = 2;
int SW_PLOT_BOOLEAN_04 = 3;
int SW_PLOT_BOOLEAN_05 = 4;
int SW_PLOT_BOOLEAN_06 = 5;
int SW_PLOT_BOOLEAN_07 = 6;
int SW_PLOT_BOOLEAN_08 = 7;
int SW_PLOT_BOOLEAN_09 = 8;
int SW_PLOT_BOOLEAN_10 = 9;
int SW_PLOT_HAS_TALKED_TO = 10;
int SW_PLOT_COMPUTER_OPEN_DOORS = 11;
int SW_PLOT_COMPUTER_USE_GAS = 12;
int SW_PLOT_COMPUTER_DEACTIVATE_TURRETS = 13;
int SW_PLOT_COMPUTER_DEACTIVATE_DROIDS = 14;
int SW_PLOT_COMPUTER_MODIFY_DROID = 15;
int SW_PLOT_REPAIR_WEAPONS = 16;
int SW_PLOT_REPAIR_TARGETING_COMPUTER = 17;
int SW_PLOT_REPAIR_SHIELDS = 18;
int SW_PLOT_REPAIR_ACTIVATE_PATROL_ROUTE = 19;
// UserDefined events
int HOSTILE_RETREAT = 1100;
//Alignment Adjustment Constants
int SW_CONSTANT_DARK_HIT_HIGH = -6;
int SW_CONSTANT_DARK_HIT_MEDIUM = -5;
int SW_CONSTANT_DARK_HIT_LOW = -4;
int SW_CONSTANT_LIGHT_HIT_LOW = -2;
int SW_CONSTANT_LIGHT_HIT_MEDIUM = -1;
int SW_CONSTANT_LIGHT_HIT_HIGH = 0;
// Returns a pass value based on the object's level and DC rating of 0, 1, or 2 (easy, medium, difficult)
// December 20 2001: Changed so that the difficulty is determined by the
// NPC's Hit Dice
int AutoDC(int DC, int nSkill, object oTarget);
// checks for high charisma
int IsCharismaHigh();
// checks for low charisma
int IsCharismaLow();
// checks for normal charisma
int IsCharismaNormal();
// checks for high intelligence
int IsIntelligenceHigh();
... (2759 more lines)Description: :: k_inc_walkways
Usage: #include "k_inc_walkways"
Source Code:
//:: k_inc_walkways
/*
v1.0
Walk Way Points Include
used by k_inc_generic
NOTE - To get these functions
use k_inc_generic
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
int WALKWAYS_CURRENT_POSITION = 0;
int WALKWAYS_END_POINT = 1;
int WALKWAYS_SERIES_NUMBER = 2;
int SW_FLAG_AMBIENT_ANIMATIONS = 29;
int SW_FLAG_AMBIENT_ANIMATIONS_MOBILE = 30;
int SW_FLAG_WAYPOINT_WALK_ONCE = 34;
int SW_FLAG_WAYPOINT_WALK_CIRCULAR = 35;
int SW_FLAG_WAYPOINT_WALK_PATH = 36;
int SW_FLAG_WAYPOINT_WALK_STOP = 37; //One to three
int SW_FLAG_WAYPOINT_WALK_RANDOM = 38;
int SW_FLAG_WAYPOINT_WALK_RUN = 39;
int SW_FLAG_WAYPOINT_DIRECTION = 41;
int SW_FLAG_WAYPOINT_DEACTIVATE = 42;
int SW_FLAG_WAYPOINT_WALK_STOP_LONG = 46;
int SW_FLAG_WAYPOINT_WALK_STOP_RANDOM = 47;
//Makes OBJECT_SELF walk way points based on the spawn in conditions set out.
void GN_WalkWayPoints();
//Sets the series number from 01 to 99 on a creature so that the series number and not the creature's tag is used for walkway points
void GN_SetWalkWayPointsSeries(int nSeriesNumber);
//Sets Generic Spawn In Conditions
void GN_SetSpawnInCondition(int nFlag, int nState = TRUE);
//Gets the boolean state of a generic spawn in condition.
int GN_GetSpawnInCondition(int nFlag);
//Moves an object to the last waypoint in a series
void GN_MoveToLastWayPoint(object oToMove);
//Moves an object to a random point in the series
void GN_MoveToRandomWayPoint(object oToMove);
//Moves an object to a sepcific point in the series
void GN_MoveToSpecificWayPoint(object oToMove, int nArrayNumber);
//Determines the correct direction to proceed in a walkway points array.
int GN_GetWayPointDirection(int nEndArray, int nCurrentPosition);
//Should only be called from within SetListendingPatterns
void GN_SetUpWayPoints();
//Play an animation between way points.
void GN_PlayWalkWaysAnimation();
//Inserts a print string into the log file for debugging purposes for the walkways include.
void WK_MyPrintString(string sString);
//Are valid walkway points available
int GN_CheckWalkWays(object oTarget);
//::///////////////////////////////////////////////
... (566 more lines)Description: :: k_inc_zones
Usage: #include "k_inc_zone"
Source Code:
//:: k_inc_zones
/*
Zone including for controlling
the chaining of creatures
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_generic"
//Function run by the trigger to catalog the control nodes followers
void ZN_CatalogFollowers();
//Checks zone conditional on creature to if they belong to the zone
int ZN_CheckIsFollower(object oController, object oTarget);
//Checks the distance and creatures around the PC to see if it should return home.
int ZN_CheckReturnConditions();
//Gets the followers to move back to the controller object
void ZN_MoveToController(object oController, object oFollower);
//Checks to see if a specific individual needs to return to the controller.
int ZN_CheckFollowerReturnConditions(object oTarget);
//::///////////////////////////////////////////////
//:: Catalog Zone Followers
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Catalogs all creatures within
the trigger area and marks
them with an integer which
is part of the creature's
tag.
Use local number SW_NUMBER_LAST_COMBO
as a test. A new local number will
be defined if the system works.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: April 7, 2003
//:://////////////////////////////////////////////
void ZN_CatalogFollowers()
{
GN_PostString("FIRING", 10,10, 10.0);
if(GetLocalBoolean(OBJECT_SELF, 10) == FALSE) //Has talked to boolean
{
string sZoneTag = GetTag(OBJECT_SELF);
int nZoneNumber = StringToInt(GetStringRight(sZoneTag, 2));
//Set up creature followers
object oZoneFollower = GetFirstInPersistentObject();
while(GetIsObjectValid(oZoneFollower))
{
SetLocalNumber(oZoneFollower, SW_NUMBER_COMBAT_ZONE, nZoneNumber);
//GN_MyPrintString("ZONING DEBUG ***************** Setup Follower = " + GN_ReturnDebugName(oZoneFollower));
//GN_MyPrintString("ZONING DEBUG ***************** Setup Follower Zone # = " + GN_ITS(GetLocalNumber(oZoneFollower, SW_NUMBER_COMBAT_ZONE)));
... (110 more lines)Description: Global Inc
Usage: #include "a_global_inc"
Source Code:
//:: a_global_inc
/*
parameter 1 = string identifier for a global number
parameter 2 = amount to increment GetGlobalNumber(param1)
*/
//:: Created By: Anthony Davis
#include "k_inc_debug"
void main()
{
string tString = GetScriptStringParameter();
int tInt = GetScriptParameter( 1 );
SetGlobalNumber(tString, GetGlobalNumber(tString) + tInt);
}Description: a_influence_inc
Usage: #include "a_influence_inc"
Source Code:
// a_influence_inc
/* Parameter Count: 2
Increases an NPC's influence.
Param1 - The NPC value of the player whose influence is increased.
Param2 - magnitude of influence change:
1 - low
2 - medium
3 - high
all others - medium
NPC numbers, as specified in NPC.2da
0 Atton
1 BaoDur
2 Mand
3 g0t0
4 Handmaiden
5 hk47
6 Kreia
7 Mira
8 T3m4
9 VisasMarr
10 Hanharr
11 Disciple
*/
//
// KDS 06/16/04
void main()
{
int nInfluenceLow = 8;
int nInfluenceMedium = 8;
int nInfluenceHigh = 8;
int nNPC = GetScriptParameter(1);
int nImpact = GetScriptParameter(2);
int nInfluenceChange;
switch (nImpact)
{
case 1:
nInfluenceChange = nInfluenceLow;
break;
case 2:
nInfluenceChange = nInfluenceMedium;
break;
case 3:
nInfluenceChange = nInfluenceHigh;
break;
default:
nInfluenceChange = nInfluenceMedium;
break;
}
ModifyInfluence (nNPC, nInfluenceChange);
}
... (1 more lines)Description: a_localn_inc
Usage: #include "a_localn_inc"
Source Code:
// a_localn_inc
// Parameter Count: 2
// Param1 - The local number # to increment (range 12-31)
// Param2 - the amount to increment Param1 by (default = 1)
// Param3 - Optional string parameter to refer to another object's local #
//
// KDS 06/15/04
// Modified TDE 7/31/04
#include "k_inc_debug"
#include "k_inc_utility"
void main()
{
int nLocalNumber = GetScriptParameter( 1 );
int nValue = GetScriptParameter ( 2 );
// Added optional string parameter to refer to another object's local #
string sTag = GetScriptStringParameter();
object oObject;
// If sTag is empty, use the object that called the script
if ( sTag == "" ) oObject = OBJECT_SELF;
else oObject = GetObjectByTag(sTag);
if (nValue == 0) nValue = 1;
SetLocalNumber(oObject, nLocalNumber,
GetLocalNumber(oObject, nLocalNumber) + nValue);
}Description: :: k_inc_cheat
Usage: #include "k_inc_cheat"
Source Code:
//:: k_inc_cheat
/*
This will be localized area for all
Cheat Bot scripting.
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_debug"
//Takes a PLANET_ Constant
void CH_SetPlanetaryGlobal(int nPlanetConstant);
//Makes the specified party member available to the PC
void CH_SetPartyMemberAvailable(int nNPC);
//::///////////////////////////////////////////////
//:: Set Planet Local
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
VARIABLE = K_CURRENT_PLANET
Endar Spire 5
Taris 10
Dantooine 15
--Kashyyk 20
--Manaan 25
--Korriban 30
--Tatooine 35
Leviathan 40
Unknown World 45
Star Forge 50
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Oct 16, 2002
//:://////////////////////////////////////////////
void CH_SetPlanetaryGlobal(int nPlanetConstant)
{
/*
if(nPlanetConstant == PLANET_ENDAR_SPIRE)
{
SetGlobalNumber("K_CURRENT_PLANET", 5);
}
else if(nPlanetConstant == PLANET_TARIS)
{
SetGlobalNumber("K_CURRENT_PLANET", 10);
}
else if(nPlanetConstant == PLANET_DANTOOINE)
{
SetGlobalNumber("K_CURRENT_PLANET", 15);
}
else if(nPlanetConstant == PLANET_KASHYYYK)
{
... (81 more lines)Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_debug"
Source Code:
//::///////////////////////////////////////////////
//:: KOTOR Debug Include
//:: k_inc_debug
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This contains the functions for inserting
debug information into the scripts.
This include will use Db as its two letter
function prefix.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 12, 2002
//:://////////////////////////////////////////////
//Inserts a print string into the log file for debugging purposes.
void Db_MyPrintString(string sString);
//Makes the object running the script say a speak string.
void Db_MySpeakString(string sString);
//Makes the nearest PC say a speakstring.
void Db_AssignPCDebugString(string sString);
//Basically, a wrapper for AurPostString
void Db_PostString(string sString = "",int x = 5,int y = 5,float fShow = 1.0);
//::///////////////////////////////////////////////
//:: Debug Print String
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Inserts a print string into the log file for
debugging purposes.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: June 12, 2002
//:://////////////////////////////////////////////
void Db_MyPrintString(string sString)
{
if(!ShipBuild())
{
PrintString(sString);
}
}
//::///////////////////////////////////////////////
//:: Debug Speak String
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Makes the object running the script say a
speak string.
*/
... (47 more lines)Description: :: k_inc_disguise
Usage: #include "k_inc_disguise"
Source Code:
//:: k_inc_disguise
/*
This script contains all functions necessary to add and
remove disguises on all party members.
*/
void DonEnvironmentSuit() {
object oPC;
int nMax = GetPartyMemberCount();
int nIdx;
effect eChange = EffectDisguise(DISGUISE_TYPE_ENVIRONMENTSUIT);
for(nIdx = 0;nIdx < nMax; nIdx++)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eChange,GetPartyMemberByIndex(nIdx));
}
}
void DonSpaceSuit() {
int nMax = GetPartyMemberCount();
int nIdx;
effect eChange = EffectDisguise(DISGUISE_TYPE_ENVIRONMENTSUIT_02);
for(nIdx = 0;nIdx < nMax; nIdx++)
{
object oPartyMember = GetPartyMemberByIndex(nIdx);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eChange,oPartyMember);
}
}
void RemoveDisguises() {
int nDisguise = EFFECT_TYPE_DISGUISE;
object oPC;
effect eEffect;
int nMax = GetPartyMemberCount();
int nIdx;
for(nIdx = 0;nIdx < nMax; nIdx++)
{
oPC = GetPartyMemberByIndex(nIdx);
eEffect = GetFirstEffect(oPC);
while(GetIsEffectValid(eEffect))
{
if(GetEffectType(eEffect) == nDisguise)
{
RemoveEffect(oPC,eEffect);
}
eEffect = GetNextEffect(oPC);
}
}
}Description: ::///////////////////////////////////////////////
Usage: #include "k_inc_drop"
Source Code:
//::///////////////////////////////////////////////
//:: KOTOR Treasure drop Include
//:: k_inc_drop
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
// Contains the functions for handling creatures dropping random treasure
//Only human creatures not of the beast subrace willdrop treasure dependant
//on their hit dice
//:://////////////////////////////////////////////
//:: Created By: Aidan Scanlan On: 02/06/03
//:://////////////////////////////////////////////
int DR_HIGH_LEVEL = 15;
int DR_MEDIUM_LEVEL = 10;
int DR_LOW_LEVEL = 5;
int DR_SUBRACE_BEAST = 2;
//Checks for treasure drop conditions. Returns True if treasure will drop
int DR_SpawnCreatureTreasure(object oTarget = OBJECT_SELF);
//Dependant on the level of a creature drops treasure from a list
void DR_CreateRandomTreasure(object oTarget = OBJECT_SELF);
// creates a low level treasure: med pack/repair, frag grenade, credits
void DR_CreateLowTreasure();
// creates midlevel treasure: adv-med/repair, any gredade, stims, credits
void DR_CreateMidTreasure();
// creates high treasure: adv stims, grenades, ultra med/repair, credits
void DR_CreateHighTreasure();
// Creates 1-4 credits
void DR_CreateFillerCredits();
/////////////////////////////////////////////////////////////////////////
//Checks for treasure drop conditions. Returns True if treasure will drop
int DR_SpawnCreatureTreasure(object oTarget = OBJECT_SELF)
{
int nRace = GetRacialType(oTarget);
int nFaction = GetStandardFaction(oTarget);
int nSubRace = GetSubRace(oTarget);
if(Random(4) == 0 &&
nRace != RACIAL_TYPE_DROID &&
nSubRace != DR_SUBRACE_BEAST)
{
//AurPostString("will drop",5,5,5.0);
DR_CreateRandomTreasure(oTarget);
return TRUE;
}
return FALSE;
}
//Dependant on the level of a creature drops treasure from a list
void DR_CreateRandomTreasure(object oTarget = OBJECT_SELF)
{
int nLevel = GetHitDice(oTarget);
if (nLevel > DR_HIGH_LEVEL)
{
... (185 more lines)Description: k_inc_fab
Usage: #include "k_inc_fab"
Source Code:
// k_inc_fab
/*
Ferret's Wacky Include Script - YAY
A running compilation of short cuts
to make life easier
*/
// FAB 3/11
// This spawns in a creature with resref sCreature
// in waypoint location "sp_<sCreature><nInstance>"
object FAB_Spawn( string sCreature, int nInstance = 0 );
// This makes oAct face in the direction of oFace
// if oFace is left blank it defaults to the PC
void FAB_Face( object oAct, object oFace = OBJECT_INVALID );
// This function teleports the PC to oWP then any
// other CNPCs are teleported behind the PC.
// WARNING: Make sure that behind the waypoint there
// are valid points for the CNPCs to teleport to.
void FAB_PCPort( object oWP );
// This function returns a location directly behind the object
// you pass it. The float can be changed to determine how far
// behind the PC.
location FAB_Behind( object oTarg, float fMult = 2.5 );
// This spawns in a creature with resref sCreature
// in waypoint location "sp_<sCreature><nInstance>"
object FAB_Spawn( string sCreature, int nInstance = 0 )
{
string sWP;
if ( nInstance == 0 ) sWP = "sp_" + sCreature ;
else sWP = "sp_" + sCreature + IntToString( nInstance );
return CreateObject( OBJECT_TYPE_CREATURE, sCreature, GetLocation( GetObjectByTag( sWP ) ));
}
// This makes oAct face in the direction of oFace
// if oFace is left blank it defaults to the PC
void FAB_Face( object oAct, object oFace = OBJECT_INVALID )
{
if ( oFace == OBJECT_INVALID ) oFace = GetFirstPC();
AssignCommand( oAct, SetFacingPoint( GetPositionFromLocation(GetLocation(oFace)) ));
}
// This function teleports the PC to oWP then any
// other CNPCs are teleported behind the PC.
// WARNING: Make sure that behind the waypoint there
// are valid points for the CNPCs to teleport to.
void FAB_PCPort( object oWP )
{
AurPostString("Testing!",5,4,2.0);
//object oWP = GetObjectByTag( "tp_test" );
//object oTarg = GetFirstPC();
object oTarg = GetPartyMemberByIndex(0);
DelayCommand( 0.1, AssignCommand( oTarg, ClearAllActions() ));
DelayCommand( 0.2, AssignCommand( oTarg, ActionJumpToObject(oWP) ) );
... (72 more lines)Description: :: k_inc_fakecombat
Usage: #include "k_inc_fakecombat"
Source Code:
//:: k_inc_fakecombat
/*
routines for doing fake combat
*/
//:: Created By: Jason Booth
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_generic"
void FAI_EnableFakeMode(object oTarget,int iFaction);
void FAI_DisableFakeMode(object oTarget,int iFaction);
void FAI_PerformFakeAttack(object oAttacker,object oTarget,int bLethal = FALSE);
void FAI_PerformFakeTalent(object oAttacker,object oTarget,talent t,int bLethal = FALSE);
void FAI_EnableFakeMode(object oTarget,int iFaction)
{
if(!GetIsObjectValid(oTarget))
{
return;
}
SetCommandable(TRUE,oTarget);
AssignCommand(oTarget,ClearAllActions());
SetLocalBoolean(oTarget,SW_FLAG_AI_OFF,TRUE);
AurPostString("TURNING AI OFF - " + GetTag(oTarget),5,5,5.0);
ChangeToStandardFaction(oTarget,iFaction);
SetMinOneHP(oTarget,TRUE);
}
void FAI_DisableFakeMode(object oTarget,int iFaction)
{
if(!GetIsObjectValid(oTarget))
{
return;
}
SetCommandable(TRUE,oTarget);
SetLocalBoolean(oTarget,SW_FLAG_AI_OFF,FALSE);
ChangeToStandardFaction(oTarget,iFaction);
SetMinOneHP(oTarget,FALSE);
}
void DoFakeAttack(object oTarget,int bLethal)
{
if(bLethal)
{
SetMinOneHP(oTarget,FALSE);
ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectDamage(GetCurrentHitPoints(oTarget)-1),
oTarget);
//CutsceneAttack(oTarget,ACTION_ATTACKOBJECT,ATTACK_RESULT_HIT_SUCCESSFUL,1000);
}
//else
//{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY,EffectAssuredHit(),OBJECT_SELF,3.0);
ActionAttack(oTarget);
//}
}
... (28 more lines)Description: :: k_inc_force
Usage: #include "k_inc_force"
Source Code:
//:: k_inc_force
/*
v1.0
Force Powers Include for KOTOR
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
float fLightningDuration = 1.0;
//These variables are set in the script run area.
int SWFP_PRIVATE_SAVE_TYPE;
int SWFP_PRIVATE_SAVE_VERSUS_TYPE;
int SWFP_DAMAGE;
int SWFP_DAMAGE_TYPE;
int SWFP_DAMAGE_VFX;
int SWFP_HARMFUL;
int SWFP_SHAPE;
//Runs the script section for the particular force power.
void Sp_RunForcePowers();
//Immunity and Resist Spell check for the force power.
//The eDamage checks whether the target is immune to the damage effect
int Sp_BlockingChecks(object oTarget, effect eEffect, effect eEffect2, effect eDamage);
//Makes the necessary saving throws
int Sp_MySavingThrows(object oTarget, int iSpellDC = 0);
//Remove an effect of a specific type
void Sp_RemoveSpecificEffect(int nEffectTypeID, object oTarget);
//Remove an effect from a specific force power.
void Sp_RemoveSpellEffects(int nSpell_ID, object oCaster, object oTarget);
// Delays the application of a spell effect by an amount determined by distance.
float Sp_GetSpellEffectDelay(location SpellTargetLocation, object oTarget);
//Randomly delays the effect application for a default of 0.0 to 0.75 seconds
float Sp_GetRandomDelay(float fMinimumTime = 0.0, float MaximumTime = 0.75);
//Gets a saving throw appropriate to the jedi using the force power.
int Sp_GetJediDCSave();
///Apply effects in a sphere shape.
void Sp_SphereSaveHalf(object oAnchor, float fSize, int nCounter, effect eLink1, float fDuration1, effect eLink2, float fDuration);
//Apply effects to a single target.
void Sp_SingleTarget(object oAnchor, effect eLink1, float fDuration1, effect eLink2, float fDuration2);
//Apply effect to an area and negate on a save.
void Sp_SphereBlocking(object oAnchor, float fSize, int nCounter, effect eLink1, float fDuration1, effect eLink2, float fDuration);
// /Apply effect to an object and negate on a save.
void Sp_SingleTargetBlocking(object oAnchor, effect eLink1, float fDuration1, effect eLink2, float fDuration2);
//Apply effects for a for power.
void Sp_ApplyForcePowerEffects(float fTime, effect eEffect, object oTarget);
//Apply effects to targets.
void Sp_ApplyEffects(int nBlocking, object oAnchor, float fSize, int nCounter, effect eLink1, float fDuration1, effect eLink2, float fDuration2, int nRacial = RACIAL_TYPE_ALL);
//Removes all effects from the spells , Knights Mind, Mind Mastery and Battle Meditation
void Sp_RemoveBuffSpell();
//Prints a string for the spell stript
void SP_MyPrintString(string sString);
//Posts a string for the spell script
... (6373 more lines)Description: :: k_inc_generic
Usage: #include "k_inc_generic"
Source Code:
//:: k_inc_generic
/*
v1.5
Generic Include for KOTOR
Post Clean Up as of March 3, 2003
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_gensupport"
#include "k_inc_walkways"
#include "k_inc_drop"
struct tLastRound
{
int nLastAction;
int nLastActionID;
int nLastTalentCode;
object oLastTarget;
int nTalentSuccessCode;
int nIsLastTargetDebil;
int nLastCombo;
int nLastComboIndex;
int nCurrentCombo;
int nBossSwitchCurrent;
};
struct tLastRound tPR;
//LOCAL BOOLEANS RANGE FROM 0 to 96
int AMBIENT_PRESENCE_DAY_ONLY = 1; //POSSIBLE CUT
int AMBIENT_PRESENCE_NIGHT_ONLY = 2; //POSSIBLE CUT
int AMBIENT_PRESENCE_ALWAYS_PRESENT = 3;
int SW_FLAG_EVENT_ON_PERCEPTION = 20;
int SW_FLAG_EVENT_ON_ATTACKED = 21;
int SW_FLAG_EVENT_ON_DAMAGED = 22;
int SW_FLAG_EVENT_ON_FORCE_AFFECTED = 23;
int SW_FLAG_EVENT_ON_DISTURBED = 24;
int SW_FLAG_EVENT_ON_COMBAT_ROUND_END = 25;
int SW_FLAG_EVENT_ON_DIALOGUE = 26;
int SW_FLAG_EVENT_ON_DEATH = 27;
int SW_FLAG_EVENT_ON_HEARTBEAT = 28;
//int SW_FLAG_AMBIENT_ANIMATIONS = 29; located in k_inc_walkways
// DJS-OEI 3/31/2004
// Since I misinformed the designers early on about the
// number of local boolean the game was using internally,
// they started using flags 30 thru 64 for plot-related
// stuff. This started causing problems since it was signalling
// the AI to perform incorrect behaviors. I've set aside the
// 30-64 range for designer use and increased the values of
// the remaining flags (as well as the engine's total storage
// capacity) so their current scripts will still work. We need
// to recompile all global and MOD embedded scripts so they use
// the new values.
... (3672 more lines)Description: :: k_inc_gensupport
Usage: #include "k_inc_gensupport"
Source Code:
//:: k_inc_gensupport
/*
v1.0
Support Include for k_inc_generic
NOTE - To get these functions
use k_inc_generic
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
//BOSS ATTACK TYPES
int SW_BOSS_ATTACK_TYPE_GRENADE = 1;
int SW_BOSS_ATTACK_TYPE_FORCE_POWER = 2;
int SW_BOSS_ATTACK_TYPE_NPC = 3;
int SW_BOSS_ATTACK_TYPE_PC = 4;
int SW_BOSS_ATTACK_ANY = 5;
int SW_BOSS_ATTACK_DROID = 6;
//LOCAL NUMBERS
int SW_NUMBER_COMBO_ROUTINE = 3;
int SW_NUMBER_COMBO_INDEX = 4;
int SW_NUMBER_LAST_COMBO = 5;
int SW_NUMBER_ROUND_COUNTER = 6;
int SW_NUMBER_COMBAT_ZONE = 7;
int SW_NUMBER_HEALERAI_THRESHOLD = 8;
int SW_NUMBER_HEALERAI_PERCENTAGE = 9;
int SW_NUMBER_COOLDOWN = 10; // fak - oei, rounds before firing again
int SW_NUMBER_COOLDOWN_FIRE = 11; // fak - oei, threshold at which turret fires
//COMBO CONSTANTS
int SW_COMBO_RANGED_FEROCIOUS = 1;
int SW_COMBO_RANGED_AGGRESSIVE = 2;
int SW_COMBO_RANGED_DISCIPLINED = 3;
int SW_COMBO_RANGED_CAUTIOUS = 4;
int SW_COMBO_MELEE_FEROCIOUS = 5;
int SW_COMBO_MELEE_AGGRESSIVE = 6;
int SW_COMBO_MELEE_DISCIPLINED = 7;
int SW_COMBO_MELEE_CAUTIOUS = 8;
int SW_COMBO_BUFF_PARTY = 9;
int SW_COMBO_BUFF_DEBILITATE = 10;
int SW_COMBO_BUFF_DAMAGE = 11;
int SW_COMBO_BUFF_DEBILITATE_DESTROY = 12;
int SW_COMBO_SUPRESS_DEBILITATE_DESTROY = 13;
int SW_COMBO_SITH_ATTACK = 14;
int SW_COMBO_BUFF_ATTACK = 15;
int SW_COMBO_SITH_CONFOUND = 16;
int SW_COMBO_JEDI_SMITE = 17;
int SW_COMBO_SITH_TAUNT = 18;
int SW_COMBO_SITH_BLADE = 19;
int SW_COMBO_SITH_CRUSH = 20;
int SW_COMBO_JEDI_CRUSH = 21;
int SW_COMBO_SITH_BRUTALIZE = 22;
int SW_COMBO_SITH_DRAIN = 23;
... (3828 more lines)Description: Glob Party
Usage: #include "k_inc_glob_party"
Source Code:
//:: k_inc_glob_party
/*
These global scripts are to be used to spawn actual party member objects with thier correct equipment, stats, levels, etc.
Use this to place party members for required scripts and cutscenes.
*/
#include "k_inc_debug"
// FUNCTION DECLARATIONS
string GetNPCTag( int nNPC );
int GetNPCConstant( string sTag );
void ClearPlayerParty();
void SetPlayerParty(int aNPC_CONSTANT_1, int aNPC_CONSTANT_2);
object SpawnIndividualPartyMember(int aNPC_CONSTANT, string sWP = "WP_gspawn_");
void SpawnAllAvailablePartyMembers();
object SpawnIndividualPuppet(int aNPC_CONSTANT, string sWP = "WP_gspawn_");
string GetPuppetTag( int nNPC );
int GetPuppetConstant( string sTag );
// FUNCTION DEFINITIONS:
// Sets the Player created character to be the party leader
// and returns all other party members to the 'party base'.
void ClearPlayerParty()
{
SetPartyLeader(NPC_PLAYER);
int i;
for(i = 0; i < 12; i++)
{
if(IsNPCPartyMember( i ))
RemoveNPCFromPartyToBase( i );
}
}
// sets the Player created character to be the party leader and then fills the party
// with the passed in constants PROVIDED that they have been previously add to the
// 'party base'
void SetPlayerParty(int aNPC_CONSTANT_1, int aNPC_CONSTANT_2)
{
ClearPlayerParty();
object oPartyMember1 = SpawnIndividualPartyMember(aNPC_CONSTANT_1);
object oPartyMember2 = SpawnIndividualPartyMember(aNPC_CONSTANT_2);
if(GetIsObjectValid(oPartyMember1) )
{
AddPartyMember(aNPC_CONSTANT_1, oPartyMember1);
}
if(GetIsObjectValid(oPartyMember2) )
{
AddPartyMember(aNPC_CONSTANT_2, oPartyMember2);
}
}
// Will return the tag of the party member constant passed in.
// Will return 'ERROR' if an invalid constant is passed in.
string GetNPCTag( int nNPC )
... (205 more lines)Description: Hawk
Usage: #include "k_inc_hawk"
Source Code:
//:: Script Name
/*
Desc
*/
//:: Created By:
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_glob_party"
#include "k_oei_hench_inc"
void StopCombat()
{
object oPC = GetFirstPC();
CancelCombat(oPC);
int i;
object oEnemy;
for(i = 0;i < 20;i++)
{
oEnemy = GetObjectByTag("REThug4", i);
if(GetIsObjectValid(oEnemy))
{
ChangeToStandardFaction( oEnemy,STANDARD_FACTION_NEUTRAL );
CancelCombat(oEnemy);
}
oEnemy = GetObjectByTag("REThug5", i);
if(GetIsObjectValid(oEnemy))
{
ChangeToStandardFaction( oEnemy,STANDARD_FACTION_NEUTRAL );
CancelCombat(oEnemy);
}
}
//take care of the captain
oEnemy = GetObjectByTag("RECapt");
if(GetIsObjectValid(oEnemy))
{
ChangeToStandardFaction( oEnemy,STANDARD_FACTION_NEUTRAL );
CancelCombat(oEnemy);
}
}
void ClearEnemies()
{
int i;
object oEnemy;
for(i = 0;i < 20;i++)
{
oEnemy = GetObjectByTag("REThug4", i);
if(GetIsObjectValid(oEnemy))
DestroyObject(oEnemy);
oEnemy = GetObjectByTag("REThug5", i);
if(GetIsObjectValid(oEnemy))
DestroyObject(oEnemy);
... (346 more lines)Description: Item Gen
Usage: #include "k_inc_item_gen"
Source Code:
//:: k_inc_item_gen.nss
/*
Global script used to generate items on the PC based on the
NPC being spoken to.
*/
//:: Created By:
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_debug"
//Checks the Player's inventory and determines based on OBJECT_SELF
//whether the Player needs equipment.
//Returns TRUE if the Player needs equipment.
//Returns FALSE if the Player does NOT equipment.
int GetIsEquipmentNeeded();
//Creates equipment on the PC based on the NPC they are talking to.
void CreateEquipmentOnPC();
//Counts and totals up to four different items within the Player's inventory.
int CheckInventoryNumbers(string sTag1, string sTag2 = "", string sTag3 = "", string sTag4 = "");
//Checks the Player's inventory and determines based on OBJECT_SELF
//whether the Player needs equipment.
//Returns TRUE if the Player needs equipment.
//Returns FALSE if the Player does NOT equipment.
//Global and modified version of EBO_GetIsEquipmentNeeded() from Kotor1
int GetIsEquipmentNeeded()
{
int nNumber, nGlobal;
string sTag = GetTag(OBJECT_SELF);
int nJediFound = (GetGlobalNumber("000_Jedi_Found")*2) + 10;
if(sTag == "mira")//Mira
{
int bMakeLethalGrenades = GetLocalBoolean( OBJECT_SELF, 31 );
if(bMakeLethalGrenades)
{//lethals only
nNumber = CheckInventoryNumbers("g_w_fraggren01","G_W_FIREGREN001");
nGlobal = GetGlobalNumber("K_MIRA_ITEMS");
if((nNumber <= 10 && nGlobal < nJediFound) || nGlobal == 0)
{
return TRUE;
}
return FALSE;
}
else
{//non lethal grenades only, stuns and adhesives
nNumber = CheckInventoryNumbers("G_w_StunGren01","g_w_adhsvgren001","G_W_CRYOBGREN001","g_w_iongren01");
nGlobal = GetGlobalNumber("K_MIRA_ITEMS");
if((nNumber <= 10 && nGlobal < nJediFound) || nGlobal == 0)
{
return TRUE;
}
return FALSE;
... (222 more lines)Description: Richard Taylor
Usage: #include "k_inc_npckill"
Source Code:
//Richard Taylor
//OEI 08/08/04
//Various functions to help with killing creatures in
//violent and damaging explosions.
//When this function is called on something it will
//destroy the oCreature after nDelay seconds and do nDamage to
//everyone within 4 meters radius.
void DamagingExplosion(object oCreature, int nDelay, int nDamage );
//When this function is called on something it will
//destroy the oCreature after nDelay seconds but not
//damage anyone in the explosion
void NonDamagingExplosion(object oCreature, int nDelay);
//When this function is called on something it will do
//an EffectDeath on oCreature after nSeconds
void KillCreature(object oCreature, int nDelay);
int GR_GetGrenadeDC(object oTarget);
void DamagingExplosion( object oCreature, int nDelay, int nDamage )
{
//IF there is a delay just call ourselves after ndelay seconds and
//not have a delay next time
if ( nDelay > 0 )
{
//AurPostString( "Delaying Damaging", 10, 25, 5.0f );
DelayCommand( IntToFloat(nDelay), DamagingExplosion(oCreature, 0, nDamage ));
return;
}
//AurPostString( "Executing Damaging", 10, 26, 5.0f );
int nDC = 15;
int nDCCheck = 0;
location oLoc = GetLocation(oCreature);
float oOri = GetFacing(oCreature);
vector vPos = GetPositionFromLocation( oLoc );
vPos.z = vPos.z + 1.0f ;
location oExplosionLoc = Location( vPos, oOri );
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, oLoc, FALSE, 65);
while (GetIsObjectValid(oTarget) && nDamage > 0 )
{
int nFaction = GetStandardFaction( oTarget );
if ( oTarget != OBJECT_SELF && nFaction != STANDARD_FACTION_NEUTRAL )
{
nDCCheck = nDC;
nDCCheck -= GR_GetGrenadeDC(oTarget);
if ( !ReflexSave(oTarget, nDCCheck, SAVING_THROW_TYPE_NONE))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamage, DAMAGE_TYPE_PIERCING), oTarget);
}
else
{//Do a evasion check
int nApply = 0;
if ( GetHasFeat( FEAT_EVASION, oTarget ) )
... (70 more lines)Description: :: a_q_cryst_change
Usage: #include "k_inc_q_crystal"
Source Code:
//:: a_q_cryst_change
/*
Takes the quest crystal the player has, if any.
Gives the player the appropriate quest crystal for their alignment/level
*/
//:: Created By: Kevin Saunders, 06/26/04
//:: Copyright 2004 Obsidian Entertainment
#include "k_inc_utility"
int GetPCLevel()
{
int n = GetGlobalNumber("G_PC_LEVEL");
return(n);
}
string GetPCAlignType()
{
string s;
if(IsDark()) s = "1";
if(IsNeutral()) s = "2";
if(IsLight()) s = "3";
if(IsDarkComplete()) s = "0";
if(IsLightComplete()) s = "4";
return(s);
}
int GetCrystalLevel()
{
int n = 1 + (GetPCLevel() - 9)/3;
if(n < 1) n = 1;
if(n > 9) n = 9;
return(n);
}Description: Gives the player the next component needed for the HK quest.
Usage: #include "k_inc_quest_hk"
Source Code:
// Gives the player the next component needed for the HK quest.
// kds, 09/06/04
#include "k_inc_treas_k2"
void GiveHKPart(string sString)
{
int k = 1;
string sHKpart = "hkpart0";
string sItem;
object oItem = OBJECT_SELF;
object oRecipient;
if(sString != "") oRecipient = GetObjectByTag(sString);
else oRecipient = OBJECT_SELF;
if(GetJournalEntry("RebuildHK47") < 80)
{
for(k; GetIsObjectValid(oItem); k++)
{
sItem = sHKpart + IntToString(k);
oItem = GetItemPossessedBy (GetPartyLeader(),sItem);
}
//AddJournalQuestEntry("LightsaberQuest",10*i);
}
CreateItemOnObject( sItem, oRecipient, 1 );
}Description: :: k_inc_switch
Usage: #include "k_inc_switch"
Source Code:
//:: k_inc_switch
/*
A simple include defining all of the
events in the game as constants.
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
//DEFAULT AI EVENTS
int KOTOR_DEFAULT_EVENT_ON_HEARTBEAT = 1001;
int KOTOR_DEFAULT_EVENT_ON_PERCEPTION = 1002;
int KOTOR_DEFAULT_EVENT_ON_COMBAT_ROUND_END = 1003;
int KOTOR_DEFAULT_EVENT_ON_DIALOGUE = 1004;
int KOTOR_DEFAULT_EVENT_ON_ATTACKED = 1005;
int KOTOR_DEFAULT_EVENT_ON_DAMAGE = 1006;
int KOTOR_DEFAULT_EVENT_ON_DEATH = 1007;
int KOTOR_DEFAULT_EVENT_ON_DISTURBED = 1008;
int KOTOR_DEFAULT_EVENT_ON_BLOCKED = 1009;
int KOTOR_DEFAULT_EVENT_ON_FORCE_AFFECTED = 1010;
int KOTOR_DEFAULT_EVENT_ON_GLOBAL_DIALOGUE_END = 1011;
int KOTOR_DEFAULT_EVENT_ON_PATH_BLOCKED = 1012;
//HENCHMEN AI EVENTS
int KOTOR_HENCH_EVENT_ON_HEARTBEAT = 2001;
int KOTOR_HENCH_EVENT_ON_PERCEPTION = 2002;
int KOTOR_HENCH_EVENT_ON_COMBAT_ROUND_END = 2003;
int KOTOR_HENCH_EVENT_ON_DIALOGUE = 2004;
int KOTOR_HENCH_EVENT_ON_ATTACKED = 2005;
int KOTOR_HENCH_EVENT_ON_DAMAGE = 2006;
int KOTOR_HENCH_EVENT_ON_DEATH = 2007;
int KOTOR_HENCH_EVENT_ON_DISTURBED = 2008;
int KOTOR_HENCH_EVENT_ON_BLOCKED = 2009;
int KOTOR_HENCH_EVENT_ON_FORCE_AFFECTED = 2010;
int KOTOR_HENCH_EVENT_ON_GLOBAL_DIALOGUE_END = 2011;
int KOTOR_HENCH_EVENT_ON_PATH_BLOCKED = 2012;
int KOTOR_HENCH_EVENT_ON_ENTER_5m = 2013;
int KOTOR_HENCH_EVENT_ON_EXIT_5m = 2014;
//MISC AI EVENTS
int KOTOR_MISC_DETERMINE_COMBAT_ROUND = 3001;
int KOTOR_MISC_DETERMINE_COMBAT_ROUND_ON_PC = 3002;
int KOTOR_MISC_DETERMINE_COMBAT_ROUND_ON_INDEX_ZERO = 3003;
// DJS-OEI 6/12/2004
// Miscellaneous KotOR2 events
// This user-defined event is sent to the Area when the player's
// created character has performed an action that is currently
// considered forbidden for combats in the area.
int KOTOR2_MISC_PC_COMBAT_FORFEIT = 4001;Description: Treas K2
Usage: #include "k_inc_treas_k2"
Source Code:
#include "k_inc_q_crystal"
#include "k_inc_treasure"
/*
This include files contains the functions used to randomly generate item treasure
based upon the players' level.
Item classifications
hundreds digit = item class
tens digit = item sub-class
ones digit = specifies specific item resref
(* = these items have been created through at least level 10)
Weapons 100
* 111 - Blaster
* 121 - Blaster Rifle
* 131 - Melee
* 141 - Lightsaber (regular)
* 142 - Lightsaber (short)
* 143 - Lightsaber (Double)
Upgrades 200
Upgrade - Ranged 210
* 211 - Targeting scope
* 212 - Firing Chamber
* 213 - Power Pack
Upgrade - Melee 220
* 221 - Grip
* 222 - Edge
* 223 - Energy Cell
Upgrade - Armor 230
* 231 - Overlay
* 232 - Underlay
Upgrades - Lightsaber 240
241 - Emitter
* 242 - Lens
243 - Energy Cell
244 - Crystals
245 - Color Crystals
Equipment - 300
* 311 - Belts
* 321 - Gloves
* 331 - Head Gear
Implants - 340
* 341 - Level 1
* 342 - Level 2
* 343 - Level 3
* 344 - Level 4
Armor - 400
* 411 - Light armor
* 421 - Medium armor
* 431 - Heavy armor
* 441 - Jedi Robes
Droid Items - 500
... (816 more lines)Description: :: k_inc_treasure
Usage: #include "k_inc_treasure"
Source Code:
//:: k_inc_treasure
/*
contains code for filling containers using treasure tables
*/
//:: Created By: Jason Booth
//:: Copyright (c) 2002 Bioware Corp.
//
// March 15, 2003 J.B.
// removed parts and spikes from tables
//
//constants for container types
int SWTR_DEBUG = TRUE; //set to false to disable console/file logging
int SWTR_TABLE_CIVILIAN_CONTAINER = 1;
int SWTR_TABLE_MILITARY_CONTAINER_LOW = 2;
int SWTR_TABLE_MILITARY_CONTAINER_MID = 3;
int SWTR_TABLE_MILITARY_CONTAINER_HIGH = 4;
int SWTR_TABLE_CORPSE_CONTAINER_LOW = 5;
int SWTR_TABLE_CORPSE_CONTAINER_MID = 6;
int SWTR_TABLE_CORPSE_CONTAINER_HIGH = 7;
int SWTR_TABLE_SHADOWLANDS_CONTAINER_LOW = 8;
int SWTR_TABLE_SHADOWLANDS_CONTAINER_MID = 9;
int SWTR_TABLE_SHADOWLANDS_CONTAINER_HIGH = 10;
int SWTR_TABLE_DROID_CONTAINER_LOW = 11;
int SWTR_TABLE_DROID_CONTAINER_MID = 12;
int SWTR_TABLE_DROID_CONTAINER_HIGH = 13;
int SWTR_TABLE_RAKATAN_CONTAINER = 14;
int SWTR_TABLE_SANDPERSON_CONTAINER = 15;
//Fill an object with treasure from the specified table
//This is the only function that should be used outside this include file
void SWTR_PopulateTreasure(object oContainer,int iTable,int iItems = 1,int bUnique = TRUE);
//for internal debugging use only, output string to the log file and console if desired
void SWTR_Debug_PostString(string sStr,int bConsole = TRUE,int x = 5,int y = 5,float fTime = 5.0)
{
if(SWTR_DEBUG)
{
if(bConsole)
{
AurPostString("SWTR_DEBUG - " + sStr,x,y,fTime);
}
PrintString("SWTR_DEBUG - " + sStr);
}
}
//return whether i>=iLow and i<=iHigh
int SWTR_InRange(int i,int iLow,int iHigh)
{
if(i >= iLow && i <= iHigh)
{
return(TRUE);
}
else
... (773 more lines)Description: :: k_inc_utility
Usage: #include "k_inc_utility"
Source Code:
//:: k_inc_utility
/*
common functions used throughout various scripts
Modified by Peter T. 17/03/03
- Added UT_MakeNeutral2(), UT_MakeHostile1(), UT_MakeFriendly1() and UT_MakeFriendly2()
*/
//:: Created By: Jason Booth
//:: Copyright (c) 2002 Bioware Corp.
// Plot Flag Constants.
int SW_PLOT_BOOLEAN_01 = 0;
int SW_PLOT_BOOLEAN_02 = 1;
int SW_PLOT_BOOLEAN_03 = 2;
int SW_PLOT_BOOLEAN_04 = 3;
int SW_PLOT_BOOLEAN_05 = 4;
int SW_PLOT_BOOLEAN_06 = 5;
int SW_PLOT_BOOLEAN_07 = 6;
int SW_PLOT_BOOLEAN_08 = 7;
int SW_PLOT_BOOLEAN_09 = 8;
int SW_PLOT_BOOLEAN_10 = 9;
int SW_PLOT_HAS_TALKED_TO = 10;
int SW_PLOT_COMPUTER_OPEN_DOORS = 11;
int SW_PLOT_COMPUTER_USE_GAS = 12;
int SW_PLOT_COMPUTER_DEACTIVATE_TURRETS = 13;
int SW_PLOT_COMPUTER_DEACTIVATE_DROIDS = 14;
int SW_PLOT_COMPUTER_MODIFY_DROID = 15;
int SW_PLOT_REPAIR_WEAPONS = 16;
int SW_PLOT_REPAIR_TARGETING_COMPUTER = 17;
int SW_PLOT_REPAIR_SHIELDS = 18;
int SW_PLOT_REPAIR_ACTIVATE_PATROL_ROUTE = 19;
// UserDefined events
int HOSTILE_RETREAT = 1100;
//Alignment Adjustment Constants
int SW_CONSTANT_DARK_HIT_HIGH = -6;
int SW_CONSTANT_DARK_HIT_MEDIUM = -5;
int SW_CONSTANT_DARK_HIT_LOW = -4;
int SW_CONSTANT_LIGHT_HIT_LOW = -2;
int SW_CONSTANT_LIGHT_HIT_MEDIUM = -1;
int SW_CONSTANT_LIGHT_HIT_HIGH = 0;
// Returns a pass value based on the object's level and DC rating of 0, 1, or 2 (easy, medium, difficult)
// December 20 2001: Changed so that the difficulty is determined by the
// NPC's Hit Dice
int AutoDC(int DC, int nSkill, object oTarget);
// checks for high charisma
int IsCharismaHigh();
// checks for low charisma
int IsCharismaLow();
// checks for normal charisma
int IsCharismaNormal();
// checks for high intelligence
int IsIntelligenceHigh();
... (2998 more lines)Description: :: k_inc_walkways
Usage: #include "k_inc_walkways"
Source Code:
//:: k_inc_walkways
/*
v1.0
Walk Way Points Include
used by k_inc_generic
NOTE - To get these functions
use k_inc_generic
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
int WALKWAYS_CURRENT_POSITION = 0;
int WALKWAYS_END_POINT = 1;
int WALKWAYS_SERIES_NUMBER = 2;
int SW_FLAG_AMBIENT_ANIMATIONS = 29;
// DJS-OEI 3/31/2004
// Modified to make room for designer-reserved values.
/*
int SW_FLAG_AMBIENT_ANIMATIONS_MOBILE = 30;
int SW_FLAG_WAYPOINT_WALK_ONCE = 34;
int SW_FLAG_WAYPOINT_WALK_CIRCULAR = 35;
int SW_FLAG_WAYPOINT_WALK_PATH = 36;
int SW_FLAG_WAYPOINT_WALK_STOP = 37; //One to three
int SW_FLAG_WAYPOINT_WALK_RANDOM = 38;
int SW_FLAG_WAYPOINT_WALK_RUN = 39;
int SW_FLAG_WAYPOINT_DIRECTION = 41;
int SW_FLAG_WAYPOINT_DEACTIVATE = 42;
int SW_FLAG_WAYPOINT_WALK_STOP_LONG = 46;
int SW_FLAG_WAYPOINT_WALK_STOP_RANDOM = 47;
int SW_FLAG_WAYPOINT_START_AT_NEAREST = 73;
*/
int SW_FLAG_AMBIENT_ANIMATIONS_MOBILE = 65;
int SW_FLAG_WAYPOINT_START_AT_NEAREST = 98;
int SW_FLAG_WAYPOINT_WALK_ONCE = 99;
int SW_FLAG_WAYPOINT_WALK_CIRCULAR = 100;
int SW_FLAG_WAYPOINT_WALK_PATH = 101;
int SW_FLAG_WAYPOINT_WALK_RANDOM = 103;
int SW_FLAG_WAYPOINT_WALK_RUN = 104;
int SW_FLAG_WAYPOINT_DIRECTION = 105;
int SW_FLAG_WAYPOINT_DEACTIVATE = 106;
//new constants for WAYPOINT PAUSING
int SW_FLAG_WAYPOINT_PAUSE_SHORT = 102;
int SW_FLAG_WAYPOINT_PAUSE_LONG = 107;
int SW_FLAG_WAYPOINT_PAUSE_RANDOM = 108;
//old constants for WAYPOINT PAUSING. kept for backwards compatibility
int SW_FLAG_WAYPOINT_WALK_STOP = 102;// DON'T USE ANYMORE
int SW_FLAG_WAYPOINT_WALK_STOP_LONG = 107;// DON'T USE ANYMORE
int SW_FLAG_WAYPOINT_WALK_STOP_RANDOM = 108;// DON'T USE ANYMORE
//AWD-OEI 06/23/04 adding a local to store the waypoint animation
int SW_FLAG_USE_WAYPOINT_ANIMATION = 109;
//Makes OBJECT_SELF walk way points based on the spawn in conditions set out.
... (676 more lines)Description: :: k_inc_zones
Usage: #include "k_inc_zone"
Source Code:
//:: k_inc_zones
/*
Zone including for controlling
the chaining of creatures
*/
//:: Created By: Preston Watamaniuk
//:: Copyright (c) 2002 Bioware Corp.
#include "k_inc_generic"
//Function run by the trigger to catalog the control nodes followers
void ZN_CatalogFollowers();
//Checks zone conditional on creature to if they belong to the zone
int ZN_CheckIsFollower(object oController, object oTarget);
//Checks the distance and creatures around the PC to see if it should return home.
int ZN_CheckReturnConditions();
//Gets the followers to move back to the controller object
void ZN_MoveToController(object oController, object oFollower);
//Checks to see if a specific individual needs to return to the controller.
int ZN_CheckFollowerReturnConditions(object oTarget);
//::///////////////////////////////////////////////
//:: Catalog Zone Followers
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
Catalogs all creatures within
the trigger area and marks
them with an integer which
is part of the creature's
tag.
Use local number SW_NUMBER_LAST_COMBO
as a test. A new local number will
be defined if the system works.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: April 7, 2003
//:://////////////////////////////////////////////
void ZN_CatalogFollowers()
{
GN_PostString("FIRING", 10,10, 10.0);
if(GetLocalBoolean(OBJECT_SELF, 10) == FALSE) //Has talked to boolean
{
string sZoneTag = GetTag(OBJECT_SELF);
int nZoneNumber = StringToInt(GetStringRight(sZoneTag, 2));
//Set up creature followers
object oZoneFollower = GetFirstInPersistentObject();
while(GetIsObjectValid(oZoneFollower))
{
SetLocalNumber(oZoneFollower, SW_NUMBER_COMBAT_ZONE, nZoneNumber);
//GN_MyPrintString("ZONING DEBUG ***************** Setup Follower = " + GN_ReturnDebugName(oZoneFollower));
//GN_MyPrintString("ZONING DEBUG ***************** Setup Follower Zone # = " + GN_ITS(GetLocalNumber(oZoneFollower, SW_NUMBER_COMBAT_ZONE)));
... (110 more lines)Description: K Oei Hench Inc
Usage: #include "k_oei_hench_inc"
Source Code:
//:: Script Name
/*
Desc
*/
//:: Created By:
//:: Copyright (c) 2002 Bioware Corp.
// Modified by JAB-OEI 7/23/04
// Added special scripts for the 711KOR fight with the entire party
#include "k_inc_generic"
#include "k_inc_utility"
void DoSpecialSpawnIn(object pObject);
void DoSpecialUserDefined(object pObject, int pUserEvent);
//Party Member SpawnIns
void DoAttonSpawnIn(object oPartyMember, string sModuleName);
void DoBaoDurSpawnIn(object oPartyMember, string sModuleName);
void DoMandSpawnIn(object oPartyMember, string sModuleName);
void DoDiscipleSpawnIn(object oPartyMember, string sModuleName);
void DoG0T0SpawnIn(object oPartyMember, string sModuleName);
void DoHandmaidenSpawnIn(object oPartyMember, string sModuleName);
void DoHanharrSpawnIn(object oPartyMember, string sModuleName);
void DoHK47SpawnIn(object oPartyMember, string sModuleName);
void DoKreiaSpawnIn(object oPartyMember, string sModuleName);
void DoMiraSpawnIn(object oPartyMember, string sModuleName);
void DoRemoteSpawnIn(object oPartyMember, string sModuleName);
void DoT3M4SpawnIn(object oPartyMember, string sModuleName);
void DoVisasMarrSpawnIn(object oPartyMember, string sModuleName);
//Party Member UserDefs
void DoAttonUserDef(object oPartyMember, int pUserEvent, string sModuleName);
void DoBaoDurUserDef(object oPartyMember, int pUserEvent, string sModuleName);
void DoMandUserDef(object oPartyMember, int pUserEvent, string sModuleName);
void DoDiscipleUserDef(object oPartyMember, int pUserEvent, string sModuleName);
void DoG0T0UserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoHandmaidenUserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoHanharrUserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoHK47UserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoKreiaUserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoMiraUserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoRemoteUserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoT3M4UserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoVisasMarrUserDef(object oPartyMember,int pUserEvent, string sModuleName);
void DoRemoteDefaultUserDef(object oPartyMember, int pUserEvent);
void Do711UserDef(object oPartyMember,int pUserEvent);
void DoSpecialSpawnIn(object pObject)
{
AurPostString("DoSpecialSpawnIn" + GetTag(pObject), 18, 18, 3.0);
if(GetIsObjectValid(pObject))
{
string tTag = GetTag(pObject);//should be a party member tag
string sModuleName = GetModuleName();
... (1373 more lines)-
Parser Creation:
NssParserinitialized with game-specific functions/constants - Source Parsing: NSS source code parsed into Abstract Syntax Tree (AST)
- Function Resolution: Function calls resolved to routine numbers via function list lookup
- Constant Substitution: Constants replaced with their literal values
- Bytecode Generation: AST compiled to NCS bytecode instructions
- Optimization: Post-compilation optimizers applied (NOP removal, etc.)
Function Call Resolution:
// Source code
int result = GetGlobalNumber("K_QUEST_COMPLETED");// Compiler looks up "GetGlobalNumber" in KOTOR_FUNCTIONS
// Finds it at index 159 (routine number)
// Generates: ACTION 159 with 1 argument (string "K_QUEST_COMPLETED")Constant Resolution:
// Source code
if (nPlanet == PLANET_TARIS) { ... }// Compiler looks up PLANET_TARIS in KOTOR_CONSTANTS
// Finds value: 1
// Generates: CONSTI 1 (pushes integer 1 onto stack)Reference:
Libraries/PyKotor/src/pykotor/resource/formats/ncs/ncs_auto.py:126-205- NCS-File-Format#example-5-engine-function-call
The nwscript.nss files in KotOR 1 and 2 contain numerous constants and functions that ARE commented out (prefixed with //). These represent features from the original Neverwinter Nights (NWN) scripting system that were not implemented or supported in KotOR's Aurora engine variant. BioWare deliberately disabled these elements to prevent crashes, errors, or undefined behavior if used.
KOTOR's nwscript.nss retains many NWN-era declarations but prefixes unsupported ones with // to disable them during compilation. This deliberate choice by BioWare ensures:
-
Engine Compatibility: KOTOR's Aurora implementation lacks opcodes or assets for certain NWN features (e.g., advanced animations, UI behaviors), leading to crashes or no-ops if invoked.
-
Modder Safety: Prevents accidental use in custom scripts, which would fail at runtime. file-internal comments often explicitly state
// disabled(e.g., for creature orientation in dialogues). -
Game-Specific Differences: K1 and K2/TSL
nwscript.nssvary slightly; K2 has a notorious syntax error inSetOrientOnClick(fixed by modders via override).
No official BioWare documentation explains this (as KOTOR predates widespread modding support), but forum consensus attributes it to engine streamlining for single-player RPG vs. NWN's multiplayer focus.
| Category | Examples | Notes from nwscript.nss |
|---|---|---|
| animations |
//int ANIMATION_LOOPING_LOOK_FAR = 5;//int ANIMATION_LOOPING_SIT_CHAIR = 6;//int ANIMATION_LOOPING_SIT_CROSS = 7;
|
Not usable in KOTOR; modders note them when scripting custom behaviors. |
| Effects/Functions |
EffectMovementSpeedIncrease (with detailed commented description) |
Function exists but capped (~200%); higher values ignored, despite "turbo" cheat allowing more. |
| Behaviors | SetOrientOnClick |
Syntax-broken in early K2; comments note // disabled for orient-to-player on click. |
Modders have developed several strategies for working with commented-out elements:
-
Override nwscript.nss: Extract from
scripts.bifvia Holocron Toolset, fix issues (e.g., K2 syntax error at line ~5710), place inOverridefolder for compilers/DeNCS. -
Add custom constants: Modders append new ones (e.g., for feats) rather than uncommenting old.
-
Avoid direct edits: Messing with core declarations risks compilation failures across all scripts.
Standard Override Workflow:
- Extract via Holocron Toolset (
scripts.bif > Script, Source > nwscript.nss). - Edit (fix/add), save as
.nssinOverride. - Use with
nwnnsscompfor compilation.
K2 Syntax Fix:
The notorious K2 syntax error in SetOrientOnClick can be fixed by changing:
void SetOrientOnClick( object = OBJECT_SELF, ... )to:
void SetOrientOnClick( object oCreature = OBJECT_SELF, ... )Modding communities actively reference these commented sections, especially on Deadly Stream (primary KOTOR hub), LucasForums containers, Holowan Laboratories (via MixNMojo/Mixmojo forums), and Reddit.
| Forum | Key threads | Topics covered |
|---|---|---|
| Deadly Stream | Script Shack |
animations overrides |
| Deadly Stream | nwscript.nss Request |
animations overrides |
| LucasForums Container | Syntax Error | Fixes warnings |
| LucasForums Container | Don't Mess with It | Fixes warnings |
| Reddit r/kotor | Movement Speed | Effect caps |
| Czerka R&D Wiki | nwscript.nss | General documentation |
Notable Discussion Points:
-
Deadly Stream - Fair Strides' Script Shack (2016 thread, 100+ pages): Users troubleshooting animations flag the exact commented lines (e.g.,
ANIMATION_LOOPING_*), confirming they can't be used natively. No successful uncommenting reported; focus on alternatives likeActionPlayAnimationworkarounds. -
Reddit r/kotor (2018): Thread on speed boosts quotes the commented description for
EffectMovementSpeedIncrease(line ~165). Users test values >200% (no effect due to cap), note "turbo" cheat bypasses it partially. -
LucasForums Container (2004-2007 threads): Multiple posts warn against editing
nwscript.nss("very bad idea... loads of trouble"). Syntax fix for K2 widely shared -
// disabledsnippets appear in context ofSetOrientOnClick.
-
Direct Uncommenting: No documented successes; implied to cause runtime crashes (engine lacks implementation). Forums advise against.
-
Overrides & Additions: Standard modding workflow (see above). Examples: TSLPatcher/TSL Patcher tools bundle fixed versions; mods like Hardcore/Improved AI reference custom includes (not core uncomments).
-
Advanced Usage: DeNCS/ncs2nss require game-specific
nwscript.nssfor accurate decompiles; modders parse it for custom tools.
In summary, while no one has publicly shared a "uncomment everything" patch (likely futile), the modding scene thrives on careful overrides, with thousands of posts across these sites confirming the practice since 2003.
- Deadly Stream: Fair Strides' Script Shack
- Czerka Wiki: nwscript.nss
- LucasForums: Syntax Error in K2 nwscript.nss
- Reddit: Movement Speed Modding
- Deadly Stream: nwscript.nss Thread
- LucasForums: Warning on Editing nwscript.nss
Parsing nwscript.nss:
-
reone/src/apps/dataminer/routines.cpp:149-184- Parses nwscript.nss using regex patterns for constants and functions -
reone/src/apps/dataminer/routines.cpp:382-427- Extracts functions from nwscript.nss in chitin.key for K1 and K2 -
xoreos-tools/src/nwscript/actions.cpp- Actions data parsing for decompilation -
xoreos-tools/src/nwscript/ncsfile.cpp- NCS file parsing with actions data integration -
NorthernLights/Assets/Scripts/ncs/nwscript_actions.cs- Unity C# actions table -
NorthernLights/Assets/Scripts/ncs/nwscript.cs- Unity C# NWScript class -
KotOR-Scripting-Tool/NWN Script/NWScriptParser.cs- C# parser for nwscript.nss- Upstream (KobaltBlu/KotOR-Scripting-Tool): https://github.com/KobaltBlu/KotOR-Scripting-Tool/blob/ddd580e1b85e9c25bf5eea77a0b6938e396579c6/NWN%20Script/NWScriptParser.cs
- Mirror (th3w1zard1/KotOR-Scripting-Tool): https://github.com/th3w1zard1/KotOR-Scripting-Tool/blob/ddd580e1b85e9c25bf5eea77a0b6938e396579c6/NWN%20Script/NWScriptParser.cs
Function Definitions:
-
KotOR.js/src/nwscript/NWScript.ts- TypeScript function definitions -
KotOR.js/src/nwscript/NWScriptDefK1.ts- KotOR 1 definitions -
KotOR.js/src/nwscript/NWScriptDefK2.ts- KotOR 2 definitions -
KotOR.js/src/nwscript/compiler/NWScriptParser.tsL65+ — Parser fornwscript.nss/ NSS (engine types, constants, actions) -
KotOR.js/src/nwscript/NWScriptInstructionSet.ts- Instruction set definitions -
KotOR.js/src/nwscript/NWScriptConstants.ts- Constant definitions -
HoloLSP/server/src/nwscript-parser.tsL52+ —NWScriptParser(recursive descent)- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/nwscript-parser.ts#L52
-
HoloLSP/server/src/nwscript-lexer.tsL9+ —TokenType/NWScriptLexer- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/nwscript-lexer.ts#L9
-
HoloLSP/server/src/nwscript-ast.tsL7+ — AST nodes (Program,FunctionDeclaration, …)- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/nwscript-ast.ts#L7
-
HoloLSP/syntaxes/nwscript.tmLanguage.jsonL1+ — TextMate grammar- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/syntaxes/nwscript.tmLanguage.json#L1
-
nwscript-mode.el/nwscript-mode.el- Emacs mode for NWScript -
nwscript-ts-mode/- TypeScript mode for NWScript- Upstream (implicit-image/nwscript-ts-mode): https://github.com/implicit-image/nwscript-ts-mode/tree/8108740ca304d7acbb89ef5a4d9327b430d33fad
- Mirror (th3w1zard1/nwscript-ts-mode): https://github.com/th3w1zard1/nwscript-ts-mode/tree/8108740ca304d7acbb89ef5a4d9327b430d33fad
Original Sources:
-
Vanilla_KOTOR_Script_Source- Original KotOR script sources including nwscript.nss -
Vanilla_KOTOR_Script_Source/K1/Data/scripts.bif/- KotOR 1 script sources from BIF -
Vanilla_KOTOR_Script_Source/TSL/Vanilla/Data/Scripts/- KotOR 2 script sources -
KotOR-Scripting-Tool/NWN Script/k1/nwscript.nss- KotOR 1 nwscript.nss- Upstream (KobaltBlu/KotOR-Scripting-Tool): https://github.com/KobaltBlu/KotOR-Scripting-Tool/blob/ddd580e1b85e9c25bf5eea77a0b6938e396579c6/NWN%20Script/k1/nwscript.nss
- Mirror (th3w1zard1/KotOR-Scripting-Tool): https://github.com/th3w1zard1/KotOR-Scripting-Tool/blob/ddd580e1b85e9c25bf5eea77a0b6938e396579c6/NWN%20Script/k1/nwscript.nss
-
KotOR-Scripting-Tool/NWN Script/k2/nwscript.nss- KotOR 2 nwscript.nss- Upstream (KobaltBlu/KotOR-Scripting-Tool): https://github.com/KobaltBlu/KotOR-Scripting-Tool/blob/ddd580e1b85e9c25bf5eea77a0b6938e396579c6/NWN%20Script/k2/nwscript.nss
- Mirror (th3w1zard1/KotOR-Scripting-Tool): https://github.com/th3w1zard1/KotOR-Scripting-Tool/blob/ddd580e1b85e9c25bf5eea77a0b6938e396579c6/NWN%20Script/k2/nwscript.nss
-
NorthernLights/Scripts/k1_nwscript.nss- KotOR 1 nwscript.nss (NorthernLights) -
NorthernLights/Scripts/k2_nwscript.nss- KotOR 2 nwscript.nss (NorthernLights)
PyKotor Implementation:
-
Libraries/PyKotor/src/pykotor/common/script.py- data structures (ScriptFunction, ScriptConstant, DataType) -
Libraries/PyKotor/src/pykotor/common/scriptdefs.py- Function and constant definitions (772 K1 functions, 1489 K1 constants) -
Libraries/PyKotor/src/pykotor/common/scriptlib.py- Library file definitions (k_inc_generic, k_inc_utility, etc.) -
Libraries/PyKotor/src/pykotor/resource/formats/ncs/ncs_auto.py:126-205- Compilation integration
Other Implementations:
-
NCS.csL9+ — C# NCS model (Kotor.NET/Formats/KotorNCS/) -
KotORModSync/KOTORModSync.Core/Data/NWScriptHeader.cs- C# NWScript header parser- Canonical (th3w1zard1/KotORModSync): https://github.com/th3w1zard1/KotORModSync/blob/c8b0d10ce3fd7525d593d34a3be8d151da7d3387/KOTORModSync.Core/Data/NWScriptHeader.cs
-
KotORModSync/KOTORModSync.Core/Data/NWScriptFileReader.cs- C# NWScript file reader- Canonical (th3w1zard1/KotORModSync): https://github.com/th3w1zard1/KotORModSync/blob/c8b0d10ce3fd7525d593d34a3be8d151da7d3387/KOTORModSync.Core/Data/NWScriptFileReader.cs
NWScript VM and Execution:
-
reone/src/libs/script/format/ncsreader.cpp- NCS bytecode reader -
reone/src/libs/script/format/ncswriter.cpp- NCS bytecode writer -
xoreos/src/aurora/nwscript/- NWScript VM implementation -
xoreos/src/aurora/nwscript/ncsfile.cpp- NCS file parsing and execution -
xoreos/src/aurora/nwscript/object.h- NWScript object type definitions -
xoreos/src/engines/kotorbase/object.h- KotOR object implementation -
NorthernLights/Assets/Scripts/ncs/control.cs- Unity C# NCS VM control -
NorthernLights/Assets/Scripts/ncs/NCSReader.cs- Unity C# NCS reader -
KotOR.js/src/nwscript/NWScript.tsL39+ — TypeScript NCS container (NWScript.Load, instruction map,newInstance) -
KotOR.js/src/nwscript/NWScriptInstance.ts- TypeScript NWScript instance -
KotOR.js/src/nwscript/NWScriptStack.ts- TypeScript stack implementation -
KotOR.js/src/nwscript/NWScriptSubroutine.ts- TypeScript subroutine handling
Documentation and Specifications:
-
xoreos-docs/- xoreos documentation including format specifications -
xoreos-docs/specs/torlack/ncs.html- NCS format specification (if available)
NWScript Language Support:
-
HoloLSP/server/src/kotor-definitions.tsL4+ — KotOR function/constant typings (generated from PyKotorscriptdefs.py, per file header)- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/kotor-definitions.ts#L4
-
HoloLSP/server/src/nwscript-runtime.tsL6+ — NWScript runtime / interpreter integration- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/nwscript-runtime.ts#L6
-
HoloLSP/server/src/server.tsL1+ — Language server entry (completions, diagnostics, NWScript)- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/server.ts#L1
NWScript Parsing and Compilation:
-
xoreos-tools/src/nwscript/decompiler.cpp- NCS decompiler implementation
NWScript Execution:
-
reone/src/libs/script/virtualmachine.cppL36+ — Script VM (VirtualMachineimplementation) -
reone/include/reone/script/virtualmachine.hL41+ —VirtualMachinedeclaration -
reone/src/libs/script/program.cppL28+ —ScriptProgrambytecode container (add, instruction helpers) -
xoreos/src/aurora/nwscript/execution.cpp- NWScript execution engine -
xoreos/src/aurora/nwscript/variable.cpp- Variable handling -
xoreos/src/aurora/nwscript/function.cpp- Function call handling -
NorthernLights/Assets/Scripts/ncs/control.cs- Unity C# NCS VM control and execution -
KotOR.js/src/nwscript/NWScriptInstance.tsL32+ — Per-script execution state (run/runScript, stack, instruction stepping)
Routine Implementations:
-
reone/src/libs/script/routine/main/- Main routine implementations -
reone/src/libs/script/routine/action/- Action routine implementations -
reone/src/libs/script/routine/effect/- Effect routine implementations -
xoreos/src/engines/kotorbase/script/routines.cpp- KotOR-specific routine implementations
NWScript type System:
-
xoreos/src/aurora/nwscript/types.h- NWScript type definitions -
xoreos/src/aurora/nwscript/types.cpp- type system implementation -
KotOR.js/src/enums/nwscript/NWScriptDataType.ts- TypeScript data type enumerations -
KotOR.js/src/enums/nwscript/NWScriptTypes.ts- TypeScript type definitions
NWScript Events:
-
KotOR.js/src/nwscript/events/NWScriptEvent.ts- Event handling -
KotOR.js/src/nwscript/events/NWScriptEventFactory.ts- Event factory -
KotOR.js/src/enums/nwscript/NWScriptEventType.ts- Event type enumerations
NWScript Bytecode:
-
KotOR.js/src/nwscript/NWScriptOPCodes.ts- Opcode definitions -
KotOR.js/src/nwscript/NWScriptInstruction.ts- Instruction handling -
KotOR.js/src/nwscript/NWScriptInstructionInfo.ts- Instruction information -
KotOR.js/src/enums/nwscript/NWScriptByteCode.ts- Bytecode enumerations
NWScript Stack:
-
KotOR.js/src/nwscript/NWScriptStack.ts- Stack implementation -
KotOR.js/src/nwscript/NWScriptStackVariable.ts- Stack variable handling
NWScript Interface Definitions:
-
KotOR.js/src/interface/nwscript/INWScriptStoreState.ts- Store state interface -
KotOR.js/src/interface/nwscript/INWScriptDefAction.ts- Action definition interface
NWScript AST and Parsing:
-
KotOR.js/src/nwscript/compiler/NWScriptCompiler.tsL95+ — NSS -> NCS compiler pipeline (NWScriptCompiler) -
KotOR.js/src/nwscript/compiler/ASTTypes.tsL4+ — Compiler AST node types (ProgramNode,FunctionNode, …) -
HoloLSP/server/src/nwscript-ast.tsL7+ — LSP-side AST definitions- Canonical (th3w1zard1/HoloLSP): https://github.com/th3w1zard1/HoloLSP/blob/80f2e64bf508a6b487d8f3ecf9ab9cb6812222a2/server/src/nwscript-ast.ts#L7
Game-Specific NWScript Extensions:
-
xoreos/src/engines/kotorbase/script/routines.cpp- KotOR-specific routine implementations -
xoreos/src/engines/nwn/script/functions_action.cpp- NWN action function implementations -
NorthernLights/Assets/Scripts/ncs/constants.cs- NWScript constant definitions -
reone/src/libs/game/script/routines.cpp- Game-specific routine implementations -
reone/include/reone/game/script/routines.h- Game routine header -
xoreos-tools/src/nwscript/subroutine.cpp- Subroutine handling -
xoreos-tools/src/nwscript/subroutine.h- Subroutine header -
xoreos/src/engines/kotorbase/types.h- KotOR type definitions including base item types -
KotOR.js/src/module/Module.ts- Module loading and management -
KotOR.js/src/module/ModuleArea.ts- Area management and transitions -
xoreos/src/engines/nwn/module.cpp- NWN module implementation -
xoreos/src/engines/nwn2/module.cpp- NWN2 module implementation -
xoreos/src/engines/nwn2/module.h- NWN2 module header -
xoreos/src/engines/dragonage2/script/functions_module.cpp- Dragon Age 2 module functions -
xoreos/src/engines/nwn/script/functions_effect.cpp- NWN effect function implementations -
xoreos/src/engines/nwn/script/functions_object.cpp- NWN object function implementations -
xoreos/src/engines/nwn2/script/functions.cpp- NWN2 function implementations -
reone/src/libs/script/routine/action/- Action routine implementations -
reone/src/libs/script/routine/effect/- Effect routine implementations -
reone/src/libs/script/routine/object/- Object routine implementations -
reone/src/libs/script/routine/party/- Party routine implementations -
reone/src/libs/script/routine/combat/- Combat routine implementations -
NorthernLights/Assets/Scripts/ncs/nwscript_actions.cs- Complete actions table mapping routine numbers to function names -
NorthernLights/Assets/Scripts/Systems/AuroraActions/AuroraAction.cs- Action system implementation
See Other Constants for detailed documentation.
-
NCS File Format: Compiled bytecode format that NSS compiles to
-
GFF File Format: Scripts are stored in GFF templates such as:
- UTC
- UTD
- UTP
- IFO
- (see GFF File Format for the full type index)
-
KEY File Format: nwscript.nss is stored in chitin.key
- NCS File Format -- Compiled NWScript bytecode
- NSS Shared Functions - Actions -- Action functions
- NSS Shared Constants -- Object type and script constants
- GFF-DLG -- Dialogue files that trigger NCS scripts
- 2DA File Format -- Game data tables referenced by scripts
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