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categoryfunction.modulespecific

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Module Specific Function Category

#includeに見られる特定モジュールで使われる特殊な関数。

Functions

NameBrief Description
BringBackNPCを生き返らせてロケーションに送ります。
CanAffordDetermines if the player has enough gold in their inventory to pay for creating an item at the forge.
CanAffordItこの関数は、プレイヤーがポータルを使用するだけのお金を持っているかどうかを調べます。
ClearArenaThis function resets variabls and clears the arenas in the fighter
CreateSignPostNPCSpawns a creature using the action queue.
DoOnceDetermines whether a something has been done before.
GetArtifactItemGets the Tag of a plot item for an quest in the Official Campaign
GetBackpackMatchDetermines if the PC carries the proper items to create a new item.
GetChapter?Gets the chapter number the player is currently in.
GetComplexItemGets the Tag of a plot item for an quest in the Official Campaign
GetFetcheeGet a local object from the caller. Official campaign use only.
GetFetchItemGets the Tag of a plot item for an quest in the Official Campaign
GetForgeMatchChecks to see if the nPos item matches the current reward
GetGreetingVarThis variable keeps track of whether or not the player has talked to this henchman.
GetHas2Q4PlotItemTest if the object has the specified plot item
GetIsMagicalChecks for predefined groups of magical effects on an item to determine if it is magical.
GetItemPositionReturns the position of a variable in an array containing a list of possible base types that can be created.
GetLocalPlotIntFromCharacterRetrieves the generic plot flag off of a creature.
GetMachineStateGet the state of one lever
GetNumberOfItemsDetermines the number of items to create as treasure.
GetPersonalItem?Retrieves the string that is the identifier of the personal item for the assassin.
GetPlotGiver?Retrieves the assasin's target (victim).
GetPlotItemTag?Returns the plot item's tag
GetPlotJournal?Retrieves the string that is the name of a journal entry.
GetPlotRingTag?Retrieves the tag of the plot ring.
GetPlotTagRetrieves the plot tag for a specific quest.
GetPlotToken?Retrieves the plot token number.
GetPrisoner?Retrieves the prisoner object.
GetQuestItemTag?Returns the quest item's tag.
GetQuestStatus?Returns a PC's quest status.
GetQuestTag?Gets the giver's quest tag.
GetQuestVarname?Gets the NPC's local variable name for the given quest.
GetRange?Determines whether the HD falls in a range category.
GetRewardItemTag?Returns the reward item tag.
GetRingGivenTo?Retrieves the PC that the ring was given to.
GetStoryItem?Gets a string representing a plot item from the official campaign
GetUniformGets the tag of a guards uniform.
GetValidItemGets a name of an item that can made at the Forge in the official campaign.
GetValidItemCostUsed to determine the cost of making an item at the forge.
GetVictim?Specifies the assassin’s victim in original campaign.
Give2Q4PlotItemGives a Luskan plot item to the PC speaker.
GiveChapterRewardItem?Gives a reward item to the player.
GiveFetchItemToPC?Gives the fetch item to the PC.
GivePlayerPersonalItem?Gives the personal item of an assassination victim to the player.
GiveQuestItem?Create the quest item on the player.
GiveRewardItem?Creates a reward item on the PC.
HasChapterRewardItem?Checks if player has the chapter reward item.
HasPersonalItemChecks if the player has the henchman’s personal item.
HasPlotItem?Checks the PC's party for an item.
HasQuestItem?Checks if the PC's party possesses a given quest item.
HasRewardItem?Checks the PC's party for the reward item.
HasSpellChecks if caller has spell
IsRecallRecalls a player through the use of Recall Stones.
MakeWayBuilds the tag for the waypoint to walk to.
NextTagGets the tag of the next waypoint to walk to.
PCAcceptedPlot?Returns true if the player accepted the assassin plot.
PlayerHasArtifactItemChecks if a PC has the artifact item.
PlayerHasComplexItemChecks if a PC has the complex item.
PlayerHasFetchItem?Checks if a PC has the fetch item.
PlayerHasHeadChecks if a PC has the head of the assassination victim.
PlayerHasPersonalItem?Checks if a PC has the personal item of the assassination victim.
PlayerHasRing?Checks if a PC has the ring used in the rescue plot.
PlayerHasStoryItem?Checks if a PC has the story item.
PlayerWearsUniformChecks if a PC has a certain uniform equipped.
PlotGiverDead?Returns whether or not the assassin plot giver is dead.
SetArtifactItemStores the tag of the artifact item in a local string.
SetAssassinHeadStores the tag of the assassin victim’s head in a local string.
SetComplexItemStores the tag of the complex item in a local string.
SetDoubleCrosserName?Used to track the name of the PC that double-crosses an NPC during a plot of the Original Campaign.
SetFetchee?Sets the PC that is running an errand for an NPC during the original module.
SetFetchItem?Specifies what item the PC needs to fetch in the Original Campaign.
SetGreetingVarThis variable keeps track of whether or not the player has talked to this henchman.
SetLocalPlotIntOnCharacterSets a plot-specific integer on a creature.
SetMachineStateWhen PC uses specific machine in City of Luskan in Original Campaignsets the machine for operation or not.
SetOnQuest?Sets that a PC has taken a quest
SetPersonalItem?Stored the identifier to a personal item of an assassin.
SetPlotGiver?Stores the victim of an assasin.
SetPlotJournal?Puts the current status of a plot during the Rescue mission of the Original Campaign.
SetPlotRing?Stores the tag that represents the plot ring.
SetPlotTag?Specifies the name of the item used in the Artifact plot line in the Original Campaign.
SetPlotToken?Stores the plot token to a value.
SetPrisoner?Stores the prisoner in a local variable.
SetQuestDone?Sets a quest as finished or done.
SetRingGivenTo?Stores the PC that the ring was given to.
SetSpawnInLocals?Sets local variables on creatures to support the SetSpawnInCondition function.
SetStoryItem?Stores the name of an item for use in the Original Campaign.
SetStoryVar?Used to track the current storyline for the henchman a PC has working for him. Original Campaign.
SetUniformSpecifies the name of the uniform to be taken by the player during the original campaign.
SetValidItemSpecifices the location in a PC's inventory where a valid item exists for the Smithy plot in original campaign.
SetValidItemCostSpecifies the amount of gold the combined item is worth during the Smith plot in original campaign.
SetValidItemCostTokenSpecifies the amount of gold extra that is needed to create a magical item during the Smithy plot line of the original campaign.
SetVictim?Specifies name of NPC to be assassinated.
TakePlotItem?Take the plot item from oPC's party.
TakeQuestItem?Removes a quest item from a PC's party.
VictimDead?Determines whether the victim is dead.
VictimDeadButNoItems?Determines whether the victim is dead but oPC does not carrying either the head or the personal itemotherwise FALSE.

See Also

Function Categories