ASSOCIATE_COMMAND_* Constant Group
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Constants
Note several of these never actually really get fired into the OnConversation script and seem to only be used internally in the engine, for instance ASSOCIATE_COMMAND_UNSUMMONFAMILIAR. See further notes in the OnConversation event.
Constant | Value | Voiced If PC calls it on radial | Description |
---|---|---|---|
ASSOCIATE_COMMAND_ATTACKNEAREST | -3 | Yes | Instructs the NPC associate to attack the nearest enemy. |
ASSOCIATE_COMMAND_DISARMTRAP | -20 | No | Instructs the NPC to disarm a trap. |
ASSOCIATE_COMMAND_FOLLOWMASTER | -5 | Yes | Instructs the NPC associate to follow the master. |
ASSOCIATE_COMMAND_GUARDMASTER | -7 | Yes | Instructs the NPC associate to guard the master. |
ASSOCIATE_COMMAND_HEALMASTER | -4 | Yes | Instructs the NPC associate to heal its related master. |
ASSOCIATE_COMMAND_INVENTORY | -19 | No | Instructs the NPC to open their inventory for you (only in SoU). |
ASSOCIATE_COMMAND_LEAVEPARTY | -17 | No | Used to disband a henchman NPC associate. You can ignore this if you want the NPC to never leave (except by death; see AddHenchman). |
ASSOCIATE_COMMAND_MASTERATTACKEDOTHER | -15 | n/a | Used to signal that the master attacked another creature. Not called by the PC directly, GetAttackTarget is used by Bioware to determine what the PC is attacking. |
ASSOCIATE_COMMAND_MASTERFAILEDLOCKPICK | -6 | n/a | Signals that the master just failed in an attempt to open a lock, whether the attempt was bashing, lock picking, or just trying to open an object. There's no automatic way to find what lock was failed to be opened, Bioware just searched for nearest locked "thing" to the masters location (10M range). |
ASSOCIATE_COMMAND_MASTERGOINGTOBEATTACKED | -16 | n/a | Used to signal that the master is about to be attacked. Not called by the PC directly, the engine determines when to call this. Use GetGoingToBeAttackedBy to find who is going to attack the master. |
ASSOCIATE_COMMAND_MASTERSAWTRAP | -14 | n/a | Used to signal that the master saw a trap. Not called by the PC directly, the engine determines when to call this. Use GetLastTrapDetected to find the trap in question. |
ASSOCIATE_COMMAND_MASTERUNDERATTACK | -11 | n/a | Used to signal that the master is currently under attack. Not called by the PC directly, the engine determines when to call this. You might be able to use GetAttackTarget potentially to find who the master is attacking. |
ASSOCIATE_COMMAND_PICKLOCK | -18 | No | Instructs the NPC to pick a lock. You could add a voicechat to the PC calling this command if you wanted (probably VOICE_CHAT_HELP or similar). |
ASSOCIATE_COMMAND_RELEASEDOMINATION | -12 | No | Not used by OnConversation, used in the game engine only (would have been used to release a dominated (charmed or otherwise magically enchanted) creature NPC associate from service). |
ASSOCIATE_COMMAND_STANDGROUND | -2 | Yes | Instructs the NPC associate to stand their ground and not perform any other action. The NPC associate will not move during the OnHeartbeat script. |
ASSOCIATE_COMMAND_TOGGLECASTING | -21 | No | Instructs the NPC to toggle spellcasting. |
ASSOCIATE_COMMAND_TOGGLESEARCH | -23 | No | Instructs the NPC to toggle search mode. |
ASSOCIATE_COMMAND_TOGGLESTEALTH | -22 | No | Instructs the NPC to toggle stealth. |
ASSOCIATE_COMMAND_UNPOSSESSFAMILIAR | -13 | n/a | Not used by OnConversation, used in the game engine only (would have been used to unpossess a familiar currently possessed by a PC). |
ASSOCIATE_COMMAND_UNSUMMONANIMALCOMPANION | -9 | n/a | Not used by OnConversation, used in the game engine only (would have been used to unsummon an animal companion NPC associate). |
ASSOCIATE_COMMAND_UNSUMMONFAMILIAR | -8 | n/a | Not used by OnConversation, used in the game engine only (would have been used to unsummon a familiar NPC associate). |
ASSOCIATE_COMMAND_UNSUMMONSUMMONED | -10 | n/a | Not used by OnConversation, used in the game engine only (would have been used to unsummon a summoned creature NPC associate). |
See Also
functions: | SetAssociateListenPatterns |