Category:Action on Object Functions

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Action on Object Function Category

Functions used to perform specific actions upon a certain object.



Functions

Name Brief Description

ActionAttack

Initiates an attack between two creatures or a creature and an object.

ActionCastSpellAtLocation

Cast a spell at a specific location.

ActionCastSpellAtObject

Cast a spell at an object.

ActionCloseDoor

An action that causes an object to close a door.

ActionCounterSpell

Causes the caller to enter the counterspell modal combat mode.

ActionDoCommand

Inserts a command into the Action Queue.

ActionEquipItem

Puts an item in possession into an inventory slot.

ActionEquipMostDamagingMelee

Causes the calling creature to equip its most damaging weapon.

ActionEquipMostDamagingRanged

Causes the calling creature to equip the most damaging ranged weapon in its inventory.

ActionEquipMostEffectiveArmor

Causes the calling creature to equip the best armor in its inventory.

ActionForceFollowObject

Forces an NPC to follow an object.

ActionForceMoveToLocation

Attempts to move an NPC to a location.

ActionForceMoveToObject

Attempts to move an NPC to a certain distance of a target object even if a clear path doesn't exist.

ActionGiveItem

Gives a specified item to a target creature.

ActionInteractObject

Causes a creature or PC to use an object.

ActionJumpToLocation

Instantly sends the calling object to the position of locTarget.

ActionJumpToObject

Teleports the calling object to the nearest valid location by the target.

ActionLockObject

An action that will cause a creature to lock a door or other unlocked object.

ActionMoveToLocation

Moves an NPC to a location before executing further actions in the action queue.

ActionMoveToObject

Cause action subject to move to a certain distance of a target object.

ActionOpenDoor

An action that will cause a creature to open a door.

ActionPauseConversation

Pause the current conversation.

ActionPickUpItem

Causes subject to run to an item and place it in inventory.

ActionPlayAnimation

Plays an animation (fire and forget, looping, or placeable) before executing the next action in the queue.

ActionPsionicCharm

Attempts a confusion attack on target.

ActionPsionicMB

Attempts a stun attack in a cone shaped spell out to 15.0 meters.

ActionPutDownItem

Causes the subject to place an item on the ground at it's feet.

ActionRandomWalk

Causes the subject to walk to a random location close to itself.

ActionRest

Causes the creature to rest.

ActionResumeConversation

Resume a conversation after it has been paused.

ActionSit

Causes a creature to attempt to sit on something.

ActionSpeakString

Causes an object to speak.

ActionSpeakStringByStrRef

Causes the creature to speak a translated string.

ActionStartConversation

NPC action to start a conversation with a PC

ActionTakeItem

Takes an item from an object

ActionUnequipItem

Makes the executing creature unequip an object and place it in their inventory.

ActionUnlockObject

Causes a creature to unlock a door or other locked object.

ActionUseFeat

Causes an NPC to use a feat on oTarget.

ActionUseSkill

Causes a creature to attempt to use a skill on another object.

ActionUseTalentOnObject

Use tChosenTalent on oTarget.

ActionWait

Adds a wait action to an objects queue.

AnimActionChallengeIntruder

Challenges a PC from an NPC if they have not yet been challenged.

AssignCommand

Assigns an action command to a creature to act on.

BeginConversation

Attempts to start a conversation immediately.

CheckCurrentModes

Check to see if we should switch on or off the detect or stealth modes.

CheckIsCivilized

Marks the caller as civilized based on its racialtype.

ClearActions

This is a wrapper for ClearAllActions .

ClearAllActions

Clears currently queued actions from the calling object.

ClearAssociateActions

Clear the actions of one of each type of the PC's associates

ClearNearbyFriendActions

Clears the actions of a creature and all nearby friends

DayToNight

Changes the current Day/Night cycle for this player to night

DelayCommand

Delays an assigned action for a period of time.

DestroyObject

Destroy an object.

DoDoorAction

Does specific action to target door.

DoPlaceableObjectAction

Starts a placeable object special action.

EquipAppropriateWeapons

Cause a creature to ready an appropriate weapon.

EventActivateItem

Returns an event of type Activate Item.

EventConversation

Returns an event of type Conversation.

EventUserDefined

Returns an event of the type nUserDefinedEventNumber.

ForceRest

Fully restores a creature

GetCurrentAction

Returns the currently executing Action.

GetDamageDealtByType

Determines the amount of damage of a specific type dealt to an object.

GetEnteringObject

Gets the object that last opened or entered the calling object.

GetExitingObject

Get the object that last left the calling object.

GetIdentified

Determines whether an object has been identified.

GetIsPlaceableObjectActionPossible

Check whether a given action is valid for a given placeable object.

GetItemActivated

Retrieve the item which was activated to trigger the module's OnActivateItem event.

GetItemActivatedTarget

Determine the activated item's target.

GetItemActivatedTargetLocation

Determine the location of the activated item's target.

GetItemActivator

Retrieve the creature which activated an item.

GetLastClosedBy

Determine which creature closed a door or placeable.

GetLastDisarmed

Determine who last disarmed a trapped trigger, door or placeable object.

GetLockKeyRequired

Check whether an object requires a specific key to be unlocked.

GiveGoldToCreature

Creates the specified amount of gold on the creature.

GiveXPToCreature

Gives an amount of experience to the specified creature.

JumpToLocation

This is a command to move instantly to the location referenced by lLocation.

JumpToObject

Teleports the calling object to the nearest valid location by the target.

KillAndExplode

Kill and leave an exploding corpse.

KillAndReplaceDecay

Kill and leave a decorative corpse that will decay after a short while.

KillAndReplaceDecorative

Kill and leave a purely decorative corpse (no name, not raiseable).

KillAndReplaceLootable

Kill and leave a lootable corpse.

KillAndReplaceRaiseable

Kill and leave a raiseable and selectable corpse.

KillAndReplaceSelectable

Kill and leave a selectable corpse.

MakeDrunk

Gets a creature drunk.

MoveToNewLocation

Tells the object to move to a new location

NightToDay

Changes the current Day/Night cycle for this player to daylight

PlayConversationAnimation

Makes caller face a PC and play an animation.

RaiseCorpse

Raise a given corpse from the dead with the given visual effect.

RewardPartyGP

Give gold to PC or PC's entire party

SetActionMode

Sets the status of an action mode on a creature

SetAnimationCondition

Mark that the given creature has the given condition set.

SetCreatureAppearanceType

Change a creature's appearance

SetColor

Sets the color for the specified color channel.

SetCreatureBodyPart

Sets the body part model to be used on the creature specified.

SetCreatureTailType

Sets the tail type of the creature specified.

SetCreatureHomeWaypoint

Check for a waypoint marked NW_HOME in the area; if it exists, mark it as the caller's home waypoint.

SetCreatureWingType

Sets the wing type of the creature specified.

SetCurrentFriend

Set a specific creature as the caller's friend.

SetCurrentInteractionTarget

Set an object as the caller's interactive target.

SetDescription

Sets the description of an object.

SetHardness

Sets the hardness of a door or placeable.

SetIsDestroyable

Sets whether an object is destroyable.

SetItemCharges

Sets the number of charges left on a given item.

SetItemStackSize

Set the number of items in a given stack.

SetKeyRequiredFeedback

Set the feedback message that is displayed when trying to unlock the object.

SetLockKeyRequired

When set the object can not be opened unless the opener possesses the required key.

SetLockKeyTag

Set the key tag required to open the object.

SetLockLockable

Sets whether or not the object can be locked.

SetLockLockDC

Sets the DC for locking the object.

SetLockUnlockDC

Sets the DC for unlocking the object.

SetName

Set the name of an object.

SetObjectIsDestroyable

Convenience function to set an object to be destroyable.

SetPortraitId

Change the portrait of the object to use the specified portrait id.

SetPortraitResRef

Change the portrait of the object to use the portrait ResRef.

SetUseableFlag

Set a placeable's useable object status.

ShoutDisturbed

Turns NPCs of the container's faction hostile towards the PC that destroyed or opened the container.

SKIN_SupportEquipSkin

Forces a creature to equip a skin item in its creature armor inventory slot.

SoundObjectSetPosition

Sets the position of a sound object relative to the player(s).

SoundObjectSetVolume

This function will set the volume of a placed sound object, great for creating mood effects.

SplitCreature

Handles the "split" functionality of the Ochre Jellies.

TalentFlee

Make the calling object flee from another object.

See Also



author: NWN Lexicon Group, editor: Mistress, contributor: Axe Murderer

 

Pages in category "Action on Object Functions"

The following 127 pages are in this category, out of 127 total.