Category:Core AI Functions
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Functions that deal with the core artificial intelligence engine
Functions
Name | Brief Description |
---|---|
An action that causes an object to close a door. | |
Forces an NPC to follow an object. | |
Attempts to move an NPC to a location. | |
Attempts to move an NPC to a certain distance of a target object even if a clear path doesn't exist. | |
Causes the caller to try to move away from a location | |
Cause the action subject to move to a certain distance away from a target. | |
Moves an NPC to a location before executing further actions in the action queue. | |
Cause action subject to move to a certain distance of a target object. | |
Causes the subject to walk to a random location close to itself. | |
Causes a creature to run to its exit waypoint and disappear. | |
Checks whether an object is an henchman or not. | |
Used in DetermineCombatRound to keep a henchmen bashing doors | |
Gets the number of enemies in a sphere shape around a target. | |
Gets how many friendly creatures are within a spherical range of a target object. | |
Checks to see if an NPC has a valid waypoint to walk to. | |
Determines class-specific tactics. | |
Determines if a spell is the same as the one previously cast by the creature. | |
This function cannot be used | |
Determines NPC actions during any given round. | |
Makes a creature use behave a special way overriding default behavior. | |
Seeks out an enemy more than 3m away | |
Retrieves the current AI (artificial intelligence) level that a creature is running at. | |
Test whether a creature is in a particular behavior state. | |
Determines the best talent of a creature from a group of talents. | |
The distance in meters between two objects | |
The distance in meters between two locations in the game. | |
The distance from the caller of the script to the object in meters. | |
Get the member of oFactionMember's faction that has taken the most hit points of damage. | |
Returns TRUE if the executing object can use ActivateFleeToExit. | |
Determines the distance in meters that the associate should follow its 'master' at. | |
Determines the creature that is going to attack another creature in the current combat round. | |
Determines whether a creature is "fighting". | |
Retrieves the last spell that was cast by the calling creature. | |
Gets the last living, non plot creature that performed a hostile act against the object. | |
Returns the last PC that rested. | |
Gets the last perceived object which can no longer be heard. | |
Check if a conversation pattern has been activated in an OnConversation event. | |
Use the four archetypes to determine the most dangerous group type facing the NPC. | |
Determines a NPC's state of mind toward another object. | |
Determines the number of creatures of a race within 20 meters. | |
Determines whether a creature has a certain condition set by BioWare's core AI system. | |
Makes a creature act out some animations where they stand to look more lifelike. | |
Makes a creature act out some animations to look more lifelike. | |
Determines whether the adventurer prefers using a weapon type. | |
Removes a sleep effect on a successful listen check. | |
Sets NPC to respond to numerous alerts sent by PC or other NPCs. | |
Makes an NPC move to their initial waypoint. | |
Sets the AI (artificial intelligence) level of a creature. | |
Sets an NPC associate's start location to it's current location. | |
Sets an NPC's behavior. | |
Sets a local variable that stores the spell ID of the last spell cast. | |
Sets whether an object should listen. | |
Prepares the listening patterns to allow for the AI to function properly. | |
Sets an object to listen to a particular pattern. | |
Stores the condition of an NPC warning status. | |
Sets custom flags that influence the default AI scripts provided by BioWare. | |
Specifies the visual special effect and specific creature to be summoned based on the spell cast. | |
Creates an encounter that is meant to help an attacked NPC. | |
Tells an NPC to return to their first waypoint. | |
Determines course of action while in melee combat for all NPCs. | |
Determines best course of action for NPC spell-caster when in melee combat. | |
Determines if the NPC has the ability to see invisible creatures through feat or spell. | |
Determines whether a combat talent could be used on an object. | |
Determines whether a creature could possibly be disarmed. | |
Make an NPC creature walk a series of preset waypoints. |
Pages in category "Core AI Functions"
The following 67 pages are in this category, out of 67 total.
A
C
G
- GetAILevel
- GetBehaviorState
- GetCreatureHasTalent
- GetCreatureTalentBest
- GetCreatureTalentRandom
- GetDistanceBetween
- GetDistanceBetweenLocations
- GetDistanceToObject
- GetFactionMostDamagedMember
- GetFleeToExit
- GetFollowDistance
- GetGoingToBeAttackedBy
- GetIsFighting
- GetLastGenericSpellCast
- GetLastHostileActor
- GetLastPCRested
- GetLastPerceptionInaudible
- GetListenPatternNumber
- GetMostDangerousClass
- GetNPCWarningStatus
- GetRacialTypeCount
- GetSpawnInCondition