StoreCampaignObject(string, string, object, object)
Stores an object in the campaign database.
string sCampaignName,
string sVarName,
object oObject,
object oPlayer = OBJECT_INVALID,
int bSaveObjectState = FALSE
);
Parameters
- sCampaignName
- Campaign name (case-sensitive)
- sVarName
- Unique variable name.
- oObject
- Object value to store
- oPlayer
- Player to associate this object value with. (Default: OBJECT_INVALID)
- bSaveObjectState
- If bCopyLocalState is TRUE, local vars, effects, action queue, and transition info (triggers, doors) are copied over. (Default: FALSE)
Description
Stores Creatures, Items, Placeables, Waypoints, Stores, Doors, Triggers or Areas (CAF format) in the campaign database. Campaign names are case-sensitive.
Returns 1 if successful, 0 if the function fails.
If it is a creature, all inventory items and local variables are also stored (and are retrieved when recalled) and so this function can be very CPU intensive if used often.
Remarks
In NWN:EE you can now use SqlPrepareQueryCampaign combined with SqlBindObject which is essentially how this works with SQLite.
As of HotU/1.62, local variables are stored in the database - including any on items possessed if the object stored is a creature.
Version
This function was updated in 1.85.8193.31 of NWN:EE. Added Area (CAF format) as a supported type and bSaveObjectState parameter.
This function was updated in 1.88.8193.36 of NWN:EE. Fixed the encounter object support in ObjectToJson(), CopyObject(), SqlBindObject(), StoreCampaignObject().
See Also
functions: |
author: Charles Feduke, editor: Jasperre, additional contributor(s): Lilac Soul, Blackstring