Category:Module Specific Functions

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Module Specific Function Category

Functions found in #include files that are specific to a certain module and would not be of much use outside of that module.



Functions

Name Brief Description

BringBack

Brings a NPC back to life and transports them to a location.

CanAfford

Determines if the player has enough gold in their inventory to pay for creating an item at the forge.

CanAffordIt

This function checks to see if the player can afford to use the portal

ClearArena

This function resets variables and clears the arenas in the fighter

CreateSignPostNPC

Spawns a creature using the action queue.

DoOnce

Determines whether a something has been done before.

GetArtifactItem

Gets the Tag of a plot item for an quest in the Official Campaign

GetBackpackMatch

Determines if the PC carries the proper items to create a new item.

GetChapter

Gets the chapter number the player is currently in.

GetComplexItem

Gets the Tag of a plot item for an quest in the Official Campaign

GetFetchee

Get a local object from the caller. Official campaign use only.

GetFetchItem

Gets the tag of a plot item for a quest in the Official Campaign.

GetForgeMatch

Checks to see if the nPos item matches the current reward

GetGreetingVar

This variable keeps track of whether or not the player has talked to this henchman.

GetHas2Q4PlotItem

Test if the object has the specified plot item

GetIsMagical

Checks for predefined groups of magical effects on an item to determine if it is magical.

GetItemPosition

Returns the position of a variable in an array containing a list of possible base types that can be created.

GetLocalPlotIntFromCharacter

Retrieves the generic plot flag off of a creature.

GetMachineState

Get the state of one lever

GetNumberOfItems

Determines 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 assassin'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.

GetPlotTag

Retrieves 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

GetUniform

Gets the tag of a guard's uniform.

GetValidItem

Gets a name of an item that can made at the Forge in the official campaign.

GetValidItemCost

Used to determine the cost of making an item at the forge.

GetVictim

Specifies the assassin’s victim in original campaign.

Give2Q4PlotItem

Gives 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.

HasPersonalItem

Checks 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.

HasSpell

Checks if caller has spell

IsRecall

Recalls a player through the use of Recall Stones.

MakeWay

Builds the tag for the waypoint to walk to.

NextTag

Gets the tag of the next waypoint to walk to.

PCAcceptedPlot

Returns true if the player accepted the assassin plot.

PlayerHasArtifactItem

Checks if a PC has the artifact item.

PlayerHasComplexItem

Checks if a PC has the complex item.

PlayerHasFetchItem

Checks if a PC has the fetch item.

PlayerHasHead

Checks 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.

PlayerWearsUniform

Checks if a PC has a certain uniform equipped.

PlotGiverDead

Returns whether or not the assassin plot giver is dead.

SetArtifactItem

Stores the tag of the artifact item in a local string.

SetAssassinHead

Stores the tag of the assassin victim’s head in a local string.

SetComplexItem

Stores 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.

SetGreetingVar

This variable keeps track of whether or not the player has talked to this henchman.

SetLocalPlotIntOnCharacter

Sets a plot-specific integer on a creature.

SetMachineState

When PC uses specific machine in City of Luskan in Original Campaign, sets 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 assassin.

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.

SetUniform

Specifies the name of the uniform to be taken by the player during the original campaign.

SetValidItem

Specifies the location in a PC's inventory where a valid item exists for the Smithy plot in original campaign.

SetValidItemCost

Specifies the amount of gold the combined item is worth during the Smith plot in original campaign.

SetValidItemCostToken

Specifies 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 item, otherwise FALSE.

Pages in category "Module Specific Functions"

The following 96 pages are in this category, out of 96 total.