GetActionMode(object, int)

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Red bug icon.png Warning: This function has a known bug and may not work as expected in some situations. See Known Bugs for details.

Check if a creature is using a given action mode.

int GetActionMode(
    object oCreature,
    int nMode
);

Parameters

oCreature
Creature to examine
nMode
Action mode to check. ACTION_MODE_* or 12 for Defensive Stance (see Known Bugs)


Description

Gets the status of ACTION_MODE_* modes on a creature. As noted in Known Bugs the value 12 is valid and relates to Defensive Stance.


Remarks

Use the corresponding SetActionMode if the mode needs to be turned on/off.

Notably only Stealth and Detect modes can be on at the same time as any one of the others, which are considered combat modes and so you can't have ACTION_MODE_FLURRY on at the same time as ACTION_MODE_POWER_ATTACK. Setting one cancels the other.

These 3 older functions:

Still work fine and are just very specific versions of this more general function.

Note that on the start of each OnCombatRoundEnd event the AI will have all combat action modes disabled.


Version

1.61


Known Bugs

The constant ACTION_MODE_DEFENSIVE_STANCE - value 12 - is missing from nwscript.nss making it non-obvious how to check for such a mode being active. It works perfectly fine with the function however.


Example

// Make PC exit stealth mode if currently stealthy and entering this trigger or area
void main()
{
    object oPC = GetEnteringObject();
 
    if(GetActionMode(oPC, ACTION_MODE_STEALTH) == TRUE)
        SetActionMode(oPC, ACTION_MODE_STEALTH, FALSE);
}

See Also

functions: 

SetActionMode

constants: 

ACTION_MODE_* Constants



 author: Lilac Soul, editor: Jasperre, additional contributor(s): Jasperre