GetIsResting
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GetIsResting(object)
Check whether a creature is resting.
Parameters
oCreature
Creature to be checked. (Default: OBJECT_SELF)
Description
Returns TRUE if oCreature is currently resting. Otherwise, returns FALSE.
Remarks
Note that applying effects such as EffectSleep() or animations such as ANIMATION_LOOPING_SIT_CROSS do not count. Only if a PC has selected his or her "rest" function, or if an NPC has been given the ActionRest() script command will this function return TRUE.
Known Bugs
Prior to 1.28, this function always returned FALSE if called outside of the event OnPlayerRest.
Version
1.28
Example
// Creature On Perceive script - if we see a PC who is sleeping, we
// will go "bonk some 'eads!"
void main()
{
// Get creature perceived
object oSeen = GetLastPerceived();
// Get is can see it, or rather, we can now see it. Must also be a PC.
if(GetLastPerceptionSeen() && GetIsPC(oSeen))
{
// Lets go bonk their head if they are resting
if(GetIsResting(oSeen))
{
SpeakString("'ere, you need bonking on der 'ead!");
ClearAllActions();
ActionAttack(oSeen);
}
}
}
// will go "bonk some 'eads!"
void main()
{
// Get creature perceived
object oSeen = GetLastPerceived();
// Get is can see it, or rather, we can now see it. Must also be a PC.
if(GetLastPerceptionSeen() && GetIsPC(oSeen))
{
// Lets go bonk their head if they are resting
if(GetIsResting(oSeen))
{
SpeakString("'ere, you need bonking on der 'ead!");
ClearAllActions();
ActionAttack(oSeen);
}
}
}
See Also
functions: |
author: Jason Harris, editor: Jasperre