Difference between revisions of "ItemPropertySpecialWalk"

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(Created page with " =ItemPropertySpecialWalk(int)= Sets a special walk itemproperty. itemproperty  ItemPropertySpecialWalk(      int  nWalkType ...")
 
 
(2 intermediate revisions by the same user not shown)
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=ItemPropertySpecialWalk(int)=
 
=ItemPropertySpecialWalk(int)=
  
 
Sets a special walk itemproperty.
 
Sets a special walk itemproperty.
  
[[itemproperty | itemproperty ]] ItemPropertySpecialWalk(
+
<nwscript>
    [[int | int ]] nWalkType = 0
+
itemproperty ItemPropertySpecialWalk(
);
+
    int nWalkType = 0
 +
);
 +
</nwscript>
  
 
====Parameters====
 
====Parameters====
Line 27: Line 25:
 
====Remarks====
 
====Remarks====
  
This appears to be applicable only to creature hides. Also, it seems the only valid walktype is the default 0 (zombie walk). Could be fun perhaps to use in a spell to make your opponent start walking like a zombie... <br /><br /> The itemproperty commands are special constructors - they construct an itemproperty "object" which can then be applied to an item using the AddItemProperty command, much like effects need to be first constructed, then applied with ApplyEffectToObject. <br /><br /> It will often be a good idea to remove similar itemproperties from the item first. There's a command in the "x2_inc_itemprop" include file called IPSafeAddItemProperty which will do that for you. Check IPSafeAddItemProperty for current bug report. <br /><br /> [NT-ed.]
+
This appears to be applicable only to creature hides. Also, it seems the only valid walktype is the default 0 (zombie walk). Could be fun perhaps to use in a spell to make your opponent start walking like a zombie... <br /><br /> The itemproperty commands are special constructors - they construct an itemproperty "object" which can then be applied to an item using the AddItemProperty command, much like effects need to be first constructed, then applied with ApplyEffectToObject. <br /><br /> It will often be a good idea to remove similar itemproperties from the item first. There's a command in the "x2_inc_itemprop" include file called IPSafeAddItemProperty which will do that for you. Check IPSafeAddItemProperty for current bug report. <br /><br />
  
 
<br />
 
<br />
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====Example====
 
====Example====
  
<font color="#7f0000"><nowiki>#include "x2_inc_itemprop"
+
<nwscript>
</nowiki></font><font color="#007f00">//The include is for the IPSafeAddItemProperty function
+
#include "x2_inc_itemprop"
</font>
+
//The include is for the IPSafeAddItemProperty function
<font color="#007f00">//Makes the PC speaker's specially equipped creature hide
+
 
</font><font color="#007f00">//make the PC walk like a zombie
+
//Makes the PC speaker's specially equipped creature hide
</font><font color="#0000ff">void</font> main()
+
//make the PC walk like a zombie
{
+
void main()
<font color="#0000ff">object</font> oPC = GetPCSpeaker();
+
{
<font color="#0000ff">object</font> oItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC);
+
object oPC = GetPCSpeaker();
<font color="#0000ff">if</font> (!GetIsObjectValid(oItem)) <font color="#0000ff">return</font>;
+
object oItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC);
+
if (!GetIsObjectValid(oItem)) return;
<font color="#0000ff">itemproperty</font> ipAdd = ItemPropertySpecialWalk();
+
 
+
itemproperty ipAdd = ItemPropertySpecialWalk();
IPSafeAddItemProperty(oItem, ipAdd);
+
 
}
+
IPSafeAddItemProperty(oItem, ipAdd);
 +
}
 +
</nwscript>
  
 
====See Also====
 
====See Also====

Latest revision as of 14:45, 11 September 2012

ItemPropertySpecialWalk(int)

Sets a special walk itemproperty.

itemproperty ItemPropertySpecialWalk(
    int nWalkType = 0
);

Parameters

nWalkType

Walktype. (Default: 0)


Description

Sets item property Special walk. If no parameters are specified it will automatically use the zombie walk. This will apply the special walk animation to the user.



Remarks

This appears to be applicable only to creature hides. Also, it seems the only valid walktype is the default 0 (zombie walk). Could be fun perhaps to use in a spell to make your opponent start walking like a zombie...

The itemproperty commands are special constructors - they construct an itemproperty "object" which can then be applied to an item using the AddItemProperty command, much like effects need to be first constructed, then applied with ApplyEffectToObject.

It will often be a good idea to remove similar itemproperties from the item first. There's a command in the "x2_inc_itemprop" include file called IPSafeAddItemProperty which will do that for you. Check IPSafeAddItemProperty for current bug report.


Version

1.61

Example

#include "x2_inc_itemprop"
//The include is for the IPSafeAddItemProperty function
 
//Makes the PC speaker's specially equipped creature hide
//make the PC walk like a zombie
void main()
{
object oPC = GetPCSpeaker();
object oItem = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC);
if (!GetIsObjectValid(oItem)) return;
 
itemproperty ipAdd = ItemPropertySpecialWalk();
 
IPSafeAddItemProperty(oItem, ipAdd);
}

See Also

functions: 

IPSafeAddItemProperty



 author: Lilac Soul, editor: Peter Busby