New for 1.69
Edit: the GeSHi file can be found here.
The site’s back from over a year of it just sitting here collecting spam. I’ll try to post a bit more often (every 6 months maybe
). Like NWN1, it’s back and shiny and looks prettier than before. It also has proper nwscript highlighting thanks to Jasperre kindly giving me a copy of the nwscript pastebin’s GeSHi file.
So here’s the new functions from 1.69 as a test…
// Get the description of oObject. // - oObject: the object from which you are obtaining the description. // Can be a creature, item, placeable, door, trigger or module object. // - bOriginalDescription: if set to true any new description specified via a SetDescription scripting command // is ignored and the original object's description is returned instead. // - bIdentified: If oObject is an item, setting this to TRUE will return the identified description, // setting this to FALSE will return the unidentified description. This flag has no // effect on objects other than items. string GetDescription(object oObject, int bOriginalDescription=FALSE, int bIdentifiedDescription=TRUE); // Set the description of oObject. // - oObject: the object for which you are changing the description // Can be a creature, placeable, item, door, or trigger. // - sNewDescription: the new description that the object will use. // - bIdentified: If oObject is an item, setting this to TRUE will set the identified description, // setting this to FALSE will set the unidentified description. This flag has no // effect on objects other than items. // Note: Setting an object's description to "" will make the object // revert to using the description it originally had before any // SetDescription() calls were made on the object. void SetDescription(object oObject, string sNewDescription="", int bIdentifiedDescription=TRUE); // Get the PC that sent the last player chat(text) message. // Should only be called from a module's OnPlayerChat event script. // * Returns OBJECT_INVALID on error. // Note: Private tells do not trigger a OnPlayerChat event. object GetPCChatSpeaker(); // Get the last player chat(text) message that was sent. // Should only be called from a module's OnPlayerChat event script. // * Returns empty string "" on error. // Note: Private tells do not trigger a OnPlayerChat event. string GetPCChatMessage(); // Get the volume of the last player chat(text) message that was sent. // Returns one of the following TALKVOLUME_* constants based on the volume setting // that the player used to send the chat message. // TALKVOLUME_TALK // TALKVOLUME_WHISPER // TALKVOLUME_SHOUT // TALKVOLUME_SILENT_SHOUT (used for DM chat channel) // TALKVOLUME_PARTY // Should only be called from a module's OnPlayerChat event script. // * Returns -1 on error. // Note: Private tells do not trigger a OnPlayerChat event. int GetPCChatVolume(); // Set the last player chat(text) message before it gets sent to other players. // - sNewChatMessage: The new chat text to be sent onto other players. // Setting the player chat message to an empty string "", // will cause the chat message to be discarded // (i.e. it will not be sent to other players). // Note: The new chat message gets sent after the OnPlayerChat script exits. void SetPCChatMessage(string sNewChatMessage=""); // Set the last player chat(text) volume before it gets sent to other players. // - nTalkVolume: The new volume of the chat text to be sent onto other players. // TALKVOLUME_TALK // TALKVOLUME_WHISPER // TALKVOLUME_SHOUT // TALKVOLUME_SILENT_SHOUT (used for DM chat channel) // TALKVOLUME_PARTY // TALKVOLUME_TELL (sends the chat message privately back to the original speaker) // Note: The new chat message gets sent after the OnPlayerChat script exits. void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK); // Get the Color of oObject from the color channel specified. // - oObject: the object from which you are obtaining the color. // Can be a creature that has color information (i.e. the playable races). // - nColorChannel: The color channel that you want to get the color value of. // COLOR_CHANNEL_SKIN // COLOR_CHANNEL_HAIR // COLOR_CHANNEL_TATTOO_1 // COLOR_CHANNEL_TATTOO_2 // * Returns -1 on error. int GetColor(object oObject, int nColorChannel); // Set the color channel of oObject to the color specified. // - oObject: the object for which you are changing the color. // Can be a creature that has color information (i.e. the playable races). // - nColorChannel: The color channel that you want to set the color value of. // COLOR_CHANNEL_SKIN // COLOR_CHANNEL_HAIR // COLOR_CHANNEL_TATTOO_1 // COLOR_CHANNEL_TATTOO_2 // - nColorValue: The color you want to set (0-175). void SetColor(object oObject, int nColorChannel, int nColorValue); // Returns Item property Material. You need to specify the Material Type. // - nMasterialType: The Material Type should be a positive integer between 0 and 77 (see iprp_matcost.2da). // Note: The Material Type property will only affect the cost of the item if you modify the cost in the iprp_matcost.2da. itemproperty ItemPropertyMaterial(int nMaterialType); // Returns Item property Quality. You need to specify the Quality. // - nQuality: The Quality of the item property to create (see iprp_qualcost.2da). // IP_CONST_QUALITY_* // Note: The quality property will only affect the cost of the item if you modify the cost in the iprp_qualcost.2da. itemproperty ItemPropertyQuality(int nQuality); // Returns a generic Additional Item property. You need to specify the Additional property. // - nProperty: The item property to create (see iprp_addcost.2da). // IP_CONST_ADDITIONAL_* // Note: The additional property only affects the cost of the item if you modify the cost in the iprp_addcost.2da. itemproperty ItemPropertyAdditional(int nAdditionalProperty);
Also, for comparison…
//::///////////////////////////////////////////////
//:: Confusion Heartbeat Support Script
//:: NW_G0_Confuse
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
This heartbeat script runs on any creature
that has been hit with the confusion effect.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: Sept 27, 2001
//:://////////////////////////////////////////////
#include "x0_inc_henai"
void main()
{
SendForHelp();
//Make sure the creature is commandable for the round
SetCommandable(TRUE);
//Clear all previous actions.
ClearAllActions(TRUE);
int nRandom = d10();
//Roll a random int to determine this rounds effects
if(nRandom == 1)
{
ActionRandomWalk();
}
else if (nRandom >= 2 && nRandom <= 6)
{
ClearAllActions(TRUE);
}
else if(nRandom >= 7 && nRandom <= 10)
{
ActionAttack(GetNearestObject(OBJECT_TYPE_CREATURE));
}
SetCommandable(FALSE);
}
Download code: nw_g0_confuse.nss