Nw i0 plot
From NWN Lexicon
[edit] nw_i0_plot
Contains a slew of useful functions.
NOTE: This file contains several constants and functions that are also present in nw_i0_tool .
[edit] Constants
| Name | Value | Brief Description |
|---|---|---|
| DC_EASY | 0 | |
| DC_EPIC | 6 | |
| DC_LEGENDARY | 5 | |
| DC_MASTER | 4 | |
| DC_MEDIUM | 1 | |
| DC_HARD | 2 | |
| DC_SUPERIOR | 3 | |
| G_CLASSCHANCE | 70 | This is used by some of the template scripts 100 - this number is the chance of that dialog appearing. |
| XP_EPIC | 8 | 5000 xp - Experience Point Rewards constants used in the 'des_xp_rewards' 2da. |
| XP_LOW | 2 | 100 xp |
| XP_MEDIUM | 4 | 250 xp |
| XP_MEDIUM_HIGH | 5 | 500 xp |
| XP_MEDIUM_LOW | 3 | 150 xp |
| XP_HIGH | 6 | 1000 xp |
| XP_VERY_HIGH | 7 | 2000 xp |
| XP_VERY_LOW | 1 | 50 xp |
[edit] Functions
| Name | Brief Description |
|---|---|
| Adjusts all faction members' reputation in relation to another faction. | |
| Adjusts the alignment of the object towards evil, relative to the degree indicated. | |
| Adjusts the alignment of the object towards good, relative to the degree indicated. | |
| Determines whether a skill check succeeds. | |
| Determines if a creature can see a PC. | |
| Determines if the Charisma score of the speaking player is above 14. | |
| Determines if the Charisma score of the speaking player is below 10. | |
| Determines if the Charisma score of the speaking player is in the normal range. | |
| Determines if the Charisma score of the speaking player is above 9. | |
| Do a DC check and modify the skill by the target's Strength modifier. | |
| Determines if the Intelligence score of the speaking player is above 14. | |
| Determines if the Intelligence score of the speaking player is below 9. | |
| Determines if the Intelligence score of the speaking player is greater than 8. | |
| Determines if the Wisdom score of the speaking player is above the low range. | |
| Speak a string used for debugging. | |
| Teleports instantly a character from one point to another creature. | |
| Gives the designated XP to the PC using the design rules for XP distribution. | |
| Determines whether a something has been done before. | |
| Makes a creature escape to a waypoint. | |
| Makes a creature teleport away while looking like they are casting a spell. | |
| Gets a TRUE or FALSE depending on if the target can cast Healing spells or not. | |
| Gets the targets Charisma Ability Score. | |
| Gets the targets Intelligence Ability Score. | |
| Check to see if target is PC and not DM. | |
| Gets the nearest Player Character to the calling object. | |
| Determines the nearest PC to a creature. | |
| GetNPCEasyMark | Internal function. Returns a value that will be subtracted from the target's DC to resist Appraise or Persuasion. |
| Gets the number of the item that the target carries. | |
| Determines the value of a locally stored variable from any PC in a party. | |
| Gets the adjusted Reaction for the purposes of store pricing. | |
| Gets the targets Wisdom Ability Score. | |
| Gives the target the number of items specified. | |
| Opens a store, modifying the store prices by the Appraise skill of the PCspeaker. NOTE: This script always results in a good appraise result. | |
| Opens a store using the appraise skill | |
| Internal function. Determines if a player has more than a certain amount of gold on them. | |
| Determines if a creature possesses an item. | |
| Recalls a player through the use of Recall Stones. | |
| Plays the correct background music for the character. | |
| Plays the background music according to the last theme what was chosen. | |
| Do a call to both SpeakStringByStrRef and PlaySoundByStrRef at the same time. | |
| Returns TRUE if the player can afford to lose the indicated amount of XP without losing a level. | |
| Removes all negative effects from a creature. | |
| Pass in a PC and a row from the 'des_xp_rewards' 2da file to reward the PC and/or party experience. | |
| Gives gold as a reward to a player and possible their party members. | |
| Gives the designated XP to the PC and possible their party using the design rules for XP distribution. | |
| Causes a creature to be flagged as an enemy using reputation. | |
| Sets a variable that remains attached to a PC party. | |
| Removes a given amount of gold from the targets inventory, and optionally removes it from the game. | |
| Takes the number of items specified from the target. |
author: Charles Feduke, editors: Mistress, Kolyana, contributor: Kookoo