@bgforge/mls-server 3.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.txt +0 -0
- package/README.md +42 -0
- package/out/completion.fallout-ssl.json +7972 -0
- package/out/completion.fallout-worldmap-txt.json +308 -0
- package/out/completion.weidu-baf.json +7630 -0
- package/out/completion.weidu-d.json +534 -0
- package/out/completion.weidu-tp2.json +6448 -0
- package/out/engine-proc-docs.json +29 -0
- package/out/engine-procedures.json +29 -0
- package/out/hover.fallout-ssl.json +4730 -0
- package/out/hover.fallout-worldmap-txt.json +146 -0
- package/out/hover.weidu-baf.json +4550 -0
- package/out/hover.weidu-d.json +272 -0
- package/out/hover.weidu-tp2.json +3818 -0
- package/out/server.js +30865 -0
- package/out/signature.fallout-ssl.json +32 -0
- package/out/td-plugin.js +1 -0
- package/out/td-runtime.d.ts +314 -0
- package/out/tree-sitter-baf.wasm +0 -0
- package/out/tree-sitter-ssl.wasm +0 -0
- package/out/tree-sitter-weidu_d.wasm +0 -0
- package/out/tree-sitter-weidu_tp2.wasm +0 -0
- package/out/tssl-plugin.js +11 -0
- package/out/web-tree-sitter.wasm +0 -0
- package/package.json +59 -0
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{
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"ActionOverride": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nActionOverride(O:Actor, A:Action)\n```\nThis action can be used to control another creature. A creature referenced as the result of [SetTokenObject()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#248) is not a valid target for the ActionOverride() action. The following is from the Irenicus cutscene after leaving his abode in chapter 1.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(Player1)\n Wait(1)\n FadeToColor([20.0],0)\n Wait(2)\n JumpToPoint([869.340])\n MoveViewPoint([909.346],INSTANT)\n ActionOverride(Player2,JumpToPoint([825.370]))\n ActionOverride(Player3,JumpToPoint([886.384]))\n ActionOverride(Player4,JumpToPoint([952.386]))\n ActionOverride(Player5,JumpToPoint([987.362]))\n ActionOverride(Player6,JumpToPoint([1005.404]))\n Face(10)\n ActionOverride(Player2,Face(10))\n ActionOverride(Player3,Face(10))\n ActionOverride(Player4,Face(8))\n ActionOverride(Player5,Face(6))\n ActionOverride(Player6,Face(6))\n ActionOverride(\"Anomen\",JumpToPoint([909.346]))\n ActionOverride(\"Anomen\",Face(10))\n Wait(1)\n FadeFromColor([20.0],0)\n Wait(2)\n ActionOverride(\"Anomen\",StartDialogueNoSet(Player1))\nEND\n```"
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}
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},
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"Activate": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nActivate(O:Object)\n```\nThis action activates the target creature. The creature is returned to play - i.e. it is visible and can be interacted with."
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}
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},
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"AddAreaFlag": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddAreaFlag(I:Type*Areaflag)\n```\nThis action will add area flags (e.g. save enabled, tutorial) to the current area. The area flags value is OR'd, so multiple values can be set. Values are from [areaflag.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/areaflag.htm)."
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}
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},
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"AddAreaType": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddAreaType(I:Type*Areatype)\n```\nThis action will add area type flags (e.g. outdoor, dungeon) to the current area. The areatype value is OR'd, so multiple values can be set. Values are from [areatype.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/areatype.htm)"
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}
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},
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"AddExperienceParty": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddExperienceParty(I:XP)\n```\nThis action gives (or takes if negative) the specified amount of experience to the party. The XP amount is distributed among all current living party members. The example script is from ar1300.bcs.\n```\nIF\n OpenState(\"Bridge01\",TRUE)\n Global(\"BridgeOpen\",\"GLOBAL\",0)\n !Dead(\"Torgal\")\nTHEN\n RESPONSE #100\n SetGlobal(\"BridgeOpen\",\"GLOBAL\",1)\n DisplayString(Myself,'The drawbridge has been lowered.')\n CreateCreature(\"KPCAPT03\",[2400.1592],6)\n CreateCreature(\"KPSOLD03\",[2425.1676],6)\n CreateCreature(\"KPSOLD04\",[2371.1754],6)\n CreateCreature(\"KPSOLD05\",[2315.1805],6)\n CreateCreature(\"TROLGI01\",[2391.1592],0)\n CreateCreature(\"TROLGI02\",[2282.1742],0)\n CreateCreature(\"KPYUAN01\",[2251.1731],0)\n AddexperienceParty(29750)\n(cut short for brevity)\n```"
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}
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},
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"AddExperiencePartyGlobal": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddExperiencePartyGlobal(S:Name, S:Area)\n```\nThis action adds experience to the party, with the amount corresponding to a global variable.\n\n```\nIF\n Global(\"MyXP\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"MyXP\",\"GLOBAL\",50)\n AddExperiencePartyGlobal(\"MyXP\",\"GLOBAL\")\nEND\n```"
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}
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},
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"AddFamiliar": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddFamiliar()\n```\nThis action causes the active creature to become the players ally. The active creature does not act as a normal familiar (i.e. no HP bonus or Constitution loss on death)."
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}
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},
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"AddGlobals": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddGlobals(S:Name, S:Name2)\n```\nThis action will add the variable specified by parameter 2 onto the variable specified by parameter 1. It only works for variables in the \"GLOBAL\" scope. An example script is below.\n\n```\nIF\n Global(\"Var1\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"Var1\",\"GLOBAL\",75) //Var1 = 75\n SetGlobal(\"Var2\",\"GLOBAL\",25) //Var2 = 25\n AddGlobals(\"Var1\",\"Var2\") //Var1 = 100\nEND\n```"
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}
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},
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"AddJournalEntry": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddJournalEntry(I:Entry, I:Type*Jourtype)\n```\nThis action adds an entry into the journal. The entry parameter is the strref to add, and the JourType is the type of entry (i.e. the location within the journal to add the entry to) - values are from [jourtype.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/jourtype.htm). The example script is from ar0511.bcs.\n\n```\nIF\n Dead(\"JanGith1\")\n Dead(\"JanGith2\")\n Global(\"ThumbSeeker\",\"GLOBAL\",2)\n Global(\"HiddenJournal\",\"AR0511\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"HiddenJournal\",\"AR0511\",1)\n AddJournalEntry(34726,QUEST)\nEND\n```"
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}
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},
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"AddKit": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddKit(I:Kit*Kit)\n```\nThis action removes the active creature's current kit and adds the specified kit. Abilities from any previous kit are removed. AddKit(0) can be used to remove a creatures current kit without adding a new one. Class restrictions apply for kits. When attempting adding an invalid kit, the existing kit (if any) will be replied."
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}
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},
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"AddMapNote": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddMapNote(P:Position, I:StringRef)\n```\nThis action will add a map note onto the current area's mini-map at the specified position. The position is a location on the actual area map (not the minimap)."
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}
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},
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"AddMapNoteColor": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddMapNoteColor(P:Position, I:StringRef, I:Color*Mapnotes)\n```\nThis action will add a map note onto the current area's mini-map at the specified position. The position is a location on the actual area map (not the minimap)."
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}
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},
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"AddSpecialAbility": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddSpecialAbility(S:ResRef)\n```\nThis action adds the specified spell to the active creature. The message <creature\\_name> has gained a special ability: \"Ability\" is displayed in the message log."
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}
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},
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"AddStoreItem": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddStoreItem(S:Store, S:Item, I:Count, I:Flags)\n```\nThis action adds \"count\" instances of an item to the specified store. You can also specify the item flags (such as IDENTIFIED or STOLEN)."
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}
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},
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"AddSuperKit": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddSuperKit(I:Kit*Kit)\n```\nThis action sets the active creatures kit to the specified kit . Abilities from any previous kits are kept. Class restrictions apply for kits. When attempting adding an invalid kit, the existing kit (if any) will be replied."
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}
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},
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"AddWorldmapAreaFlag": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddWorldmapAreaFlag(S:Area, I:Type*Wmpflag)\n```\nThis action can be used to set flags of an area on the worlmap that control visibility or accessibility. Flags are taken from [wmpflag.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/wmpflag.htm)."
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}
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},
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"AddXP2DA": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddXP2DA(S:Column)\n```\nThis action gives a level dependent amount of XP to the party or a single party member. The XP amount is listed in [XPLIST.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/xplist.htm) at the intersection of the party level (column) and quest row (the mis-named parameter). The file lists the same XP value for all quests for all levels."
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}
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},
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"AddXPObject": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddXPObject(O:Object, I:XP)\n```\nThis action adds the specified amount of XP onto the specified object."
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}
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},
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"AddXPWorth": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddXPWorth(O:Object)\n```\nThis action gives the amount of experience worth the specified object to the party. The XP amount is distributed among all current living party members."
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}
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},
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"AddXPWorthOnce": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAddXPWorthOnce(O:Object, I:ClearStat*Boolean)\n```\nThis action gives the amount of experience worth the specified object to the party. The XP amount is distributed among all current living party members."
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}
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},
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"AdvanceTime": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAdvanceTime(I:Time*Gtimes)\n```\nThis action advances the game-time by the amount specified by the Time parameter."
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}
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},
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"Ally": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAlly()\n```\nThis action changes the active creature's allegiance to ALLY (i.e. a green selection circle)."
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}
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},
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"AmbientActivate": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAmbientActivate(O:Object, I:State*Boolean)\n```\nThis action is used in conjunction with animations in ARE files. The action sets the enabled state of an animation (specified by the object parameter)."
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}
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},
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"AnkhegEmerge": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAnkhegEmerge()\n```\nThis action is likely called directly by the engine, and is used to give ankegs give the appearance of emerging from the ground. Calling the action from script has no effect."
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}
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},
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"AnkhegHide": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAnkhegHide()\n```\nThis action is likely called directly by the engine, and is used to give ankegs give the appearance of burrowing into the ground. Calling the action from script has no effect."
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}
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"ApplyDamage": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nApplyDamage(O:Object, I:Amount, I:Type*Dmgtype)\n```\nThis action inflicts the specified amount of damage (of the specified type) on the target creature."
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}
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},
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"ApplyDamagePercent": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nApplyDamagePercent(O:Object, I:Amount, I:Type*Dmgtype)\n```\nThis action applies a percentage damage (of the specified damage type) to the target object."
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}
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},
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"ApplySpell": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nApplySpell(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell is applied instantly; no casting animation is played. The spell cannot be interrupted. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. Both actions apply the spell at the lowest casting level (they will even use a level `0` ability if the spell has one, which other actions cannot do) and ignore its projectile (i.e. they use projectile `#1|None`) - the casting level of the originating creature is ignored. Note that for normal spellcasting the probability dice values for effects are rolled for each spell, whereas spells applied in the same scripting block by `ApplySpell` use a single dice value. The example script is used to mimic a contingency from `\"mage18y.bcs\"`.\n\n```\nIF\n See(NearestEnemyOf(Myself))\n Global(\"Prep\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n ApplySpell(Myself,WIZARD_STONE_SKIN)\n ApplySpell(Myself,WIZARD_SPELL_TRAP)\n ApplySpell(Myself,WIZARD_MIRROR_IMAGE)\n ApplySpell(Myself,WIZARD_SPELL_TURNING)\n ApplySpell(Myself,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)\n ApplySpell(SixthNearestEnemyOf(Myself),WIZARD_MONSTER_SUMMONING_4)\n SetGlobal(\"Prep\",\"LOCALS\",1)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
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}
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},
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"ApplySpellRES": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nApplySpellRES(S:RES, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell is applied instantly; no casting animation is played. The spell cannot be interrupted. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. Both actions apply the spell at the lowest casting level (they will even use a level `0` ability if the spell has one, which other actions cannot do) and ignore its projectile (i.e. they use projectile `#1|None`) - the casting level of the originating creature is ignored. Note that for normal spellcasting the probability dice values for effects are rolled for each spell, whereas spells applied in the same scripting block by `ApplySpell` use a single dice value. The example script is used to mimic a contingency from `\"mage18y.bcs\"`.\n\n```\nIF\n See(NearestEnemyOf(Myself))\n Global(\"Prep\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n ApplySpell(Myself,WIZARD_STONE_SKIN)\n ApplySpell(Myself,WIZARD_SPELL_TRAP)\n ApplySpell(Myself,WIZARD_MIRROR_IMAGE)\n ApplySpell(Myself,WIZARD_SPELL_TURNING)\n ApplySpell(Myself,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS)\n ApplySpell(SixthNearestEnemyOf(Myself),WIZARD_MONSTER_SUMMONING_4)\n SetGlobal(\"Prep\",\"LOCALS\",1)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
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}
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},
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"AttachTransitionToDoor": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAttachTransitionToDoor(S:GLOBAL, O:Object)\n```\nIt is likely that the first parameter refers to a transition trigger and the second parameter refers to a door type in an area. In this manner, the trigger is activated and deactivated based on the open state of the door."
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}
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},
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"Attack": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAttack(O:Target)\n```\nThis action instructs the active creature to continually attack the target, i.e. the active creature will not switch targets until its target is dead.\n\n```\nIF\n See([EVILCUTOFF])\n Class(LastSeenBy(),MAGE_ALL)\n !InParty(LastSeenBy())\nTHEN\n RESPONSE #100\n Attack(LastSeenBy())\nEND\n```"
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}
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},
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"AttackNoSound": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAttackNoSound(O:Target)\n```\nThis action instructs the active creature to attack the target, without sounding a battlecry."
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}
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},
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"AttackOneRound": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAttackOneRound(O:Target)\n```\nThis action instructs the active creature to attack the specified target for one round.\n\n```\nIF\n See(NearestEnemyOf())\nTHEN\n RESPONSE #100\n AttackOneRound(NearestEnemyOf())\nEND\n```"
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}
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},
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"AttackReevaluate": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nAttackReevaluate(O:Target, I:ReevaluationPeriod)\n```\nThis action instructs the active creature to attack the target for the specified time (ReevaluationPeriod) which is measured in AI updates (which default to 15 per second).The script will then run again, checking for other true conditions.\n\n```\nIF\n See([EVILCUTOFF])\n Range(LastSeenBy(),4)\n !InParty(LastSeenBy())\n !Allegiance(LastSeenBy(Myself),GOODCUTOFF)\n !Class(LastSeenBy(Myself),INNOCENT)\n InWeaponRange(LastSeenBy())\n HasWeaponEquiped()\nTHEN\n RESPONSE #100\n AttackReevaluate(LastSeenBy(),30)\nEND\n```"
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}
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},
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"BanterBlockFlag": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nBanterBlockFlag(I:State*Boolean)\n```\nThis action dictates whether the banter timer can expire."
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}
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},
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"BanterBlockTime": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nBanterBlockTime(I:Time)\n```\nThis action extends the time taken for the banter timer to expire. The banter timers are hardcoded and every time one expires an NPC's b****.dlg is called."
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}
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},
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"BashDoor": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nBashDoor(O:Object)\n```\nThis action is miscoded in the default action.ids file (the number 0 should be the capital letter O). When corrected, this action causes the active creature to attempt to bash the specified door."
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}
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},
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"BattleSong": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nBattleSong()\n```\nThis action instructs the active creature to play their associated bard song."
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}
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},
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"BitClear": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nBitClear(S:Name, S:Scope, I:Bit*Bits)\n```\nThis action can be used to clear one or more individual bits in the specified variable."
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}
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},
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"BitSet": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nBitSet(S:Name, S:Scope, I:Bit*Bits)\n```\nThis action can be used to set one or more individual bits in the specified variable."
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}
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},
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"CallLightning": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nCallLightning(O:Target)\n```\nThis action calls lightning from the sky against the specified target, causing immediate death (unless the target has the MinHP effect applied). The lightning does not always show, and if it does, it is not always in the expected location.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(\"DRUID12a\")\n CallLightning(\"Orc05\")\n CallLightning(\"Orc06\")\nEND\n```"
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}
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},
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"Calm": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nCalm(O:Object)\n```\nThis action removes the berserking state and effect by applying the `Cure:Berserk` opcode."
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}
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},
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"ChangeAIScript": {
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255
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nChangeAIScript(S:ScriptFile, I:Level*Scrlev)\n```\nThis action changes the assigned script file for the active creature. The new script name is specified in the scriptfile parameter. The level parameter dictates the script level to change - values are from [scrlev.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/scrlev.htm). Scripts can be set for any scriptable object (container, creature, door etc.), but are not persisted.\n\n```\nIF\n See([EVILCUTOFF.0.DOG])\nTHEN\n RESPONSE #100\n ChangeAIScript(\"DOGFIGHT\",DEFAULT)\nEND\n```"
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}
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},
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"ChangeAIType": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nChangeAIType(O:Object)\n```\nThis action changes the IDS identifiers for the active creature to the values specified. The object parameter must be in the IDS object form (i.e [EA.GENERAL.RACE.CLASS.SPECIFIC.GENDER.ALIGN]). If parameters are missing, they will default to 0. If a symbolic object is passed, all identifiers will be cleared and the IDS identifier bytes will be filled. ChangeAIType(NearestEnemyOf(LastSeenBy(LastTalkedToBy(LastTrigger())))) would zero Allegiance, General, Race, Class, Specific, Gender, and Alignment, set spec 1 to \"Myself\" (the [object.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/object.htm) value, 1), 2 to LastTrigger, 3 to LastTalkedToBy, 4 to LastSeenBy, and 5 to NearestEnemyOf."
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}
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},
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"ChangeAlignment": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nChangeAlignment(O:Object, I:Value*Align)\n```\nThis action changes the alignment of the target creature to the specified value. Values are from [align.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/align.htm).\n\n```\nIF\n Global(\"KR_ALIGN_CHANGE\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"KR_ALIGN_CHANGE\",\"LOCALS\",1)\n ChangeAlignment(LastSeenBy(Myself),CHAOTIC_GOOD)\nEND\n```"
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}
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},
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"ChangeAnimation": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nChangeAnimation(S:ResRef)\n```\nThis action will change the animation of the active creature to match that of the specified CRE file. If the active creature is in the party, the action will create the specified creature."
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}
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},
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"ChangeAnimationNoEffect": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nChangeAnimationNoEffect(S:ResRef)\n```\nThis action will change the animation of the active creature to match that of the specified CRE file. If the active creature is in the party, the action will create the specified creature. No lighting effects are played."
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}
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283
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},
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284
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"ChangeClass": {
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285
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+
"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nChangeClass(O:Object, I:Value*Class)\n```\nThis action changes the class of the target creature to the specified value. Values are from [class.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/class.htm).\n\n```\nIF\n Global\"KR_CLASS_CHANGE\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal\"KR_CLASS_CHANGE\",\"LOCALS\",1)\n ChangeClass(Myself,FIGHTER)\nEND\n```"
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}
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},
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290
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"ChangeEnemyAlly": {
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291
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"contents": {
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292
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+
"kind": "markdown",
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293
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"value": "```weidu-baf-tooltip\nChangeEnemyAlly(O:Object, I:Value*Ea)\n```\nThis action changes the EA status of the target creature to the specified value. Values are from [ea.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/ea.htm).\n\n```\nIF\n Global\"KR_ENEMYALLY_CHANGE\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal\"KR_ENEMYALLY_CHANGE\",\"LOCALS\",1)\n ChangeEnemyAlly(Myself,NEUTRAL)\nEND\n```"
|
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294
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}
|
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295
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+
},
|
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296
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"ChangeGender": {
|
|
297
|
+
"contents": {
|
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298
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+
"kind": "markdown",
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299
|
+
"value": "```weidu-baf-tooltip\nChangeGender(O:Object, I:Value*Gender)\n```\nThis action changes the gender of the target creature to the specified value. Values are from [gender.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/gender.htm). The example script changes the gender of summoned creatures to neither, to bypass the 5 concurrent summoned creatures limit.\n\n```\nIF\n See([ALLY])\n !InParty(LastSeenBy(Myself))\n Gender(LastS eenBy(Myself),SUMMONED)\n !Specifics(LastSeenBy(Myself),3001)\nTHEN\n RESPONSE #100\n ChangeGender(LastSeenBy(),NEITHER)\n ChangeSpecifics(LastSeenBy(Myself), 3001)\nEND\n```"
|
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300
|
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}
|
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301
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+
},
|
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302
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+
"ChangeGeneral": {
|
|
303
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+
"contents": {
|
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304
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+
"kind": "markdown",
|
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305
|
+
"value": "```weidu-baf-tooltip\nChangeGeneral(O:Object, I:Value*General)\n```\nThis action changes the general status of the target creature to the specified value. Values are from [general.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/general.htm).\n\n```\nIF\n Global\"KR_GENERAL_CHANGE\",\"LOCALS\" ,0)\nTHEN\n RESPONSE #100\n SetGlobal\"KR_GENERAL_CHANGE\",\"LOCALS\",1)\n ChangeGeneral(Myself,UNDEAD)\nEND\n```"
|
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306
|
+
}
|
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307
|
+
},
|
|
308
|
+
"ChangeRace": {
|
|
309
|
+
"contents": {
|
|
310
|
+
"kind": "markdown",
|
|
311
|
+
"value": "```weidu-baf-tooltip\nChangeRace(O:Object, I:Value*Race)\n```\nThis action changes the race of the target creature to the specified value. Values are from [race.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/race.htm).\n\n```\nIF\n Global\"KR_RACE_CHANGE\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal\"KR_RACE_CHANGE\",\"LOCALS\",1)\n ChangeRace(Myself,DRAGON)\nEND\n```"
|
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312
|
+
}
|
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313
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+
},
|
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314
|
+
"ChangeSpecifics": {
|
|
315
|
+
"contents": {
|
|
316
|
+
"kind": "markdown",
|
|
317
|
+
"value": "```weidu-baf-tooltip\nChangeSpecifics(O:Object, I:Value*Specific)\n```\nThis action changes the specific status of the target creature to the specified value. Values are from [specific.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/specific.htm). The action produces inconsistent results when used on player characters in multiplayer games. The specific value is represented by one byte, and so is limited to values 0-255. The example script assigns a script to a newly created simulacrum.\n\n```\nIF\n See([ALLY])\n !InParty(LastSeenBy(Myself))\n !Gender(LastSeenBy(Myself),SUMMONED)\n !General(LastSeenBy(Myself),ANIMAL)\n !General(LastSeenBy(Myself),MONSTER)\n !General(LastSeenBy(Myself),UNDEAD)\n !General(LastSeenBy (Myself),GIANTHUMANOID)\n !Race(LastSeenBy(Myself),ELEMENTAL)\n !Race(LastSeenBy(Myself),MEPHIT)\n !Race(LastSeenBy(Myself),IMP)\n !HasItem(\"IMOENHP1&q uot;,LastSeenBy(Myself))\n !HasItem(\"MINHP1\",LastSeenBy(Myself))\n !Specifics(LastSeenBy(Myself),100)\nTHEN\n RESPONSE #100\n DisplayStringHead(LastSeenBy(Myself),26234) // 'Simulacrum'\n ActionOverride(LastSeenBy(Myself), ChangeAIScript(\"gbSim",DEFAULT))\n ChangeSpecifics(LastSeenBy(Myself),100)\nEND\n```"
|
|
318
|
+
}
|
|
319
|
+
},
|
|
320
|
+
"ChangeStat": {
|
|
321
|
+
"contents": {
|
|
322
|
+
"kind": "markdown",
|
|
323
|
+
"value": "```weidu-baf-tooltip\nChangeStat(O:Object, I:Stat*Stats, I:Value, I:Modifier*Statmod)\n```\nChanges the base stat of the referenced creature. Not all stats are modifiable, even if they are in [stats.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm). Some are recalculated by the engine (like Lore). Some, like BG2 proficiencies, are stored as continuous effects and can only be modified by changing those effects (Stat: Proficiency Modifier). Values for Modifier are from [statmod.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/statmod.htm)."
|
|
324
|
+
}
|
|
325
|
+
},
|
|
326
|
+
"ChangeStoreMarkup": {
|
|
327
|
+
"contents": {
|
|
328
|
+
"kind": "markdown",
|
|
329
|
+
"value": "```weidu-baf-tooltip\nChangeStoreMarkup(S:Store, I:BuyMarkup, I:SellMarkup)\n```\nChanges both buy and sell markup values for the specified store."
|
|
330
|
+
}
|
|
331
|
+
},
|
|
332
|
+
"ChangeTileState": {
|
|
333
|
+
"contents": {
|
|
334
|
+
"kind": "markdown",
|
|
335
|
+
"value": "```weidu-baf-tooltip\nChangeTileState(O:Tile, I:State*Boolean)\n```\nThis action sets the open/closed graphic of a tile in a WED file."
|
|
336
|
+
}
|
|
337
|
+
},
|
|
338
|
+
"ClearActions": {
|
|
339
|
+
"contents": {
|
|
340
|
+
"kind": "markdown",
|
|
341
|
+
"value": "```weidu-baf-tooltip\nClearActions(O:Object)\n```\nThis action clears the action list of the specified object (including ModalActions). The example script is from ar2400.bcs.\n\n```\nIF\n GlobalTimerExpired(\"udWaitOgreDoor\",\"GLOBAL\")\n Global(\"HaveOgreOpenDoor\",\"AR2400\",0)\n Global(\"udGithDead\",\"AR2400\",0)\n !Global(\"udMind\",\"GLOBAL\",30)\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n SetGlobal(\"HaveOgreOpenDoor\",\"AR2400\",1)\n ClearActions(Player1)\n ClearActions(Player2)\n ClearActions(Player3)\n ClearActions(Player4)\n ClearActions(Player5)\n ClearActions(Player6)\n SetInterrupt(TRUE)\n StartCutSceneMode()\n StartCutScene(\"Cut44i\")\nEND\n```"
|
|
342
|
+
}
|
|
343
|
+
},
|
|
344
|
+
"ClearAllActions": {
|
|
345
|
+
"contents": {
|
|
346
|
+
"kind": "markdown",
|
|
347
|
+
"value": "```weidu-baf-tooltip\nClearAllActions()\n```\nThis action clears any queued actions for all creatures in the area. The example script is from ar0507.bcs.\n\n```\nIF\n Global(\"AmsiHouse\",\"GLOBAL\",3)\n !Dead(\"amsi\")\nTHEN\n RESPONSE #100\n ClearAllActions()\n StartCutSceneMode()\n ActionOverride(\"amsi\",StartDialogueNoSet(Player1))\nEND\n```"
|
|
348
|
+
}
|
|
349
|
+
},
|
|
350
|
+
"CloseDoor": {
|
|
351
|
+
"contents": {
|
|
352
|
+
"kind": "markdown",
|
|
353
|
+
"value": "```weidu-baf-tooltip\nCloseDoor(O:Object)\n```\nThis action closes the specified door. The example script is from ar0300.bcs.\n\n```\nIF\n OR(2)\n Global(\"LyrosJob\",\"GLOBAL\",3)\n Dead(\"lyros\")\n Exists(\"Rylock\")\n Global(\"RylockLeavesHarperDoor\",\"AR0300\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"RylockLeavesHarperDoor\",\"AR0300\",1)\n CloseDoor(\"DOOR0308\")\n Lock(\"DOOR0308\")\n ActionOverride(\"Rylock\",EscapeArea())\nEND\n```"
|
|
354
|
+
}
|
|
355
|
+
},
|
|
356
|
+
"ContainerEnable": {
|
|
357
|
+
"contents": {
|
|
358
|
+
"kind": "markdown",
|
|
359
|
+
"value": "```weidu-baf-tooltip\nContainerEnable(O:Object, I:Bool*Boolean)\n```\nThis action is used in conjunction with containers in ARE files. The action sets the enabled state of a container (specified by the object parameter)."
|
|
360
|
+
}
|
|
361
|
+
},
|
|
362
|
+
"Continue": {
|
|
363
|
+
"contents": {
|
|
364
|
+
"kind": "markdown",
|
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365
|
+
"value": "```weidu-baf-tooltip\nContinue()\n```\nThis action instructs the script parser to continue looking for actions in the active creatures action list. This is mainly included in scripts for efficiency. Continue should also be appended to any script blocks added to the top of existing scripts, to ensure correct functioning of any blocks which include the OnCreation trigger. Continue may prevent actions being completed until the script parser has finished its execution cycle. Continue() must be the last command in an action list to function correctly. Use of continue in a script block will cause the parser to treater subsequent empty response blocks as though they contained a Continue() command - this parsing can be stopped by including a NoAction() in the empty response block.\n\n```\nIF\n See(NearestEnemyOf())\n !InParty(NearestEnemyOf())\nTHEN\n RESPONSE #100\n AttackOneRound(NearestEnemyOf())\n Continue()\nEND\n```"
|
|
366
|
+
}
|
|
367
|
+
},
|
|
368
|
+
"ContinueGame": {
|
|
369
|
+
"contents": {
|
|
370
|
+
"kind": "markdown",
|
|
371
|
+
"value": "```weidu-baf-tooltip\nContinueGame(I:State*Boolean)\n```\nIf \"State\" is `FALSE` then this action clears the \"Last Save\" definition in `baldur.lua` for the current campaign that would otherwise enable the player to automatically load the latest save from the start menu of the game. Specifying `TRUE` does nothing."
|
|
372
|
+
}
|
|
373
|
+
},
|
|
374
|
+
"CopyGroundPilesTo": {
|
|
375
|
+
"contents": {
|
|
376
|
+
"kind": "markdown",
|
|
377
|
+
"value": "```weidu-baf-tooltip\nCopyGroundPilesTo(S:ResRef, P:Location)\n```\nThis action copies all items lying around on the ground in the current area to the specified point in the target area."
|
|
378
|
+
}
|
|
379
|
+
},
|
|
380
|
+
"CreateCreature": {
|
|
381
|
+
"contents": {
|
|
382
|
+
"kind": "markdown",
|
|
383
|
+
"value": "```weidu-baf-tooltip\nCreateCreature(S:NewObject, P:Location, I:Face)\n```\nThis action is used to create a creature - either an NPC, a neutral creature or an enemy. NewObject is the filename of the creature to create, Location is the coordinates to create the creature at ([x.y] format) and direction being the direction the creature is facing (0-15, 0 being south and the facing values increasing as the character turns clockwise). Note that a coordinate of [-1.-1] will create the creature next to the active creature.\n\nThis script is from the area script for the Copper Coronet (AR0406) and creates extra guards when the Player is discovered in the off limits area.\n\n```\nIF\n Global(\"CopperGuards\",\"GLOBAL\",1)\nTHEN\n RESPONSE #100\n CreateCreature(\"ccguard1\",[2338.412],14)\n CreateCreature(\"ccguard2\",[2318.457],14)\n CreateCreature(\"ccguard1\",[2749.793],6)\n CreateCreature(\"ccguard2\",[2791.831],6)\n CreateCreature(\"ccguard1\",[1981.762],14)\n CreateCreature(\"ccguard1\",[1286.1500],14)\nEND\n```"
|
|
384
|
+
}
|
|
385
|
+
},
|
|
386
|
+
"CreateCreatureAtLocation": {
|
|
387
|
+
"contents": {
|
|
388
|
+
"kind": "markdown",
|
|
389
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureAtLocation(S:GLOBAL, S:Area, S:ResRef)\n```\nThis action creates the specified creature at the specified saved location."
|
|
390
|
+
}
|
|
391
|
+
},
|
|
392
|
+
"CreateCreatureCopyPoint": {
|
|
393
|
+
"contents": {
|
|
394
|
+
"kind": "markdown",
|
|
395
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureCopyPoint(S:ResRef, O:Object, P:Dest)\n```\nThis action creates the specified creature at the specified point and sets its animation to that of the active creature."
|
|
396
|
+
}
|
|
397
|
+
},
|
|
398
|
+
"CreateCreatureDoor": {
|
|
399
|
+
"contents": {
|
|
400
|
+
"kind": "markdown",
|
|
401
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureDoor(S:NewObject, P:Location, I:Face)\n```\nThis action creates the specified creature at the specified location, and plays the dimension door graphic. The creature appears after approximately 100 AI cycles (~3.5 seconds at the default of 30 frame/second)."
|
|
402
|
+
}
|
|
403
|
+
},
|
|
404
|
+
"CreateCreatureEffect": {
|
|
405
|
+
"contents": {
|
|
406
|
+
"kind": "markdown",
|
|
407
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureEffect(S:NewObject, S:Effect, P:Location, I:Face*Dir)\n```\nThis action is used to create a creature - either an NPC, a neutral creature or an enemy. NewObject is the filename of the creature to create, Location is the coordinates to create the creature at ([x.y] format) and direction being the direction the creature is facing (0-15, 0 being south and the facing values increasing as the character turns clockwise). Note that a coordinate of [-1.-1] will create the creature next to the active creature.\n\nThis script is from the area script for the Copper Coronet (AR0406) and creates extra guards when the Player is discovered in the off limits area.\n\n```\nIF\n Global(\"CopperGuards\",\"GLOBAL\",1)\nTHEN\n RESPONSE #100\n CreateCreature(\"ccguard1\",[2338.412],14)\n CreateCreature(\"ccguard2\",[2318.457],14)\n CreateCreature(\"ccguard1\",[2749.793],6)\n CreateCreature(\"ccguard2\",[2791.831],6)\n CreateCreature(\"ccguard1\",[1981.762],14)\n CreateCreature(\"ccguard1\",[1286.1500],14)\nEND\n```"
|
|
408
|
+
}
|
|
409
|
+
},
|
|
410
|
+
"CreateCreatureImpassable": {
|
|
411
|
+
"contents": {
|
|
412
|
+
"kind": "markdown",
|
|
413
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureImpassable(S:NewObject, P:Location, I:Face)\n```\nThis action creates the specified creature on a normally impassable surface (e.g. on a wall, on water, on a roof)."
|
|
414
|
+
}
|
|
415
|
+
},
|
|
416
|
+
"CreateCreatureImpassableAllowOverlap": {
|
|
417
|
+
"contents": {
|
|
418
|
+
"kind": "markdown",
|
|
419
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureImpassableAllowOverlap(S:NewObject, P:Location, I:Face)\n```\nThis action creates the specified creature at the specified location, facing the specified direction. The creature will be created even if the searchmap is marked as impassable, or whether there are any other obstructions."
|
|
420
|
+
}
|
|
421
|
+
},
|
|
422
|
+
"CreateCreatureImpassableAllowOverlapEffect": {
|
|
423
|
+
"contents": {
|
|
424
|
+
"kind": "markdown",
|
|
425
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureImpassableAllowOverlapEffect(S:NewObject, S:Effect, P:Location, I:Face*Dir)\n```\nThis action creates the specified creature at the specified location, facing the specified direction. The creature will be created even if the searchmap is marked as impassable, or whether there are any other obstructions."
|
|
426
|
+
}
|
|
427
|
+
},
|
|
428
|
+
"CreateCreatureImpassableEffect": {
|
|
429
|
+
"contents": {
|
|
430
|
+
"kind": "markdown",
|
|
431
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureImpassableEffect(S:NewObject, S:Effect, P:Location, I:Face*Dir)\n```\nThis action creates the specified creature on a normally impassable surface (e.g. on a wall, on water, on a roof)."
|
|
432
|
+
}
|
|
433
|
+
},
|
|
434
|
+
"CreateCreatureObject": {
|
|
435
|
+
"contents": {
|
|
436
|
+
"kind": "markdown",
|
|
437
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObject(S:ResRef, O:Object, I:Usage1, I:Usage2, I:Usage3)\n```\nThis action will create the specified creature next to the specified object. The facing of the creature is controlled by the Usage1 parameter."
|
|
438
|
+
}
|
|
439
|
+
},
|
|
440
|
+
"CreateCreatureObjectCopy": {
|
|
441
|
+
"contents": {
|
|
442
|
+
"kind": "markdown",
|
|
443
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObjectCopy(S:ResRef, O:Object, I:Usage1, I:Usage2, I:Usage3)\n```\nThis action creates the specified creature and sets its animation to that of the active creature."
|
|
444
|
+
}
|
|
445
|
+
},
|
|
446
|
+
"CreateCreatureObjectCopyEffect": {
|
|
447
|
+
"contents": {
|
|
448
|
+
"kind": "markdown",
|
|
449
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObjectCopyEffect(S:ResRef, S:Effect, O:Object)\n```\nThis action creates the specified creature and sets its animation to that of the active creature."
|
|
450
|
+
}
|
|
451
|
+
},
|
|
452
|
+
"CreateCreatureObjectDoor": {
|
|
453
|
+
"contents": {
|
|
454
|
+
"kind": "markdown",
|
|
455
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObjectDoor(S:ResRef, O:Object, I:Usage1, I:Usage2, I:Usage3)\n```\nThis action will create the specified creature next to the specified object, and plays the dimension door graphic. The facing of the creature is controlled by the Usage1 parameter. The creature appears after approximately 100 AI cycles (~3.5 seconds at the default of 30 frame/second)."
|
|
456
|
+
}
|
|
457
|
+
},
|
|
458
|
+
"CreateCreatureObjectEffect": {
|
|
459
|
+
"contents": {
|
|
460
|
+
"kind": "markdown",
|
|
461
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObjectEffect(S:ResRef, S:Effect, O:Object)\n```\nThis action will create the specified creature next to the specified object. The facing of the creature is controlled by the Usage1 parameter."
|
|
462
|
+
}
|
|
463
|
+
},
|
|
464
|
+
"CreateCreatureObjectOffScreen": {
|
|
465
|
+
"contents": {
|
|
466
|
+
"kind": "markdown",
|
|
467
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObjectOffScreen(S:ResRef, O:Object, I:Usage1, I:Usage2, I:Usage3)\n```\nThis action creates the specified creature just off-screen from the current viewpoint (the north/south/east/west direction is random). The facing of the creature is controlled by the Usage1 parameter."
|
|
468
|
+
}
|
|
469
|
+
},
|
|
470
|
+
"CreateCreatureObjectOffset": {
|
|
471
|
+
"contents": {
|
|
472
|
+
"kind": "markdown",
|
|
473
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureObjectOffset(S:ResRef, O:Object, P:Offset)\n```\nThis action creates the specified creature at a location offset from the target object point."
|
|
474
|
+
}
|
|
475
|
+
},
|
|
476
|
+
"CreateCreatureOffScreen": {
|
|
477
|
+
"contents": {
|
|
478
|
+
"kind": "markdown",
|
|
479
|
+
"value": "```weidu-baf-tooltip\nCreateCreatureOffScreen(S:ResRef, I:Face)\n```\nThis action creates the specified creature just offscreen from the active creature."
|
|
480
|
+
}
|
|
481
|
+
},
|
|
482
|
+
"CreateItem": {
|
|
483
|
+
"contents": {
|
|
484
|
+
"kind": "markdown",
|
|
485
|
+
"value": "```weidu-baf-tooltip\nCreateItem(S:ResRef, I:Usage1, I:Usage2, I:Usage3)\n```\nThis action creates the specified item (resref) on the active creature. The usage parameters determine the number of items created or the number of charges on the item, depending on the item type being created. The example script is from AR0602.\n\n```\nIF\n Global(\"BG1Pantaloons\",\"GLOBAL\",0)\n PartyHasItem(\"MISC47\")\nTHEN\n RESPONSE #100\n SetGlobal(\"BG1Pantaloons\",\"GLOBAL\",1)\n ActionOverride(\"Picture1\",CreateItem(\"MISC47\",0,0,0))\n Continue()\nEND\n```"
|
|
486
|
+
}
|
|
487
|
+
},
|
|
488
|
+
"CreateItemGlobal": {
|
|
489
|
+
"contents": {
|
|
490
|
+
"kind": "markdown",
|
|
491
|
+
"value": "```weidu-baf-tooltip\nCreateItemGlobal(S:Global, S:Area, S:ResRef)\n```\nThis action creates a quantity of items equal to a global variable on the active creature. The example script will create 50 arrows.\n\n```\nIF\n Global(\"Arrows\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"Arrows\",\"LOCALS\",50)\n CreateItemNumGlobal(\"Arrows\",\"LOCALS\",\"AROW01\")\nEND\n```"
|
|
492
|
+
}
|
|
493
|
+
},
|
|
494
|
+
"CreateItemNumGlobal": {
|
|
495
|
+
"contents": {
|
|
496
|
+
"kind": "markdown",
|
|
497
|
+
"value": "```weidu-baf-tooltip\nCreateItemNumGlobal(S:Global, S:Area, S:ResRef)\n```\nThis action creates a quantity of items equal to a global variable on the active creature. The example script will create 50 arrows.\n\n```\nIF\n Global(\"Arrows\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"Arrows\",\"LOCALS\",50)\n CreateItemNumGlobal(\"Arrows\",\"LOCALS\",\"AROW01\")\nEND\n```"
|
|
498
|
+
}
|
|
499
|
+
},
|
|
500
|
+
"CreateVisualEffect": {
|
|
501
|
+
"contents": {
|
|
502
|
+
"kind": "markdown",
|
|
503
|
+
"value": "```weidu-baf-tooltip\nCreateVisualEffect(S:Object, P:Location)\n```\nThis action plays the animation specified by the object parameter at the specified location ([x.y]). Animation preference order is applied, i.e. the engine first looks to play a VVC file of the specified name, if no such a file exists, the engine looks to play a BAM file of the specified."
|
|
504
|
+
}
|
|
505
|
+
},
|
|
506
|
+
"CreateVisualEffectObject": {
|
|
507
|
+
"contents": {
|
|
508
|
+
"kind": "markdown",
|
|
509
|
+
"value": "```weidu-baf-tooltip\nCreateVisualEffectObject(S:DialogFile, O:Target)\n```\nThis action plays the animation specified by the (mis-named) DialogFile parameter on the specified object. Animation preference order is applied, i.e. the engine first looks to play a VVC file of the specified name, if no such a file exists, the engine looks to play a BAM file of the specified."
|
|
510
|
+
}
|
|
511
|
+
},
|
|
512
|
+
"CutAllowScripts": {
|
|
513
|
+
"contents": {
|
|
514
|
+
"kind": "markdown",
|
|
515
|
+
"value": "```weidu-baf-tooltip\nCutAllowScripts(I:BOOL*Boolean)\n```\nThis action starts a cutscene. Player control is removed, though all scripts keep running. Note that actions already in the action list are not cleared without an explicit call to ClearAllActions. The example script is from are0507.bcs."
|
|
516
|
+
}
|
|
517
|
+
},
|
|
518
|
+
"CutSceneId": {
|
|
519
|
+
"contents": {
|
|
520
|
+
"kind": "markdown",
|
|
521
|
+
"value": "```weidu-baf-tooltip\nCutSceneId(O:Object)\n```\nThis action is used internally in a cutscene to make the object with the specified death variable perform actions. The action appears to only work from a creature script. The example script is from cut01.bcs.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(Player1)\n LeaveAreaLUAPanic(\"AR0700\",\"\",[2753.868],4)\n LeaveAreaLUA(\"AR0700\",\"\",[2753.868],4)\n(cut short for brevity)\n```"
|
|
522
|
+
}
|
|
523
|
+
},
|
|
524
|
+
"DayNight": {
|
|
525
|
+
"contents": {
|
|
526
|
+
"kind": "markdown",
|
|
527
|
+
"value": "```weidu-baf-tooltip\nDayNight(I:TimeOfDay*Time)\n```\nThis action changes the time of day. The time parameter is taken from [time.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/time.htm), though a direct number can be specified. The example script is from when Irenicus leaves his dungeon.\n\n```\nIF\n Global(\"AmaWaukeen\",\"GLOBAL\",1)\nTHEN\n RESPONSE #100\n DayNight(MIDNIGHT)\n SetGlobal(\"AmaWaukeen\",\"GLOBAL\",2)\n FadeToColor([20.0],0)\n CreateCreature(\"shthass1\",[877.898],7)\n StartCutSceneMode()\n StartCutScene(\"cut24a\")\nEND\n```"
|
|
528
|
+
}
|
|
529
|
+
},
|
|
530
|
+
"Deactivate": {
|
|
531
|
+
"contents": {
|
|
532
|
+
"kind": "markdown",
|
|
533
|
+
"value": "```weidu-baf-tooltip\nDeactivate(O:Object)\n```\nThis action deactivates the target creature. The creature remains in the area, but is removed from play - i.e. it is invisible and cannot be interacted with."
|
|
534
|
+
}
|
|
535
|
+
},
|
|
536
|
+
"DemoEnd": {
|
|
537
|
+
"contents": {
|
|
538
|
+
"kind": "markdown",
|
|
539
|
+
"value": "```weidu-baf-tooltip\nDemoEnd()\n```\nThis action ends the demo and returns the player to the game selection screen."
|
|
540
|
+
}
|
|
541
|
+
},
|
|
542
|
+
"DestroyAllDestructableEquipment": {
|
|
543
|
+
"contents": {
|
|
544
|
+
"kind": "markdown",
|
|
545
|
+
"value": "```weidu-baf-tooltip\nDestroyAllDestructableEquipment()\n```\nThis action destroys all destructible equipment on the active creature. Items flagged as indestructible (magical) will not be destroyed."
|
|
546
|
+
}
|
|
547
|
+
},
|
|
548
|
+
"DestroyAllEquipment": {
|
|
549
|
+
"contents": {
|
|
550
|
+
"kind": "markdown",
|
|
551
|
+
"value": "```weidu-baf-tooltip\nDestroyAllEquipment()\n```\nThis action destroys all items on the active creature."
|
|
552
|
+
}
|
|
553
|
+
},
|
|
554
|
+
"DestroyAllFragileEquipment": {
|
|
555
|
+
"contents": {
|
|
556
|
+
"kind": "markdown",
|
|
557
|
+
"value": "```weidu-baf-tooltip\nDestroyAllFragileEquipment(I:Type*Itemflag)\n```\nThis action destroys all destructible equipment on the active creature. Items flagged as indestructible (magical) will not be destroyed."
|
|
558
|
+
}
|
|
559
|
+
},
|
|
560
|
+
"DestroyGold": {
|
|
561
|
+
"contents": {
|
|
562
|
+
"kind": "markdown",
|
|
563
|
+
"value": "```weidu-baf-tooltip\nDestroyGold(I:Gold)\n```\nThis action removes the specified amount of gold from the party. DestroyGold(0) will remove all gold from current creature. Note that this action affects the gold stat of the creature (not Party Gold or MISC07 items)."
|
|
564
|
+
}
|
|
565
|
+
},
|
|
566
|
+
"DestroyGroundPiles": {
|
|
567
|
+
"contents": {
|
|
568
|
+
"kind": "markdown",
|
|
569
|
+
"value": "```weidu-baf-tooltip\nDestroyGroundPiles()\n```\nRemoves all ground piles from the area. (Ground piles are containers with type = 4)."
|
|
570
|
+
}
|
|
571
|
+
},
|
|
572
|
+
"DestroyItem": {
|
|
573
|
+
"contents": {
|
|
574
|
+
"kind": "markdown",
|
|
575
|
+
"value": "```weidu-baf-tooltip\nDestroyItem(S:ResRef)\n```\nThis action removes a single instance of the specified item from the active creature, unless the item exists in a stack, in which case the entire stack is removed. The example script is from ar1000.bcs.\n\n```\nIF\n Global(\"CerndBaby\",\"GLOBAL\",1)\n Global(\"CerndBabyTake\",\"AR1000\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"CerndBabyTake\",\"AR1000\",1)\n TakePartyItem(\"misc8t\")\n DestroyItem(\"misc8t\")\nEND\n```"
|
|
576
|
+
}
|
|
577
|
+
},
|
|
578
|
+
"DestroySelf": {
|
|
579
|
+
"contents": {
|
|
580
|
+
"kind": "markdown",
|
|
581
|
+
"value": "```weidu-baf-tooltip\nDestroySelf()\n```\nThis action removes the active creature from the game. No death variable is set. Global creatures like\njoinable NPCs, familiars and recipients of `MakeGlobal` are still accessible by script name and are not\nfully removed. The example script is from the Irenicus cutscene at the beginning of the game.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(\"CSCowl7\")\n ForceSpell(\"CSIren\",0)\n Wait(1)\n DestroySelf()\nEND\n```"
|
|
582
|
+
}
|
|
583
|
+
},
|
|
584
|
+
"DetectSecretDoor": {
|
|
585
|
+
"contents": {
|
|
586
|
+
"kind": "markdown",
|
|
587
|
+
"value": "```weidu-baf-tooltip\nDetectSecretDoor(O:Object)\n```\nThis action will highlight the specified secret door in purple, to indicate it has been detected."
|
|
588
|
+
}
|
|
589
|
+
},
|
|
590
|
+
"Dialog": {
|
|
591
|
+
"contents": {
|
|
592
|
+
"kind": "markdown",
|
|
593
|
+
"value": "```weidu-baf-tooltip\nDialog(O:Object)\n```\nThis action instructs the active creature to initiate dialog with the target creature. Dialog will not be initiated if the creature using this action has been assigned a dialog that has all top level conditions returning false.\n\n```\nIF\n GlobalTimerExpired(\"Yeslick\",\"GLOBAL\")\n Global(\"FLOODED\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n Dialogue([PC])\nEND\n```"
|
|
594
|
+
}
|
|
595
|
+
},
|
|
596
|
+
"DialogForceInterrupt": {
|
|
597
|
+
"contents": {
|
|
598
|
+
"kind": "markdown",
|
|
599
|
+
"value": "```weidu-baf-tooltip\nDialogForceInterrupt(O:Object)\n```\nThese actions work the same as their counterpart dialog actions. The only difference is that they are important enough to interrupt other dialogs already in action."
|
|
600
|
+
}
|
|
601
|
+
},
|
|
602
|
+
"DialogInterrupt": {
|
|
603
|
+
"contents": {
|
|
604
|
+
"kind": "markdown",
|
|
605
|
+
"value": "```weidu-baf-tooltip\nDialogInterrupt(I:State*Boolean)\n```\nThis action sets the interrupt state of the active creature. When set to false the creature cannot receive dialog requests or issue verbal constants. The interrupt state of a creature is not saved."
|
|
606
|
+
}
|
|
607
|
+
},
|
|
608
|
+
"DisableAI": {
|
|
609
|
+
"contents": {
|
|
610
|
+
"kind": "markdown",
|
|
611
|
+
"value": "```weidu-baf-tooltip\nDisableAI(O:Object, I:Disable*Boolean)\n```\nThis action activates or deactivates all creature scripts of the given target depending on the second parameter."
|
|
612
|
+
}
|
|
613
|
+
},
|
|
614
|
+
"DisplayString": {
|
|
615
|
+
"contents": {
|
|
616
|
+
"kind": "markdown",
|
|
617
|
+
"value": "```weidu-baf-tooltip\nDisplayString(O:Object, I:StrRef)\n```\nThis action displays the strref specified by the StrRef parameter in the message window, attributing the text to the specified object.\n\n```\nIF\n HasItem(\"potn52\",Myself)\n HPPercentLT((),50)\nTHEN\n RESPONSE #100\n UseItem(\"potn52\",Myself)\n DisplayString(Myself,46150)\nEND\n```"
|
|
618
|
+
}
|
|
619
|
+
},
|
|
620
|
+
"DisplayStringHead": {
|
|
621
|
+
"contents": {
|
|
622
|
+
"kind": "markdown",
|
|
623
|
+
"value": "```weidu-baf-tooltip\nDisplayStringHead(O:Object, I:StrRef)\n```\nThis action displays the specified string over the head on the specified object (on the game-screen). The string may also be shown in the message log, depending on options specified in baldur.ini.\n\n```\nIF\n HPPercentLT(Myself,50)\n HasItem(\"Potn52\",Myself)\nTHEN\n RESPONSE #100\n DisplayStringHead(Myself,46150)\n UseItem(\"Potn52\",Myself)\nEND\n```\n\nIf the object's name is unset or set to an invalid strref, it will be attributed to the protagonist in the message log. To avoid that, use `DisplayStringNoNameHead()`, or `SAY` the creature's `NAME` to ~~ (empty string) when coding it in WeIDu."
|
|
624
|
+
}
|
|
625
|
+
},
|
|
626
|
+
"DisplayStringHeadDead": {
|
|
627
|
+
"contents": {
|
|
628
|
+
"kind": "markdown",
|
|
629
|
+
"value": "```weidu-baf-tooltip\nDisplayStringHeadDead(O:Object, I:StrRef)\n```\nThis action displays the specified string over the head on the specified object (on the game-screen) even if the target is dead."
|
|
630
|
+
}
|
|
631
|
+
},
|
|
632
|
+
"DisplayStringHeadNoLog": {
|
|
633
|
+
"contents": {
|
|
634
|
+
"kind": "markdown",
|
|
635
|
+
"value": "```weidu-baf-tooltip\nDisplayStringHeadNoLog(O:Object, I:StrRef)\n```\nThis action displays the string specified by the StrRef parameter over the head of the given object on the game-screen, but not in the message log.\n It is possible to colorize the string. In order to do so, follow the instructions concerning the colorization of the name of your character during [Character Creation](https://gibberlings3.github.io/iesdp/scripting/actions/{{ \"/appendices/charactercreation.htm\" | relative_url }})."
|
|
636
|
+
}
|
|
637
|
+
},
|
|
638
|
+
"DisplayStringHeadOwner": {
|
|
639
|
+
"contents": {
|
|
640
|
+
"kind": "markdown",
|
|
641
|
+
"value": "```weidu-baf-tooltip\nDisplayStringHeadOwner(S:Item, I:STRREF)\n```\nThis action displays the specified strref over the head of the creature with the specified item. The action only checks current party members."
|
|
642
|
+
}
|
|
643
|
+
},
|
|
644
|
+
"DisplayStringNoName": {
|
|
645
|
+
"contents": {
|
|
646
|
+
"kind": "markdown",
|
|
647
|
+
"value": "```weidu-baf-tooltip\nDisplayStringNoName(O:Object, I:StrRef)\n```\nThis action displays the strref specified by the StrRef parameter in the message window, without attributing the text to an object."
|
|
648
|
+
}
|
|
649
|
+
},
|
|
650
|
+
"DisplayStringNoNameDlg": {
|
|
651
|
+
"contents": {
|
|
652
|
+
"kind": "markdown",
|
|
653
|
+
"value": "```weidu-baf-tooltip\nDisplayStringNoNameDlg(O:Object, I:StrRef)\n```\nThis action behaves like [DisplayStringNoName](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#262), except that it also works in dialogues. It displays the strref specified by the StrRef parameter in the message window, without attributing the text to an object."
|
|
654
|
+
}
|
|
655
|
+
},
|
|
656
|
+
"DisplayStringNoNameHead": {
|
|
657
|
+
"contents": {
|
|
658
|
+
"kind": "markdown",
|
|
659
|
+
"value": "```weidu-baf-tooltip\nDisplayStringNoNameHead(O:Object, I:StrRef)\n```\nThis action displays the specified string over the head on the specified object (on the game-screen), without displaying it in the message log."
|
|
660
|
+
}
|
|
661
|
+
},
|
|
662
|
+
"DisplayStringPoint": {
|
|
663
|
+
"contents": {
|
|
664
|
+
"kind": "markdown",
|
|
665
|
+
"value": "```weidu-baf-tooltip\nDisplayStringPoint(P:Location, I:Strref)\n```\nDisplays a floating message over a point in the script runner's current area.\n It is possible to colorize the string. In order to do so, follow the instructions concerning the colorization of the name of your character during [Character Creation](https://gibberlings3.github.io/iesdp/scripting/actions/{{ \"/appendices/charactercreation.htm\" | relative_url }})."
|
|
666
|
+
}
|
|
667
|
+
},
|
|
668
|
+
"DisplayStringPointLog": {
|
|
669
|
+
"contents": {
|
|
670
|
+
"kind": "markdown",
|
|
671
|
+
"value": "```weidu-baf-tooltip\nDisplayStringPointLog(P:Location, I:Strref)\n```\nSame as [DisplayStringPoint(P:Location\\*,I:Strref\\*)](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#361) this action displays a floating message over a point in the script runner's current area, but also displays it in the message log.\n It is possible to colorize the string. In order to do so, follow the instructions concerning the colorization of the name of your character during [Character Creation](https://gibberlings3.github.io/iesdp/scripting/actions/{{ \"/appendices/charactercreation.htm\" | relative_url }})."
|
|
672
|
+
}
|
|
673
|
+
},
|
|
674
|
+
"DisplayStringWait": {
|
|
675
|
+
"contents": {
|
|
676
|
+
"kind": "markdown",
|
|
677
|
+
"value": "```weidu-baf-tooltip\nDisplayStringWait(O:Object, I:StrRef)\n```\nThis action displays the specified string over the head on the specified object (on the game-screen). The text stays onscreen until the associated sound has completed playing."
|
|
678
|
+
}
|
|
679
|
+
},
|
|
680
|
+
"DropInventory": {
|
|
681
|
+
"contents": {
|
|
682
|
+
"kind": "markdown",
|
|
683
|
+
"value": "```weidu-baf-tooltip\nDropInventory()\n```\nThis action causes the active creature to drop all its inventory items. The example script is from the cutscene with Mazzy fighting the ogre; cut16a.bcs.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(Player1)\n FadeToColor([20.0],0)\n Wait(1)\n ActionOverride(\"mazzy\",DropInventory())\n Wait(2)\n(cut short for brevity)\n```"
|
|
684
|
+
}
|
|
685
|
+
},
|
|
686
|
+
"DropItem": {
|
|
687
|
+
"contents": {
|
|
688
|
+
"kind": "markdown",
|
|
689
|
+
"value": "```weidu-baf-tooltip\nDropItem(S:Object, P:Location)\n```\nThis action instructs the active creature to drop the specified item at the specified location (relative to the active creature). The active creature must have the item to be dropped. Note that a coordinate of [-1.-1] will drop the item next to the active creature.\n\n```\nIF\n Clicked([ANYONE])\n Range(LastTrigger,12)\nTHEN\n RESPONSE #100\n DropItem(\"SCRL1B\",[345.1210])\nEND\n```"
|
|
690
|
+
}
|
|
691
|
+
},
|
|
692
|
+
"EndCredits": {
|
|
693
|
+
"contents": {
|
|
694
|
+
"kind": "markdown",
|
|
695
|
+
"value": "```weidu-baf-tooltip\nEndCredits()\n```\nThis action shows the ending credits."
|
|
696
|
+
}
|
|
697
|
+
},
|
|
698
|
+
"EndCutSceneMode": {
|
|
699
|
+
"contents": {
|
|
700
|
+
"kind": "markdown",
|
|
701
|
+
"value": "```weidu-baf-tooltip\nEndCutSceneMode()\n```\nThis action ends a cutscene, and restores the GUI and player control. The example script is from ar0800.bcs.\n\n```\nIF\n GlobalGT(\"BodhiJob\",\"GLOBAL\",0)\n Global(\"Movie02\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n ClearAllActions()\n SetGlobal(\"Movie02\",\"GLOBAL\",1)\n StartCutSceneMode()\n FadeToColor([30.0],0)\n Wait(2)\n EndCutSceneMode()\n TextScreen(\"SCENE04\")\n SmallWait(1)\n StartCutSceneMode()\n StartCutScene(\"Movie02a\")\nEND\n```"
|
|
702
|
+
}
|
|
703
|
+
},
|
|
704
|
+
"Enemy": {
|
|
705
|
+
"contents": {
|
|
706
|
+
"kind": "markdown",
|
|
707
|
+
"value": "```weidu-baf-tooltip\nEnemy()\n```\nThis action is used to change the allegiance of the active creature to enemy (making them hostile to the PC). This example script, from a peasant, will turn the creature hostile if it is attacked.\n\n```\nIF\n AttackedBy([GOODCUTOFF],DEFAULT)\n Allegiance(Myself,NEUTRAL)\nTHEN\n RESPONSE #100\n Enemy()\nEND\n```"
|
|
708
|
+
}
|
|
709
|
+
},
|
|
710
|
+
"EquipItem": {
|
|
711
|
+
"contents": {
|
|
712
|
+
"kind": "markdown",
|
|
713
|
+
"value": "```weidu-baf-tooltip\nEquipItem(S:Object)\n```\nThis action instructs the active creature to equip the specified item.\n\n\n- Item must be in the creature's inventory for the script action to function.\n- Item's global effects (`timing_mode=2`) are applied to the creature each time the action is performed, and avatar animations are updated to reflect the new item.\n"
|
|
714
|
+
}
|
|
715
|
+
},
|
|
716
|
+
"EquipItemEx": {
|
|
717
|
+
"contents": {
|
|
718
|
+
"kind": "markdown",
|
|
719
|
+
"value": "```weidu-baf-tooltip\nEquipItemEx(S:Object, I:EquipUnEquip)\n```\nThis action instructs the active creature to equip/unequip the specified item.\n\n\n- Item must be in the creature's inventory for the script action to function.\n- When used to <code><a href=\"../../files/ids/bgee/xequip.htm#EQUIP\">EQUIP</a></code>, item's global effects (`timing_mode=2`) are applied to the creature each time the action is performed, and avatar animations are updated to reflect the new item.\n- When is used to <code><a href=\"../../files/ids/bgee/xequip.htm#UNEQUIP\">UNEQUIP</a></code>, it removes one instance of the item's global equipped effects (global effects with other timing modes are not removed).\n- The item itself never moves in the inventory, whether using the <code><a href=\"../../files/ids/bgee/xequip.htm#EQUIP\">EQUIP</a></code> or <code><a href=\"../../files/ids/bgee/xequip.htm#UNEQUIP\">UNEQUIP</a></code> mode, or whether or not the item was in the backpack or equipped.\n"
|
|
720
|
+
}
|
|
721
|
+
},
|
|
722
|
+
"EquipMostDamagingMelee": {
|
|
723
|
+
"contents": {
|
|
724
|
+
"kind": "markdown",
|
|
725
|
+
"value": "```weidu-baf-tooltip\nEquipMostDamagingMelee()\n```\nThis action instructs the active creature to equip the most damaging melee weapon from those available in the quickslots. Damage is calculated on the THAC0 bonus and damage - special bonuses versus creature types and elemental damages are not checked.\n\n```\nIF\n See([EVILCUTOFF])\nTHEN\n RESPONSE #100\n EquipMostDamagingMelee()\n Attack([EVILCUTOFF])\nEND\n```"
|
|
726
|
+
}
|
|
727
|
+
},
|
|
728
|
+
"EquipRanged": {
|
|
729
|
+
"contents": {
|
|
730
|
+
"kind": "markdown",
|
|
731
|
+
"value": "```weidu-baf-tooltip\nEquipRanged()\n```\nThis action instructs the active creature to a ranged weapon from the weapons available in the quickslots.\n\n```\nIF\n See([EVILCUTOFF])\n !Range([EVILCUTOFF],4)\n OR(28)\n !HasItemEquiped(\"Bow01\",())\n !HasItemEquiped(\"Bow02\",())\n !HasItemEquiped(\"Bow03\",())\n !HasItemEquiped(\"Bow04\",())\n !HasItemEquipedReal(\"Bow05\",())\n !HasItemEquipedReal(\"Bow06\",())\n !HasItemEquipedReal(\"Bow07\",())\n !HasItemEquipedReal(\"Bow08\",())\n !HasItemEquipedReal(\"Bow09\",())\n !HasItemEquipedReal(\"Bow10\",())\n !HasItemEquipedReal(\"Bow11\",())\n !HasItemEquipedReal(\"Bow12\",())\n !HasItemEquipedReal(\"Bow13\",())\n !HasItemEquipedReal(\"Bow14\",())\n !HasItemEquipedReal(\"Bow15\",())\n !HasItemEquipedReal(\"Bow16\",())\n !HasItemEquipedReal(\"Bow17\",())\n !HasItemEquipedReal(\"Bow18\",())\n !HasItemEquipedReal(\"Bow19\",())\n !HasItemEquipedReal(\"Bow20\",())\n !HasItemEquipedReal(\"Bow21\",())\n !HasItemEquipedReal(\"Bow22\",())\n !HasItemEquipedReal(\"Bow23\",())\n !HasItemEquipedReal(\"Bow24\",())\n !HasItemEquipedReal(\"Bow25\",())\n !HasItemEquipedReal(\"Bow26\",())\n !HasItemEquipedReal(\"Bow98\",())\n !HasItemEquipedReal(\"Bow99\",())\nTHEN\n RESPONSE #100\n EquipRanged()\n AttackReevaluate([EVILCUTOFF],30)\nEND\n```"
|
|
732
|
+
}
|
|
733
|
+
},
|
|
734
|
+
"EraseJournalEntry": {
|
|
735
|
+
"contents": {
|
|
736
|
+
"kind": "markdown",
|
|
737
|
+
"value": "```weidu-baf-tooltip\nEraseJournalEntry(I:STRREF)\n```\nThis action removes the specified strref from the journal, regardless of the journal section the entry is in - except the user section."
|
|
738
|
+
}
|
|
739
|
+
},
|
|
740
|
+
"EscapeArea": {
|
|
741
|
+
"contents": {
|
|
742
|
+
"kind": "markdown",
|
|
743
|
+
"value": "```weidu-baf-tooltip\nEscapeArea()\n```\nThis action, in its first form, instructs the active creature to leave the current area, either by walking, or, if the path is blocked, by simply disappearing. In the actions second form the action functions as a combination of EscapeAreaDestroy() and MoveBetweenAreas(). The parameters are similar to MoveBetweenAreas(), in that it takes in all the same information, but unlike MoveBetweenAreas(), the character will search for the nearest enabled travel trigger, move to that, then execute his movement to the specified area. If no travel trigger is found, the creature will just execute the movement.\n\nThe action is uninterruptable; actions listed this one in a script may not execute as intended.\n\n```\nIF\n HPPercentLT(Myself,35)\nTHEN\n RESPONSE #100\n EscapeArea()\nEND\n```"
|
|
744
|
+
}
|
|
745
|
+
},
|
|
746
|
+
"EscapeAreaDestroy": {
|
|
747
|
+
"contents": {
|
|
748
|
+
"kind": "markdown",
|
|
749
|
+
"value": "```weidu-baf-tooltip\nEscapeAreaDestroy(I:Delay)\n```\nThis action instructs the active creature to search for the nearest travel trigger point for the specified time (measured in second) before giving up and just disappearing."
|
|
750
|
+
}
|
|
751
|
+
},
|
|
752
|
+
"EscapeAreaMove": {
|
|
753
|
+
"contents": {
|
|
754
|
+
"kind": "markdown",
|
|
755
|
+
"value": "```weidu-baf-tooltip\nEscapeAreaMove(S:Area, I:X, I:Y, I:Face)\n```\nThis action, in its first form, instructs the active creature to leave the current area, either by walking, or, if the path is blocked, by simply disappearing. In the actions second form the action functions as a combination of EscapeAreaDestroy() and MoveBetweenAreas(). The parameters are similar to MoveBetweenAreas(), in that it takes in all the same information, but unlike MoveBetweenAreas(), the character will search for the nearest enabled travel trigger, move to that, then execute his movement to the specified area. If no travel trigger is found, the creature will just execute the movement.\n\nThe action is uninterruptable; actions listed this one in a script may not execute as intended.\n\n```\nIF\n HPPercentLT(Myself,35)\nTHEN\n RESPONSE #100\n EscapeArea()\nEND\n```"
|
|
756
|
+
}
|
|
757
|
+
},
|
|
758
|
+
"EscapeAreaNoSee": {
|
|
759
|
+
"contents": {
|
|
760
|
+
"kind": "markdown",
|
|
761
|
+
"value": "```weidu-baf-tooltip\nEscapeAreaNoSee()\n```\nThis action instructs the active creature to leave the area by choosing the fastest ways out of the sight of the party. The creature disappears as soon as it is out of sight. Otherwise, it disappears after a set amount of time."
|
|
762
|
+
}
|
|
763
|
+
},
|
|
764
|
+
"EscapeAreaObject": {
|
|
765
|
+
"contents": {
|
|
766
|
+
"kind": "markdown",
|
|
767
|
+
"value": "```weidu-baf-tooltip\nEscapeAreaObject(O:Object)\n```\nThis action instructs the active creature to leave the area via the specified region."
|
|
768
|
+
}
|
|
769
|
+
},
|
|
770
|
+
"EscapeAreaObjectMove": {
|
|
771
|
+
"contents": {
|
|
772
|
+
"kind": "markdown",
|
|
773
|
+
"value": "```weidu-baf-tooltip\nEscapeAreaObjectMove(S:ResRef, O:Object, I:X, I:Y, I:Face)\n```\nThis action instructs the target object to leave the current area, either by walking, or, if the path is blocked, by simply disappearing. The action functions as a combination of EscapeAreaDestroy() and MoveBetweenAreas(). The parameters are similar to MoveBetweenAreas(), in that it takes in all the same information, but unlike MoveBetweenAras(), the character will search for the nearest travel trigger, move to that, then execute his movement to the specified area. If he cannot find a travel trigger, he will execute the movement."
|
|
774
|
+
}
|
|
775
|
+
},
|
|
776
|
+
"ExitPocketPlane": {
|
|
777
|
+
"contents": {
|
|
778
|
+
"kind": "markdown",
|
|
779
|
+
"value": "```weidu-baf-tooltip\nExitPocketPlane()\n```\nThis action teleports the party to the area from which the \"Area Switch: Pocket Plane\" effect was last used. If this effect has never been used, or the party is not in the Pocket Plane this action has no effect."
|
|
780
|
+
}
|
|
781
|
+
},
|
|
782
|
+
"Explore": {
|
|
783
|
+
"contents": {
|
|
784
|
+
"kind": "markdown",
|
|
785
|
+
"value": "```weidu-baf-tooltip\nExplore()\n```\nThis action removes the fog of war for the area the active creature is in.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n Explore()\nEND\n```"
|
|
786
|
+
}
|
|
787
|
+
},
|
|
788
|
+
"ExportParty": {
|
|
789
|
+
"contents": {
|
|
790
|
+
"kind": "markdown",
|
|
791
|
+
"value": "```weidu-baf-tooltip\nExportParty(S:Name)\n```\nThis action will export all exportable characters of the party into the \"Characters\" folder of the game. \"Name\" specifies the prefix for each exported character, which is expanded by the character's party slot number. This action creates both .CHR and .BIO files."
|
|
792
|
+
}
|
|
793
|
+
},
|
|
794
|
+
"Face": {
|
|
795
|
+
"contents": {
|
|
796
|
+
"kind": "markdown",
|
|
797
|
+
"value": "```weidu-baf-tooltip\nFace(I:Direction)\n```\nThis action instructs the active creature to face the specified direction. Directions run from 0-15 with 0 being south and moving clockwise. Negative values act as relative directions to the current direction.\n\n```\nIF\n Global(\"BeholderBehavior\",\"LOCALS\",0)\n See([PC])\n HPGT(Myself,65)\nTHEN\n RESPONSE #100\n FaceObject([PC])\n ForceSpell([PC],BEHOLDER_CHARM_PERSON)\n Continue()\nEND\n```"
|
|
798
|
+
}
|
|
799
|
+
},
|
|
800
|
+
"FaceObject": {
|
|
801
|
+
"contents": {
|
|
802
|
+
"kind": "markdown",
|
|
803
|
+
"value": "```weidu-baf-tooltip\nFaceObject(O:Object)\n```\nThis action instructs the active creature to face the target object."
|
|
804
|
+
}
|
|
805
|
+
},
|
|
806
|
+
"FadeFromColor": {
|
|
807
|
+
"contents": {
|
|
808
|
+
"kind": "markdown",
|
|
809
|
+
"value": "```weidu-baf-tooltip\nFadeFromColor(P:Point, I:Blue)\n```\nThis action will unfade the screen. The point parameter is given in [x.y] format with the x coordinate specifying the number of AI updates (which default to 15 per second) to take to complete the fade action."
|
|
810
|
+
}
|
|
811
|
+
},
|
|
812
|
+
"FadeToColor": {
|
|
813
|
+
"contents": {
|
|
814
|
+
"kind": "markdown",
|
|
815
|
+
"value": "```weidu-baf-tooltip\nFadeToColor(P:Point, I:Blue)\n```\nThis action will fade the screen. The point parameter is given in [x.y] format with the x coordinate specifying the number of AI updates (which default to 15 per second) to take to complete the fade action."
|
|
816
|
+
}
|
|
817
|
+
},
|
|
818
|
+
"FakeEffectExpiryCheck": {
|
|
819
|
+
"contents": {
|
|
820
|
+
"kind": "markdown",
|
|
821
|
+
"value": "```weidu-baf-tooltip\nFakeEffectExpiryCheck(O:Object, I:Ticks)\n```\nThis action removes effects with a duration timing mode from the specified object, if the remaining duration is below the ticks parameter. The action appears to only work from a creature script."
|
|
822
|
+
}
|
|
823
|
+
},
|
|
824
|
+
"FillSlot": {
|
|
825
|
+
"contents": {
|
|
826
|
+
"kind": "markdown",
|
|
827
|
+
"value": "```weidu-baf-tooltip\nFillSlot(I:Slot*Slots)\n```\nThis action will attempt to fill a slot in the active creature's inventory with the appropriate item type. Using FillSlot(SLOT\\_WEAPON) will look for any weapon in the inventory, and move the first such item into the weapon slot. Any item already in the slot is destroyed."
|
|
828
|
+
}
|
|
829
|
+
},
|
|
830
|
+
"FindTraps": {
|
|
831
|
+
"contents": {
|
|
832
|
+
"kind": "markdown",
|
|
833
|
+
"value": "```weidu-baf-tooltip\nFindTraps()\n```\nThis action instructs the active creature to enter Detect Traps modal state. This action can be used for any creature (not just thieves) though success in detecting traps is dependent on points in the Find Traps skill.\n\n```\nIF\n ActionListEmpty()\n !Exists([EVILCUTOFF])\n !ModalState( Myself,DETECTTRAPS)\n OR(2)\n !StateCheck(Myself,STATE_INVISIBLE)\n !StateChe ck(Myself,STATE_IMPROVEDINVISIBILITY)\nTHEN\n RESPONSE #100\n FindTraps()\nEND\n```"
|
|
834
|
+
}
|
|
835
|
+
},
|
|
836
|
+
"FlyToPoint": {
|
|
837
|
+
"contents": {
|
|
838
|
+
"kind": "markdown",
|
|
839
|
+
"value": "```weidu-baf-tooltip\nFlyToPoint(P:Point, I:time)\n```\nThis action is used internally by action 100 (RandomFly); it moves the active creature towards the given point for the specified amount of time."
|
|
840
|
+
}
|
|
841
|
+
},
|
|
842
|
+
"Follow": {
|
|
843
|
+
"contents": {
|
|
844
|
+
"kind": "markdown",
|
|
845
|
+
"value": "```weidu-baf-tooltip\nFollow(P:Point)\n```\nThis action instructs the active creature to move to the specified point following the marked Leader."
|
|
846
|
+
}
|
|
847
|
+
},
|
|
848
|
+
"FollowObjectFormation": {
|
|
849
|
+
"contents": {
|
|
850
|
+
"kind": "markdown",
|
|
851
|
+
"value": "```weidu-baf-tooltip\nFollowObjectFormation(O:Object, I:Formation, I:Position)\n```\nThis action instructs the active creature to follow the target object, in the specified formation, taking up the specified position. The Formation parameter represents the formation type (e.g. two lines, arrowhead, single line). The position should be in the range [0,5]. The example script is from dlsctc02.bcs.\n\n```\nIF\n !Range(\"DLSCTC02\",12)\n Global(\"DontFollow\",\"DL0302\",0)\nTHEN\n RESPONSE #100\n FollowObjectFormation(\"DLSCTC02\",1,6)\n RESPONSE #100\n FollowObjectFormation(\"DLSCTC02\",1,5)\n RESPONSE #100\n FollowObjectFormation(\"DLSCTC02\",2,6)\n RESPONSE #100\n FollowObjectFormation(\"DLSCTC02\",2,5)\nEND\n\nIF\n Global(\"FollowTheLeader\",\"LOCALS\",1)\n Range(\"DLSCTC02\",6)\n Global(\"DontFollow\",\"DL0302\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",0)\nEND\n\nIF\n OR(2)\n !Range(\"DLSCTC02\",9)\n Range(\"DLSCTC02\",1)\n Global(\"DontFollow\",\"DL0302\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",1,2)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",1,3)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",1,4)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",1,5)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",1,1)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",2,1)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",2,2)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",2,3)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",2,4)\n RESPONSE #100\n SetGlobal(\"FollowTheLeader\",\"LOCALS\",1)\n FollowObjectFormation(\"DLSCTC02\",2,5)\nEND\n```"
|
|
852
|
+
}
|
|
853
|
+
},
|
|
854
|
+
"ForceRandomEncounter": {
|
|
855
|
+
"contents": {
|
|
856
|
+
"kind": "markdown",
|
|
857
|
+
"value": "```weidu-baf-tooltip\nForceRandomEncounter(S:Area)\n```\nThis action will force the party into the selected area on their next worldmap travel. Only one ForceRandomEncounter can be in play at a time so subsequent use will clear the previous one. It will also be cleared once the party arrives in the designated area."
|
|
858
|
+
}
|
|
859
|
+
},
|
|
860
|
+
"ForceRandomEncounterEntry": {
|
|
861
|
+
"contents": {
|
|
862
|
+
"kind": "markdown",
|
|
863
|
+
"value": "```weidu-baf-tooltip\nForceRandomEncounterEntry(S:Area, S:Entry)\n```\nThis action will force the party into the selected area on their next worldmap travel. Only one ForceRandomEncounter can be in play at a time so subsequent use will clear the previous one. It will also be cleared once the party arrives in the designated area."
|
|
864
|
+
}
|
|
865
|
+
},
|
|
866
|
+
"ForceSpell": {
|
|
867
|
+
"contents": {
|
|
868
|
+
"kind": "markdown",
|
|
869
|
+
"value": "```weidu-baf-tooltip\nForceSpell(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from suelfw9.bcs.\n\n```\nIF\n Global(\"Scene2\",\"AR2800\",2)\n See([ENEMY])\n Global(\"Fight\",\"LOCALS\",2)\nTHEN\n RESPONSE #100\n IncrementGlobal(\"Fight\",\"LOCALS\",1)\n ForceSpell([ENEMY],WIZARD_POWER_WORD_SLEEP)\nEND\n```\n\n\n- Scripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n - This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
|
|
870
|
+
}
|
|
871
|
+
},
|
|
872
|
+
"ForceSpellPoint": {
|
|
873
|
+
"contents": {
|
|
874
|
+
"kind": "markdown",
|
|
875
|
+
"value": "```weidu-baf-tooltip\nForceSpellPoint(P:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the specified point ([x.y]). The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n```\nIF\n Global(\"AndrisBehavior\",\"AR1009\",0)\n See(NearestEnemyOf(Myself))\nTHEN\n RESPONSE #100\n ForceSpellPoint([2002.1554],WIZARD_DIMENSION_DOOR)\n Wait(1)\n SpellNoDec(NearestEnemyOf(Myself),WIZARD_CONFUSION)\n SetGlobal(\"AndrisBehavior\",\"AR1009\",1)\nEND\n```\n\n\n- Scripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n - This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
|
|
876
|
+
}
|
|
877
|
+
},
|
|
878
|
+
"ForceSpellPointRES": {
|
|
879
|
+
"contents": {
|
|
880
|
+
"kind": "markdown",
|
|
881
|
+
"value": "```weidu-baf-tooltip\nForceSpellPointRES(S:RES, P:Target, I:CastingLevel)\n```\nThis action causes the active creature to cast the specified spell at the specified point ([x.y]). The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n```\nIF\n Global(\"AndrisBehavior\",\"AR1009\",0)\n See(NearestEnemyOf(Myself))\nTHEN\n RESPONSE #100\n ForceSpellPoint([2002.1554],WIZARD_DIMENSION_DOOR)\n Wait(1)\n SpellNoDec(NearestEnemyOf(Myself),WIZARD_CONFUSION)\n SetGlobal(\"AndrisBehavior\",\"AR1009\",1)\nEND\n```\n\n\n- Scripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n - This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
|
|
882
|
+
}
|
|
883
|
+
},
|
|
884
|
+
"ForceSpellPointRange": {
|
|
885
|
+
"contents": {
|
|
886
|
+
"kind": "markdown",
|
|
887
|
+
"value": "```weidu-baf-tooltip\nForceSpellPointRange(P:Target, I:Spell*Spell)\n```\nIt is likely that it will force the specified spell if the point is within range of the spell.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
888
|
+
}
|
|
889
|
+
},
|
|
890
|
+
"ForceSpellPointRangeRES": {
|
|
891
|
+
"contents": {
|
|
892
|
+
"kind": "markdown",
|
|
893
|
+
"value": "```weidu-baf-tooltip\nForceSpellPointRangeRES(S:RES, P:Target)\n```\nIt is likely that it will force the specified spell if the point is within range of the spell.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
894
|
+
}
|
|
895
|
+
},
|
|
896
|
+
"ForceSpellRES": {
|
|
897
|
+
"contents": {
|
|
898
|
+
"kind": "markdown",
|
|
899
|
+
"value": "```weidu-baf-tooltip\nForceSpellRES(S:RES, O:Target, I:CastingLevel)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from suelfw9.bcs.\n\n```\nIF\n Global(\"Scene2\",\"AR2800\",2)\n See([ENEMY])\n Global(\"Fight\",\"LOCALS\",2)\nTHEN\n RESPONSE #100\n IncrementGlobal(\"Fight\",\"LOCALS\",1)\n ForceSpell([ENEMY],WIZARD_POWER_WORD_SLEEP)\nEND\n```\n\n\n- Scripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n - This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
|
|
900
|
+
}
|
|
901
|
+
},
|
|
902
|
+
"ForceSpellRange": {
|
|
903
|
+
"contents": {
|
|
904
|
+
"kind": "markdown",
|
|
905
|
+
"value": "```weidu-baf-tooltip\nForceSpellRange(O:Target, I:Spell*Spell)\n```\nIt is likely that it will force the specified spell if the target is within range of the spell.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
906
|
+
}
|
|
907
|
+
},
|
|
908
|
+
"ForceSpellRangeRES": {
|
|
909
|
+
"contents": {
|
|
910
|
+
"kind": "markdown",
|
|
911
|
+
"value": "```weidu-baf-tooltip\nForceSpellRangeRES(S:RES, O:Target)\n```\nIt is likely that it will force the specified spell if the target is within range of the spell.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
912
|
+
}
|
|
913
|
+
},
|
|
914
|
+
"Formation": {
|
|
915
|
+
"contents": {
|
|
916
|
+
"kind": "markdown",
|
|
917
|
+
"value": "```weidu-baf-tooltip\nFormation(O:Leader, P:Offset)\n```\nThis action can used to make the active creature follow the creature specified by the leader parameter, maintain a relative position determined by the offset parameter.\n\n```\nIF\n CombatCounter(0)\n Allegiance(Myself,NEUTRAL)\nTHEN\n RESPONSE #100\n Formation(\"QSLMAGE1\",[-2.-5])\nEND\n```"
|
|
918
|
+
}
|
|
919
|
+
},
|
|
920
|
+
"GameOver": {
|
|
921
|
+
"contents": {
|
|
922
|
+
"kind": "markdown",
|
|
923
|
+
"value": "```weidu-baf-tooltip\nGameOver(I:StrRef)\n```\nCustom game over event, with the specific string displayed."
|
|
924
|
+
}
|
|
925
|
+
},
|
|
926
|
+
"GiveGoldForce": {
|
|
927
|
+
"contents": {
|
|
928
|
+
"kind": "markdown",
|
|
929
|
+
"value": "```weidu-baf-tooltip\nGiveGoldForce(I:Amount)\n```\nThis action gives the specified amount of gold to the party. The active creature need not have the gold in its \"money variable\". A negative amount will remove gold from the active creature.\n\n```\nIF\n NumTimesTalkedTo(30)\nTHEN\n RESPONSE #100\n SetNumTimesTalkedTo(31)\n GiveGoldForce(300)\nEND\n```"
|
|
930
|
+
}
|
|
931
|
+
},
|
|
932
|
+
"GiveItem": {
|
|
933
|
+
"contents": {
|
|
934
|
+
"kind": "markdown",
|
|
935
|
+
"value": "```weidu-baf-tooltip\nGiveItem(S:Object, O:Target)\n```\nThis action instructs the active creature to give the specified item (parameter 1) to the specified target (parameter 2). The active creature must possess the item to pass it (holding it within a container within the inventory is fine). The sample script makes uses of modified IDS files (action, instant, trigger and svtiobj) though such modification are not necessary to use the GiveItem action itself.\n\n```\nIF\n HPPercentLT(Myself,40)\n !HasItem(\"potn52\",Myself)\nTHEN\n RESPONSE #100\n GlobalShout(3015)\n SetGlobal(\"KRNEEDITEM\",\"GLOBAL\",1)\nEND\n\nIF\n Heard([GOODCUTOFF],3015)\n HasItem(\"potn52\",Myself)\n HPPercentGT(Myself,40)\n Global(\"KRNEEDITEM\",\"GLOBAL\",1)\nTHEN\n RESPONSE #100\n MoveToObject(LastHeardBy())\n GiveItem(\"potn52\",LastHeardBy())\n SetGlobal(\"KRNEEDITEM\",\"GLOBAL\",0)\nEND\n```"
|
|
936
|
+
}
|
|
937
|
+
},
|
|
938
|
+
"GiveItemCreate": {
|
|
939
|
+
"contents": {
|
|
940
|
+
"kind": "markdown",
|
|
941
|
+
"value": "```weidu-baf-tooltip\nGiveItemCreate(S:ResRef, O:Object, I:Usage1, I:Usage2, I:Usage3)\n```\nThis action creates the item specified by the resref parameter on the creature specified by the object parameter, with quantity/charges controlled by the usage parameters.\n\n```\nIF\n GlobalTimerExpired(\"dwVith\",\"GLOBAL\")\n Global(\"dwVithal\",\"GLOBAL\",3)\nTHEN\n RESPONSE #100\n CreateVisualEffectObject(\"SPPLANAR\",\"udvith\")\n Wait(2)\n Activate(\"udvith\")\n GiveItemCreate(\"scrl8z\",\"udvith\",1,1,0)\n GiveItemCreate(\"scrl9g\",\"udvith\",1,1,0)\n GiveItemCreate(\"scrl9e\",\"udvith\",1,1,0)\n GiveItemCreate(\"scrl9v\",\"udvith\",1,1,0)\n GiveItemCreate(\"scrl9r\",\"udvith\",1,1,0)\n SetGlobal(\"dwVithal\",\"GLOBAL\",4)\nEND\n```"
|
|
942
|
+
}
|
|
943
|
+
},
|
|
944
|
+
"GiveObjectGoldGlobal": {
|
|
945
|
+
"contents": {
|
|
946
|
+
"kind": "markdown",
|
|
947
|
+
"value": "```weidu-baf-tooltip\nGiveObjectGoldGlobal(S:Name, S:Area, O:Object)\n```\nThis action adds the amount of gold specified by the given variable to the target."
|
|
948
|
+
}
|
|
949
|
+
},
|
|
950
|
+
"GiveOrder": {
|
|
951
|
+
"contents": {
|
|
952
|
+
"kind": "markdown",
|
|
953
|
+
"value": "```weidu-baf-tooltip\nGiveOrder(O:Object, I:Order)\n```\nThis action is used in conjunction with the ReceivedOrder trigger, and works in a similar way to a global shout. The action passes a numeric order to the specified creature. Only one creature at a time responds to an order, and creatures to not detect their own orders.\n\n```\nIF\n See([EVILCUTOFF])\n OR(3)\n Class(Myself,FIGHTER_ALL)\n Class(Myself,RANGER_ALL)\n Class(Myse lf,PALADIN_ALL)\nTHEN\n RESPONSE #100\n GiveOrder([PC.0.0.THIEF_ALL],100)\nEND\n\nIF\n ReceivedOrder(Myself,100)\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RunAwayFrom([EVILCUTOFF],120)\n Hide()\nEND\n```"
|
|
954
|
+
}
|
|
955
|
+
},
|
|
956
|
+
"GivePartyAllEquipment": {
|
|
957
|
+
"contents": {
|
|
958
|
+
"kind": "markdown",
|
|
959
|
+
"value": "```weidu-baf-tooltip\nGivePartyAllEquipment()\n```\nThis action causes the active creature to give all their items to the party."
|
|
960
|
+
}
|
|
961
|
+
},
|
|
962
|
+
"GivePartyGold": {
|
|
963
|
+
"contents": {
|
|
964
|
+
"kind": "markdown",
|
|
965
|
+
"value": "```weidu-baf-tooltip\nGivePartyGold(I:Amount)\n```\nThis action gives the specified amount of gold to the party. The active creature must have the gold in its \"money variable\".\n\n```\nIF\n G(\"KRGIVEGOLD\",0)\nTHEN\n RESPONSE #100\n GivePartyGold(500)\n SG(\"KRGIVEGOLD\",1)\nEND\n```"
|
|
966
|
+
}
|
|
967
|
+
},
|
|
968
|
+
"GivePartyGoldGlobal": {
|
|
969
|
+
"contents": {
|
|
970
|
+
"kind": "markdown",
|
|
971
|
+
"value": "```weidu-baf-tooltip\nGivePartyGoldGlobal(S:Name, S:Area)\n```\nThis action gives the party a sum of gold corresponding to the given global variable. The gold amount is deducted from the active creature. The example script will give the party 50gp.\n```\nIF\n Global(\"Cash\",\"GLOBAL\",50)\nTHEN\n RESPONSE #100\n GivePartyGoldGlobal(\"Cash\",\"GLOBAL\")\nEND\n```"
|
|
972
|
+
}
|
|
973
|
+
},
|
|
974
|
+
"GlobalShout": {
|
|
975
|
+
"contents": {
|
|
976
|
+
"kind": "markdown",
|
|
977
|
+
"value": "```weidu-baf-tooltip\nGlobalShout(I:ID)\n```\nThis action acts like <a href=\"#106\"><code>Shout()</code></a> without the range limit."
|
|
978
|
+
}
|
|
979
|
+
},
|
|
980
|
+
"GoToStartScreen": {
|
|
981
|
+
"contents": {
|
|
982
|
+
"kind": "markdown",
|
|
983
|
+
"value": "```weidu-baf-tooltip\nGoToStartScreen()\n```\nThis action returns the player to the game start screen."
|
|
984
|
+
}
|
|
985
|
+
},
|
|
986
|
+
"GroupAttack": {
|
|
987
|
+
"contents": {
|
|
988
|
+
"kind": "markdown",
|
|
989
|
+
"value": "```weidu-baf-tooltip\nGroupAttack(O:Target)\n```\nThis action instructs the active creature to attack creatures with the same specific value as the target creature."
|
|
990
|
+
}
|
|
991
|
+
},
|
|
992
|
+
"Help": {
|
|
993
|
+
"contents": {
|
|
994
|
+
"kind": "markdown",
|
|
995
|
+
"value": "```weidu-baf-tooltip\nHelp()\n```\nThis action acts similar to shout, but does not accept values. The range of the Help action is larger than the default visual radius of NPCs (see description of `Shout`).\n\n```\nIF\n HitBy([ANYONE],CRUSHING)\nTHEN\n RESPONSE #50\n Help()\n Attack(NearestEnemyOf(Myself))\n RESPONSE #50\n RunAwayFrom(NearestEnemyOf(Myself),75)\nEND\n\nIF\n Help([0.0.GIBBERLING])\nTHEN\n RESPONSE #100\n Attack(NearestEnemyOf(LastHelp(Myself)))\nEND\n\nIF\n See(NearestEnemyOf(Myself))\nTHEN\n RESPONSE #100\n Help()\n AttackReevaluate(NearestEnemyOf(Myself),30)\nEND\n```"
|
|
996
|
+
}
|
|
997
|
+
},
|
|
998
|
+
"Hide": {
|
|
999
|
+
"contents": {
|
|
1000
|
+
"kind": "markdown",
|
|
1001
|
+
"value": "```weidu-baf-tooltip\nHide()\n```\nThis action instructs the active creature to attempt to Hide in Shadows. This action can be used for any creature (not just thieves) though success in hiding is dependent on points in the Stealth skill. A hidden creature is treated as STATE\\_INVISIBLE.\n\n```\nIF\n !See([EVILCUTOFF])\n OR(2)\n !StateCheck(Myself,STATE_INVISIBLE)\n !StateCheck(Myself,STATE_IMPROVEDINVISIBLITY)\nTHEN\n RESPONSE #100\n Hide()\nEND\n```"
|
|
1002
|
+
}
|
|
1003
|
+
},
|
|
1004
|
+
"HideAreaOnMap": {
|
|
1005
|
+
"contents": {
|
|
1006
|
+
"kind": "markdown",
|
|
1007
|
+
"value": "```weidu-baf-tooltip\nHideAreaOnMap(S:ResRef)\n```\nThis action hides an area on the worldmap, preventing travelling to it."
|
|
1008
|
+
}
|
|
1009
|
+
},
|
|
1010
|
+
"HideGUI": {
|
|
1011
|
+
"contents": {
|
|
1012
|
+
"kind": "markdown",
|
|
1013
|
+
"value": "```weidu-baf-tooltip\nHideGUI()\n```\nThis action hides the docking borders, menus, etc. on the sides of the screen."
|
|
1014
|
+
}
|
|
1015
|
+
},
|
|
1016
|
+
"IncrementChapter": {
|
|
1017
|
+
"contents": {
|
|
1018
|
+
"kind": "markdown",
|
|
1019
|
+
"value": "```weidu-baf-tooltip\nIncrementChapter(S:RESREF)\n```\nThis action is used to increment the chapter, and display a text screen (specified by the resref parameter - a 2DA file). The example script is from ar1803.bcs.\n\n```\nIF\n Dead(\"Davaeorn\")\n Global(\"Chapter\",\"GLOBAL\",4)\nTHEN\n RESPONSE #100\n RevealAreaOnMap(\"AR0900\")\n IncrementChapter(\"Chptxt5\")\n AddJournalEntry(15839,USER)\nEND\n```"
|
|
1020
|
+
}
|
|
1021
|
+
},
|
|
1022
|
+
"IncrementGlobal": {
|
|
1023
|
+
"contents": {
|
|
1024
|
+
"kind": "markdown",
|
|
1025
|
+
"value": "```weidu-baf-tooltip\nIncrementGlobal(S:Name, S:Area, I:Value)\n```\nThis action alters the specified variable, in the specified scope, by the amount indicated. The amount can be positive or negative. Variables in the local scope cannot be changed with this action.\n\n```\nIF\n See([EVILCUTOFF]\n !Specifics(LastSeenBy(),160)\n !Inparty(LastSeenBy())\n !Allegiance(LastSeenBy([GOODCUTOFF])\nTHEN\n RESPONSE #100\n ChangeSpecifics(LastSeenBy(),160)\n IncrementGlobal(\"KR_MONSTER_COUNTER_ALIVE\",\"GLOBAL\",1)\nEND\n```"
|
|
1026
|
+
}
|
|
1027
|
+
},
|
|
1028
|
+
"IncrementGlobalOnce": {
|
|
1029
|
+
"contents": {
|
|
1030
|
+
"kind": "markdown",
|
|
1031
|
+
"value": "```weidu-baf-tooltip\nIncrementGlobalOnce(S:Name1, S:Area1, S:Name2, S:Area2, I:Val)\n```\nThis action alters the second variable by the amount indicated by 'Val' only if the first variable evaluates to 0. The amount can be positive or negative. After a successful call the first variable is set to 1. The second action variant combines variable scope and name into a single string. Scope is followed directly by the variable name, e.g. \"GLOBALvar1\" or \"MYAREAvar2\". Variables in the local scope can only be changed with this action if they already exist."
|
|
1032
|
+
}
|
|
1033
|
+
},
|
|
1034
|
+
"IncrementGlobalOnceEx": {
|
|
1035
|
+
"contents": {
|
|
1036
|
+
"kind": "markdown",
|
|
1037
|
+
"value": "```weidu-baf-tooltip\nIncrementGlobalOnceEx(S:Var1, S:Var2, I:Val)\n```\nThis action alters the second variable by the amount indicated by 'Val' only if the first variable evaluates to 0. The amount can be positive or negative. After a successful call the first variable is set to 1. The second action variant combines variable scope and name into a single string. Scope is followed directly by the variable name, e.g. \"GLOBALvar1\" or \"MYAREAvar2\". Variables in the local scope can only be changed with this action if they already exist."
|
|
1038
|
+
}
|
|
1039
|
+
},
|
|
1040
|
+
"Interact": {
|
|
1041
|
+
"contents": {
|
|
1042
|
+
"kind": "markdown",
|
|
1043
|
+
"value": "```weidu-baf-tooltip\nInteract(O:Object)\n```\nThis action is used to initiate banter between NPCs. The example script is from edwin.bcs.\n\n```\nIF\n InParty(Myself)\n Gender(Myself,FEMALE)\n InParty(\"Aerie\")\n See(\"Aerie\")\n !Dead(\"Aerie\")\n !StateCheck(\"Aerie\",STATE_SLEEPING)\n Range(\"Aerie\",10)\n CombatCounter(0)\n !Range(SecondNearest([PC]),10)\n Global(\"EdwinW1\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n Interact(\"Aerie\")\nEND\n```"
|
|
1044
|
+
}
|
|
1045
|
+
},
|
|
1046
|
+
"JoinParty": {
|
|
1047
|
+
"contents": {
|
|
1048
|
+
"kind": "markdown",
|
|
1049
|
+
"value": "```weidu-baf-tooltip\nJoinParty()\n```\nThis action adds the active creature to the party. If the party is currently full the 'select party members' dialog is shown. JoinParty clears the ActionQueue of the active creature.\n\n```\nIF\n See([PC])\n Global(\"KRJOINPARTY\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n JoinParty()\nEND\n```"
|
|
1050
|
+
}
|
|
1051
|
+
},
|
|
1052
|
+
"JoinPartyOverride": {
|
|
1053
|
+
"contents": {
|
|
1054
|
+
"kind": "markdown",
|
|
1055
|
+
"value": "```weidu-baf-tooltip\nJoinPartyOverride()\n```\nThis action behaves like [JoinParty()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#19), except that it uses [MakeGlobalOverride()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#383) to promote a creature to global status."
|
|
1056
|
+
}
|
|
1057
|
+
},
|
|
1058
|
+
"JumpToObject": {
|
|
1059
|
+
"contents": {
|
|
1060
|
+
"kind": "markdown",
|
|
1061
|
+
"value": "```weidu-baf-tooltip\nJumpToObject(O:Target)\n```\nThis action teleports the active creature to the object specified by the Target parameter."
|
|
1062
|
+
}
|
|
1063
|
+
},
|
|
1064
|
+
"JumpToPoint": {
|
|
1065
|
+
"contents": {
|
|
1066
|
+
"kind": "markdown",
|
|
1067
|
+
"value": "```weidu-baf-tooltip\nJumpToPoint(P:Target)\n```\nThis action instantly moves the active creature to the specified point.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n ClearAllActions()\n FadeToColor([20.0],0)\n MoveViewPoint([1738.543],INSTANT)\n JumpToPoint([1738.543])\n Wait(1)\n CreateVisualEffectObject(\"SPCLOUD1\",Player1)\n Wait(1)\n CreateVisualEffectObject(\"SPFLESHS\",Player1)\nEND\n```"
|
|
1068
|
+
}
|
|
1069
|
+
},
|
|
1070
|
+
"Kill": {
|
|
1071
|
+
"contents": {
|
|
1072
|
+
"kind": "markdown",
|
|
1073
|
+
"value": "```weidu-baf-tooltip\nKill(O:Object)\n```\nThis action causes the target creature to die, dropping any droppable items they are carrying.\n\n```\nIF\n Global(\"KillArntra04\",\"AR0307\",1)\nTHEN\n RESPONSE #100\n SetGlobal(\"KillArntra04\",\"AR0307\",2)\n ActionOverride(\"arntra04\",Face(10))\n Wait(1)\n ForceSpell(\"arntra04\",CLERIC_FLAME_STRIKE)\n Wait(1)\n Kill(\"arntra04\")\n CreateCreature(\"Arntra05\",[3213.485],0)\nEND\n```"
|
|
1074
|
+
}
|
|
1075
|
+
},
|
|
1076
|
+
"Leader": {
|
|
1077
|
+
"contents": {
|
|
1078
|
+
"kind": "markdown",
|
|
1079
|
+
"value": "```weidu-baf-tooltip\nLeader(P:Point)\n```\nThis action instructs the active creature to move to the specified point and marks the creature as a leader. The following example script sets Player1 walking to [3363.2954] and sets Player2 and Player3 to \"follow\" to [3363.2954] in a line and with minimal walking into each other. This action is not fully understood, and is not particularly reliable.\n\n```\nIF\n HotKey(E)\nTHEN\n RESPONSE #100\n ActionOverride(Player1,Leader([3363.2954]))\n ActionOverride(Player2,Follow([3363.2954]))\n ActionOverride(Player3,Follow([3363.2954]))\nEND\n```"
|
|
1080
|
+
}
|
|
1081
|
+
},
|
|
1082
|
+
"LeaveArea": {
|
|
1083
|
+
"contents": {
|
|
1084
|
+
"kind": "markdown",
|
|
1085
|
+
"value": "```weidu-baf-tooltip\nLeaveArea(S:Area, P:Point, I:Face)\n```\nThis action instructs the active creature to leave the current area."
|
|
1086
|
+
}
|
|
1087
|
+
},
|
|
1088
|
+
"LeaveAreaLUA": {
|
|
1089
|
+
"contents": {
|
|
1090
|
+
"kind": "markdown",
|
|
1091
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUA(S:Area, S:Parchment, P:Point, I:Face)\n```\nThis action changes the current area. Parchment is the MOS image to use in the area transition loading screen. Only EE games support IDS symbols for `Face`.\n\n```\nIF\n Global(\"MissionPackSave\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n TextScreen(\"toscst\")\n ActionOverride(Player1,LeaveAreaLUA(\"AR1000\",\"\",[3048.831],4))\n ActionOverride(Player2,LeaveAreaLUA(\"AR1000\",\"\",[3055.917],4))\n ActionOverride(Player3,LeaveAreaLUA(\"AR1000\",\"\",[2990.913],4))\n ActionOverride(Player4,LeaveAreaLUA(\"AR1000\",\"\",[2992.812],4))\n ActionOverride(Player5,LeaveAreaLUA(\"AR1000\",\"\",[3079.737],4))\n ActionOverride(Player6,LeaveAreaLUA(\"AR1000\",\"\",[3005.742],4))\nEND\n```"
|
|
1092
|
+
}
|
|
1093
|
+
},
|
|
1094
|
+
"LeaveAreaLUAEntry": {
|
|
1095
|
+
"contents": {
|
|
1096
|
+
"kind": "markdown",
|
|
1097
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUAEntry(S:Area, S:Entry, P:Point, I:Face)\n```\nThis action changes the current area. The active creature will move to the specified entry point (from [ENTRIES.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/entries.htm)) before travelling. The action appears to only work from a creature script."
|
|
1098
|
+
}
|
|
1099
|
+
},
|
|
1100
|
+
"LeaveAreaLUAPanic": {
|
|
1101
|
+
"contents": {
|
|
1102
|
+
"kind": "markdown",
|
|
1103
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUAPanic(S:Area, S:Parchment, P:Point, I:Face)\n```\nThis multiplayer-only action changes the current area. Parchment is the MOS image to use in the area transition loading screen. Only EE games support IDS symbols for `Face`."
|
|
1104
|
+
}
|
|
1105
|
+
},
|
|
1106
|
+
"LeaveAreaLUAPanicEntry": {
|
|
1107
|
+
"contents": {
|
|
1108
|
+
"kind": "markdown",
|
|
1109
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUAPanicEntry(S:Area, S:Entry, P:Point, I:Face)\n```\nThis multiplayer-only action changes the current area. The creature moves to the destination point (from [ENTRIES.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/entries.htm)) before travelling (the point parameter is unused). Only EE games support IDS symbols for `Face`."
|
|
1110
|
+
}
|
|
1111
|
+
},
|
|
1112
|
+
"LeaveAreaName": {
|
|
1113
|
+
"contents": {
|
|
1114
|
+
"kind": "markdown",
|
|
1115
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaName(I:Target)\n```\nThe signature of this action is not listed in the action.ids file provided with the game. This action causes the active creature to leave the area using the trigger region identified by the specified parameter. The parameter is the internal global ID of the region."
|
|
1116
|
+
}
|
|
1117
|
+
},
|
|
1118
|
+
"LeaveParty": {
|
|
1119
|
+
"contents": {
|
|
1120
|
+
"kind": "markdown",
|
|
1121
|
+
"value": "```weidu-baf-tooltip\nLeaveParty()\n```\nThis action causes the active creature to leave the party. This action calls DropInventory() as part of its execution.\n\n```\nIF\n HappinessLT(Myself,-299)\nTHEN\n RESPONSE #100\n ChangeAIScript(\"\",DEFAULT)\n SetLeavePartyDialogFile()\n LeaveParty()\n EscapeArea()\nEND\n```"
|
|
1122
|
+
}
|
|
1123
|
+
},
|
|
1124
|
+
"Lock": {
|
|
1125
|
+
"contents": {
|
|
1126
|
+
"kind": "markdown",
|
|
1127
|
+
"value": "```weidu-baf-tooltip\nLock(O:Object)\n```\nThis action will lock the specified door/container."
|
|
1128
|
+
}
|
|
1129
|
+
},
|
|
1130
|
+
"LockScroll": {
|
|
1131
|
+
"contents": {
|
|
1132
|
+
"kind": "markdown",
|
|
1133
|
+
"value": "```weidu-baf-tooltip\nLockScroll()\n```\nThis action locks the screen on the active creature, preventing the screen from being scrolled away. The action only works when executed by a creature (its own script or via `ActionOverride`).\n\n```\nIF\n CombatCounter(0)\nTHEN\n RESPONSE #100\n LockScroll()\nEND\n```"
|
|
1134
|
+
}
|
|
1135
|
+
},
|
|
1136
|
+
"MakeGlobal": {
|
|
1137
|
+
"contents": {
|
|
1138
|
+
"kind": "markdown",
|
|
1139
|
+
"value": "```weidu-baf-tooltip\nMakeGlobal()\n```\nThis action adds the active creature to the GAM file (if it isn't there already)."
|
|
1140
|
+
}
|
|
1141
|
+
},
|
|
1142
|
+
"MakeGlobalOverride": {
|
|
1143
|
+
"contents": {
|
|
1144
|
+
"kind": "markdown",
|
|
1145
|
+
"value": "```weidu-baf-tooltip\nMakeGlobalOverride()\n```\nThis action adds the active creature to the GAM file (if it isn't there yet), replacing a global creature that has the same script name (if one exists). Otherwise it behaves like [MakeGlobal()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#336)."
|
|
1146
|
+
}
|
|
1147
|
+
},
|
|
1148
|
+
"MakeUnselectable": {
|
|
1149
|
+
"contents": {
|
|
1150
|
+
"kind": "markdown",
|
|
1151
|
+
"value": "```weidu-baf-tooltip\nMakeUnselectable(I:Time)\n```\nThis action changes the active creature's selection circle to purple - making it unselectable. Creatures made unselectable stop processing scripts."
|
|
1152
|
+
}
|
|
1153
|
+
},
|
|
1154
|
+
"MoraleDec": {
|
|
1155
|
+
"contents": {
|
|
1156
|
+
"kind": "markdown",
|
|
1157
|
+
"value": "```weidu-baf-tooltip\nMoraleDec(O:Target, I:Morale)\n```\nThis action alters the morale of the target by the specified amount. The change amount can be positive or negative."
|
|
1158
|
+
}
|
|
1159
|
+
},
|
|
1160
|
+
"MoraleInc": {
|
|
1161
|
+
"contents": {
|
|
1162
|
+
"kind": "markdown",
|
|
1163
|
+
"value": "```weidu-baf-tooltip\nMoraleInc(O:Target, I:Morale)\n```\nThis action alters the morale of the target by the specified amount. The change amount can be positive or negative. The example script is from bardsh.bcs.\n\n```\nIF\n AttackedBy([GOODCUTOFF],DEFAULT)\n Allegiance(Myself,NEUTRAL)\n Global(\"PlayerAttackedActors\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"PlayerAttackedActors\",\"GLOBAL\",1)\n MoraleInc(Myself,-5)\n Enemy()\nEND\n```"
|
|
1164
|
+
}
|
|
1165
|
+
},
|
|
1166
|
+
"MoraleSet": {
|
|
1167
|
+
"contents": {
|
|
1168
|
+
"kind": "markdown",
|
|
1169
|
+
"value": "```weidu-baf-tooltip\nMoraleSet(O:Target, I:Morale)\n```\nThis action sets the morale of the active creature."
|
|
1170
|
+
}
|
|
1171
|
+
},
|
|
1172
|
+
"MoveBetweenAreas": {
|
|
1173
|
+
"contents": {
|
|
1174
|
+
"kind": "markdown",
|
|
1175
|
+
"value": "```weidu-baf-tooltip\nMoveBetweenAreas(S:Area, P:Location, I:Face)\n```\nThis action will move the active creature to the specified point in the indicated area, facing the appropriate direction."
|
|
1176
|
+
}
|
|
1177
|
+
},
|
|
1178
|
+
"MoveBetweenAreasEffect": {
|
|
1179
|
+
"contents": {
|
|
1180
|
+
"kind": "markdown",
|
|
1181
|
+
"value": "```weidu-baf-tooltip\nMoveBetweenAreasEffect(S:Area, S:Graphic, P:Location, I:Face)\n```\nThis action will move the active creature to the specified point in the indicated area, facing the appropriate direction, and plays the specified graphics when the creature disappears."
|
|
1182
|
+
}
|
|
1183
|
+
},
|
|
1184
|
+
"MoveContainerContents": {
|
|
1185
|
+
"contents": {
|
|
1186
|
+
"kind": "markdown",
|
|
1187
|
+
"value": "```weidu-baf-tooltip\nMoveContainerContents(S:Container1, S:Container2)\n```\nMoves the content of Container1 into Container2. You can prefix each container with an area code, separated by asterisks, to move containers over different maps. The script action can be successfully executed on any map.\n\nExample from Siege of Dragonspear (BD0103.BCS):\n\n```\nIF\n Global(\"BD_Imoen_Items\",\"GLOBAL\",1)\n GlobalLT(\"BD_PLOT\",\"GLOBAL\",51)\nTHEN\n RESPONSE #100\n SetGlobal(\"BD_Imoen_Items\",\"GLOBAL\",2)\n MoveContainerContents(\"BD0120*Imoen_import_eq\",\"BD0103*Imoen_equipment\")\nEND\n```"
|
|
1188
|
+
}
|
|
1189
|
+
},
|
|
1190
|
+
"MoveGlobal": {
|
|
1191
|
+
"contents": {
|
|
1192
|
+
"kind": "markdown",
|
|
1193
|
+
"value": "```weidu-baf-tooltip\nMoveGlobal(S:Area, O:Object, P:Point)\n```\nThis action will move the specified object to the target area, at the indicated point. The action will only work for creatures in the GAM file - i.e. NPCs or that have been added via MakeGlobal."
|
|
1194
|
+
}
|
|
1195
|
+
},
|
|
1196
|
+
"MoveGlobalObject": {
|
|
1197
|
+
"contents": {
|
|
1198
|
+
"kind": "markdown",
|
|
1199
|
+
"value": "```weidu-baf-tooltip\nMoveGlobalObject(O:Object, O:Target)\n```\nThis action says to jump the object in the first parameter to the object in the second parameter. The object in the first parameter does NOT have to be in the same area as the target, but must already be present in the saved game (as either an NPC or MakeGlobal())."
|
|
1200
|
+
}
|
|
1201
|
+
},
|
|
1202
|
+
"MoveGlobalObjectOffScreen": {
|
|
1203
|
+
"contents": {
|
|
1204
|
+
"kind": "markdown",
|
|
1205
|
+
"value": "```weidu-baf-tooltip\nMoveGlobalObjectOffScreen(O:Object, O:Target)\n```\nThis action moves the object creature a screen away from the specified target creature. The target object must be stored in the GAM file (i.e. NPC or added explicitly via the MakeGlobal action."
|
|
1206
|
+
}
|
|
1207
|
+
},
|
|
1208
|
+
"MoveGlobalsTo": {
|
|
1209
|
+
"contents": {
|
|
1210
|
+
"kind": "markdown",
|
|
1211
|
+
"value": "```weidu-baf-tooltip\nMoveGlobalsTo(S:FromArea, S:ToArea, P:Location)\n```\nIt is likely to move all creatures present in the saved game that are currently in the FromArea parameter and move them to the Location in the ToArea parameter."
|
|
1212
|
+
}
|
|
1213
|
+
},
|
|
1214
|
+
"MoveToCampaign": {
|
|
1215
|
+
"contents": {
|
|
1216
|
+
"kind": "markdown",
|
|
1217
|
+
"value": "```weidu-baf-tooltip\nMoveToCampaign(S:Campaign)\n```\nThis action reinitializes important default values and resource references based on definitions from [campaign.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/campaign.htm), such as world scripts, save folder name or starting area. Campaign refers to the name defined in the first column of that table. It is currently used to switch from BGEE to the Siege of Dragonspear campaign."
|
|
1218
|
+
}
|
|
1219
|
+
},
|
|
1220
|
+
"MoveToCenterOfScreen": {
|
|
1221
|
+
"contents": {
|
|
1222
|
+
"kind": "markdown",
|
|
1223
|
+
"value": "```weidu-baf-tooltip\nMoveToCenterOfScreen(I:NotInterruptableFor)\n```\nThis action moves the active creature to the centre of the screen. Script conditions are not checked for the specified duration (measured in seconds) or until the creature has reached the screen centre."
|
|
1224
|
+
}
|
|
1225
|
+
},
|
|
1226
|
+
"MoveToExpansion": {
|
|
1227
|
+
"contents": {
|
|
1228
|
+
"kind": "markdown",
|
|
1229
|
+
"value": "```weidu-baf-tooltip\nMoveToExpansion()\n```\nThis action moves the party to ToB, changes the worldmap, and switches scripts and dialogs to the X25 versions."
|
|
1230
|
+
}
|
|
1231
|
+
},
|
|
1232
|
+
"MoveToObject": {
|
|
1233
|
+
"contents": {
|
|
1234
|
+
"kind": "markdown",
|
|
1235
|
+
"value": "```weidu-baf-tooltip\nMoveToObject(O:Target)\n```\nThis action instructs the active creature to move to the specified object. The action does not update the current position of the actor, saved in ARE files. The example script shows the creature moving towards the nearest enemy.\n\n```\nIF\n See(NearestEnemyOf())\n !Range(NearestEnemyOf(),4)\nTHEN\n RESPONSE #100\n MoveToObject(NearestEnemyOf())\nEND\n```"
|
|
1236
|
+
}
|
|
1237
|
+
},
|
|
1238
|
+
"MoveToObjectFollow": {
|
|
1239
|
+
"contents": {
|
|
1240
|
+
"kind": "markdown",
|
|
1241
|
+
"value": "```weidu-baf-tooltip\nMoveToObjectFollow(O:Object)\n```\nThis action instructs the active creature to move to the specified object. Once the active creature reaches the object, it will follow the target if it moves. This behaviour continues until a different action is issued or until the target creature travels between areas."
|
|
1242
|
+
}
|
|
1243
|
+
},
|
|
1244
|
+
"MoveToObjectNoInterrupt": {
|
|
1245
|
+
"contents": {
|
|
1246
|
+
"kind": "markdown",
|
|
1247
|
+
"value": "```weidu-baf-tooltip\nMoveToObjectNoInterrupt(O:Object)\n```\nThis action instructs the active creature to move to the specified object. The action does not update the current position of the actor, saved in ARE files. Conditions are not checked until the destination point is reached."
|
|
1248
|
+
}
|
|
1249
|
+
},
|
|
1250
|
+
"MoveToObjectOffset": {
|
|
1251
|
+
"contents": {
|
|
1252
|
+
"kind": "markdown",
|
|
1253
|
+
"value": "```weidu-baf-tooltip\nMoveToObjectOffset(O:Target, P:Offset)\n```\nThis action instructs the active creature to move to a position relative to the specified object. The example script shows the creature moving to a position directly south of Player1.\n```\nIF\n See(Player1)\n !Range(Player1,4)\nTHEN\n RESPONSE #100\n MoveToObjectOffset(Player1,[0.30])\nEND\n```"
|
|
1254
|
+
}
|
|
1255
|
+
},
|
|
1256
|
+
"MoveToOffset": {
|
|
1257
|
+
"contents": {
|
|
1258
|
+
"kind": "markdown",
|
|
1259
|
+
"value": "```weidu-baf-tooltip\nMoveToOffset(P:Offset)\n```\nThis action instructs the active creature to move a certain distance from its current location; i.e. the point is relative to the creatures current location."
|
|
1260
|
+
}
|
|
1261
|
+
},
|
|
1262
|
+
"MoveToPoint": {
|
|
1263
|
+
"contents": {
|
|
1264
|
+
"kind": "markdown",
|
|
1265
|
+
"value": "```weidu-baf-tooltip\nMoveToPoint(P:Point)\n```\nThis action causes the active creature to move to the specified coordinates. The action will update the position of creatures as stored in ARE files (first by setting the coordinates of the destination point, then by setting the coordinates of the current point once the destination is reached).\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n MoveToPoint([526.1193])\n Wait(3)\n RandomWalk()\n Wait(5)\n RandomWalk()\nEND\n```"
|
|
1266
|
+
}
|
|
1267
|
+
},
|
|
1268
|
+
"MoveToPointNoInterrupt": {
|
|
1269
|
+
"contents": {
|
|
1270
|
+
"kind": "markdown",
|
|
1271
|
+
"value": "```weidu-baf-tooltip\nMoveToPointNoInterrupt(P:Point)\n```\nThis action causes the active creature to move to the specified coordinates. The action will update the position of creatures as stored in ARE files (first by setting the coordinates of the destination point, then by setting the coordinates of the current point once the destination is reached). Conditions are not checked until the destination point is reached."
|
|
1272
|
+
}
|
|
1273
|
+
},
|
|
1274
|
+
"MoveToSavedLocation": {
|
|
1275
|
+
"contents": {
|
|
1276
|
+
"kind": "markdown",
|
|
1277
|
+
"value": "```weidu-baf-tooltip\nMoveToSavedLocation(S:GLOBAL, S:Area)\n```\nThis action instructs the active creature to move to the previously saved specified location.\n\n```\nIF\n Global(\"MoveToLocation\",\"LOCALS\",0)\nTHEN\n RESPONSE #50\n SetGlobal(\"MoveToLocation\",\"LOCALS\",1)\n MoveToSavedLocationn(\"DefaultLocation\",\"LOCALS\")\nEND\n```"
|
|
1278
|
+
}
|
|
1279
|
+
},
|
|
1280
|
+
"MoveToSavedLocationn": {
|
|
1281
|
+
"contents": {
|
|
1282
|
+
"kind": "markdown",
|
|
1283
|
+
"value": "```weidu-baf-tooltip\nMoveToSavedLocationn(S:GLOBAL, S:Area)\n```\nThis action instructs the active creature to move to the previously saved specified location.\n\n```\nIF\n Global(\"MoveToLocation\",\"LOCALS\",0)\nTHEN\n RESPONSE #50\n SetGlobal(\"MoveToLocation\",\"LOCALS\",1)\n MoveToSavedLocationn(\"DefaultLocation\",\"LOCALS\")\nEND\n```"
|
|
1284
|
+
}
|
|
1285
|
+
},
|
|
1286
|
+
"MoveViewObject": {
|
|
1287
|
+
"contents": {
|
|
1288
|
+
"kind": "markdown",
|
|
1289
|
+
"value": "```weidu-baf-tooltip\nMoveViewObject(O:Target, I:ScrollSpeed*Scroll)\n```\nThis action scrolls the view point (i.e. the area of the current map being displayed onscreen) to the target object ([x.y] at the specified speed. Speeds are taken from [scroll.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/scroll.htm) (VERY\\_FAST is equivalent to normal walking speed). The example script is from a cutscene; CUT03C.bcs.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(Player1)\n FadeToColor([20.0],0)\n Wait(1)\n ActionOverride(\"SPY406\",DestroySelf())\n MoveViewObject(Myself,INSTANT)\n Wait(1)\n FadeFromColor([20.0],0)\n ActionOverride(\"cpchick1\",DestroySelf())\n ActionOverride(\"cpchick2\",DestroySelf())\n Wait(1)\n ActionOverride(\"Surly\",StartDialogueNoSet(Player1))\nEND\n```"
|
|
1290
|
+
}
|
|
1291
|
+
},
|
|
1292
|
+
"MoveViewPoint": {
|
|
1293
|
+
"contents": {
|
|
1294
|
+
"kind": "markdown",
|
|
1295
|
+
"value": "```weidu-baf-tooltip\nMoveViewPoint(P:Target, I:ScrollSpeed*Scroll)\n```\nThis action scrolls the view point (i.e. the area of the current map being displayed onscreen) to the target point ([x.y] at the specified speed. Speeds are taken from [scroll.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/scroll.htm) (VERY\\_FAST is equivalent to normal walking speed)."
|
|
1296
|
+
}
|
|
1297
|
+
},
|
|
1298
|
+
"MultiPlayerSync": {
|
|
1299
|
+
"contents": {
|
|
1300
|
+
"kind": "markdown",
|
|
1301
|
+
"value": "```weidu-baf-tooltip\nMultiPlayerSync()\n```\nThis action is used in multiplayer games to ensure that players are at the same point before continuing."
|
|
1302
|
+
}
|
|
1303
|
+
},
|
|
1304
|
+
"NoAction": {
|
|
1305
|
+
"contents": {
|
|
1306
|
+
"kind": "markdown",
|
|
1307
|
+
"value": "```weidu-baf-tooltip\nNoAction()\n```\nThis action can be used to do nothing - many characters walk around randomly or stand in one place doing nothing:\n\n```\nIF\n True()\nTHEN\n RESPONSE #50\n RandomWalk()\n RESPONSE #50\n NoAction()\nEND\n```\n\n`NoAction()` is also commonly used as a hanging (dummy) action in targeting blocks. This is a matter of good practice rather than necessary. The `NoAction()` action will never be run since the block always returns false, but having an action in the scripting block allows scripting programs to accurately check for errors.\n\n```\nIF\n See(NearestEnemyOf(Myself))\n False()\nTHEN\n RESPONSE #100\n NoAction()\nEND\n```"
|
|
1308
|
+
}
|
|
1309
|
+
},
|
|
1310
|
+
"OpenDoor": {
|
|
1311
|
+
"contents": {
|
|
1312
|
+
"kind": "markdown",
|
|
1313
|
+
"value": "```weidu-baf-tooltip\nOpenDoor(O:Object)\n```\nThis action will open the specified door. If the door is locked the creature must possess the correct key. Some doors central to the plot doors cannot be opened. The active creature can stick on this action if it fails.\n\n```\nIF\n See(\"Door01\"\n OpenState(\"Door01\",FALSE)\n !See([GOODCUTOFF])\n !TargetUnreachable(\"Door01\")\nTHEN\n RESPONSE #100\n MoveToObjectNoInterrupt(\"Door01\")\n Unlock(\"Door01\" )\n OpenDoor(\"Door01\")\nEND\n```"
|
|
1314
|
+
}
|
|
1315
|
+
},
|
|
1316
|
+
"Panic": {
|
|
1317
|
+
"contents": {
|
|
1318
|
+
"kind": "markdown",
|
|
1319
|
+
"value": "```weidu-baf-tooltip\nPanic()\n```\nThis action causes the active creature to move randomly around the screen.\n\n```\nIF\n HPPercentLT(Myself,15)\nTHEN\n RESPONSE #100\n Panic()\nEND\n```"
|
|
1320
|
+
}
|
|
1321
|
+
},
|
|
1322
|
+
"PauseGame": {
|
|
1323
|
+
"contents": {
|
|
1324
|
+
"kind": "markdown",
|
|
1325
|
+
"value": "```weidu-baf-tooltip\nPauseGame()\n```\nThis action pauses the game. Script processing is halted while the game is paused."
|
|
1326
|
+
}
|
|
1327
|
+
},
|
|
1328
|
+
"PickLock": {
|
|
1329
|
+
"contents": {
|
|
1330
|
+
"kind": "markdown",
|
|
1331
|
+
"value": "```weidu-baf-tooltip\nPickLock(O:Object)\n```\nThis action instructs the active <a href=\"../../file_formats/ie_formats/cre_v1.htm\">creature</a> to attempt to pick the lock of the specified object. This action can be used for any creature (not just thieves) though success in picking the lock depends on points in the <code><a href=\"../../file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_0x67\">Open Locks</a></code> skill."
|
|
1332
|
+
}
|
|
1333
|
+
},
|
|
1334
|
+
"PickPockets": {
|
|
1335
|
+
"contents": {
|
|
1336
|
+
"kind": "markdown",
|
|
1337
|
+
"value": "```weidu-baf-tooltip\nPickPockets(O:Target)\n```\nThis action instructs the active creature to attempt to pickpocket the target. This action can be used for any creature (not just thieves) though success in pick pocketing is dependent on points in the Pickpocket skill. Note that a failed pickpocket attempt is treated as an attack, hence the Attacked() trigger will return true if a pickpocket attempt is failed.\n\n```\nIF\n See([ANYONE])\n OR(2)\n Class(Myself,THIEF_ALL)\n Class(Myself,BARD_ALL)\nTHEN\n RESPONSE #100\n PickPockets([ANYONE])\nEND\n```"
|
|
1338
|
+
}
|
|
1339
|
+
},
|
|
1340
|
+
"PickUpItem": {
|
|
1341
|
+
"contents": {
|
|
1342
|
+
"kind": "markdown",
|
|
1343
|
+
"value": "```weidu-baf-tooltip\nPickUpItem(S:ResRef)\n```\nThis action instructs the active creature remove the item from the area and put it in their inventory (assuming the inventory has enough room and the item exists)."
|
|
1344
|
+
}
|
|
1345
|
+
},
|
|
1346
|
+
"PlayDead": {
|
|
1347
|
+
"contents": {
|
|
1348
|
+
"kind": "markdown",
|
|
1349
|
+
"value": "```weidu-baf-tooltip\nPlayDead(I:Time)\n```\nThis action instructs the active creature to \"play dead\", i.e. to lay on the ground, for the specified interval (measured in AI updates per second (AI updates default to 15 per second). If used on a PC, the player can override the action by issuing a standard move command.\n\n```\nIF\n HPPercentLT(Myself,30)\nTHEN\n RESPONSE #100\n PlayDead(240)\nEND\n```"
|
|
1350
|
+
}
|
|
1351
|
+
},
|
|
1352
|
+
"PlayDeadInterruptable": {
|
|
1353
|
+
"contents": {
|
|
1354
|
+
"kind": "markdown",
|
|
1355
|
+
"value": "```weidu-baf-tooltip\nPlayDeadInterruptable(I:Time)\n```\nThis action instructs the active creature to \"play dead\", i.e. to lay on the ground, for the specified interval (measured in AI updates per second (AI updates default to 15 per second). If used on a PC, the player can override the action by issuing a standard move command. Other conditions are checked during the play dead period."
|
|
1356
|
+
}
|
|
1357
|
+
},
|
|
1358
|
+
"PlayDeadInterruptible": {
|
|
1359
|
+
"contents": {
|
|
1360
|
+
"kind": "markdown",
|
|
1361
|
+
"value": "```weidu-baf-tooltip\nPlayDeadInterruptible(I:Time)\n```\nThis action instructs the active creature to \"play dead\", i.e. to lay on the ground, for the specified interval (measured in AI updates per second (AI updates default to 15 per second). If used on a PC, the player can override the action by issuing a standard move command. Other conditions are checked during the play dead period."
|
|
1362
|
+
}
|
|
1363
|
+
},
|
|
1364
|
+
"PlaySong": {
|
|
1365
|
+
"contents": {
|
|
1366
|
+
"kind": "markdown",
|
|
1367
|
+
"value": "```weidu-baf-tooltip\nPlaySong(I:Song)\n```\nThe action plays the specified song. Values are from [SONGLIST.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/songlist.htm)."
|
|
1368
|
+
}
|
|
1369
|
+
},
|
|
1370
|
+
"PlaySound": {
|
|
1371
|
+
"contents": {
|
|
1372
|
+
"kind": "markdown",
|
|
1373
|
+
"value": "```weidu-baf-tooltip\nPlaySound(S:Sound)\n```\nThis action will cause the active creature to play the specified sound. Both WAV and WAVC files can be played by the action. Sound is played through the sound effects channel. Volume fades if the viewport is moved further away from the active creature.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n PlaySound(\"CAS_M06\")\nEND\n```"
|
|
1374
|
+
}
|
|
1375
|
+
},
|
|
1376
|
+
"PlaySoundNotRanged": {
|
|
1377
|
+
"contents": {
|
|
1378
|
+
"kind": "markdown",
|
|
1379
|
+
"value": "```weidu-baf-tooltip\nPlaySoundNotRanged(S:Sound)\n```\nThis action will cause the active creature to play the specified sound. Both WAV and WAVC files can be played by the action. Sound is played through the sound effects channel. Volume does not fade if the viewport is moved further away from the active creature."
|
|
1380
|
+
}
|
|
1381
|
+
},
|
|
1382
|
+
"PlaySoundThroughVoice": {
|
|
1383
|
+
"contents": {
|
|
1384
|
+
"kind": "markdown",
|
|
1385
|
+
"value": "```weidu-baf-tooltip\nPlaySoundThroughVoice(S:Sound)\n```\nThis action will cause the active creature to play the specified sound. Both WAV and WAVC files can be played by the action. Sound is played through the voice channel. Volume does not fade if the viewport is moved further away from the active creature. Note that the voice channel can only play one sound at a time for any given creature."
|
|
1386
|
+
}
|
|
1387
|
+
},
|
|
1388
|
+
"PlayerDialog": {
|
|
1389
|
+
"contents": {
|
|
1390
|
+
"kind": "markdown",
|
|
1391
|
+
"value": "```weidu-baf-tooltip\nPlayerDialog(O:Target)\n```\nThis action instructs the active creature to start a dialog with the target creature, from any distance. If the target is invalid, no action will be taken."
|
|
1392
|
+
}
|
|
1393
|
+
},
|
|
1394
|
+
"Polymorph": {
|
|
1395
|
+
"contents": {
|
|
1396
|
+
"kind": "markdown",
|
|
1397
|
+
"value": "```weidu-baf-tooltip\nPolymorph(I:AnimationType*Animate)\n```\nThis action causes the active creature to change animation to the specified animation (values from [animate.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/animate.htm))\n\n```\nIF\n !InPartyAllowDead(\"Aerie\")\n !Dead(\"Aerie\")\n !GlobalGT(\"AerieTransform\",\"GLOBAL\",0)\n Global(\"Aerie\",\"AR0607\",0)\n Global(\"KalahI\",\"AR0607\",0)\nTHEN\n RESPONSE #100\n MoveGlobal(\"Ar0607\",\"Aerie\",[318.378])\n ChangeEnemyAlly(\"Aerie\",NEUTRAL)\n SetGlobal(\"Aerie\",\"AR0607\",1)\n ActionOverride(\"Aerie\",Polymorph(MAGE_FEMALE_ELF))\n ActionOverride(\"Aerie\",SetBeenInPartyFlags())\n SetGlobal(\"AerieTransform\",\"GLOBAL\",2)\nEND\n```"
|
|
1398
|
+
}
|
|
1399
|
+
},
|
|
1400
|
+
"PolymorphCopy": {
|
|
1401
|
+
"contents": {
|
|
1402
|
+
"kind": "markdown",
|
|
1403
|
+
"value": "```weidu-baf-tooltip\nPolymorphCopy(O:Object)\n```\nThis action changes the animation of the active creature to match the animation of the target object."
|
|
1404
|
+
}
|
|
1405
|
+
},
|
|
1406
|
+
"PolymorphCopyBase": {
|
|
1407
|
+
"contents": {
|
|
1408
|
+
"kind": "markdown",
|
|
1409
|
+
"value": "```weidu-baf-tooltip\nPolymorphCopyBase(O:Object)\n```\nThis action copies the base animation (i.e. no armour or colouring) of the target creature to the active creature."
|
|
1410
|
+
}
|
|
1411
|
+
},
|
|
1412
|
+
"ProtectObject": {
|
|
1413
|
+
"contents": {
|
|
1414
|
+
"kind": "markdown",
|
|
1415
|
+
"value": "```weidu-baf-tooltip\nProtectObject(O:Target, I:Range)\n```\nThis action instructs the active creature to protect the specified creature (i.e. attack any enemies of the creature), while staying within the specified range. The example script is from IWD, 4003bsg.bcs and controls the zombies guarding Presio.(4003BSG.bcs).\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n ProtectObject(\"Presio\",100)\nEND\n```"
|
|
1416
|
+
}
|
|
1417
|
+
},
|
|
1418
|
+
"ProtectPoint": {
|
|
1419
|
+
"contents": {
|
|
1420
|
+
"kind": "markdown",
|
|
1421
|
+
"value": "```weidu-baf-tooltip\nProtectPoint(P:Target, I:Range)\n```\nThis action causes the active creature to guard the specified point, staying within the specified range.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n ProtectPoint([1738.543],10)\nEND\n```"
|
|
1422
|
+
}
|
|
1423
|
+
},
|
|
1424
|
+
"RandomFly": {
|
|
1425
|
+
"contents": {
|
|
1426
|
+
"kind": "markdown",
|
|
1427
|
+
"value": "```weidu-baf-tooltip\nRandomFly()\n```\nThis action gives the appearance of flying - the active creature is able to pass over impassable areas. The example script is from randfly.bcs.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n RandomFly()\nEND\n```"
|
|
1428
|
+
}
|
|
1429
|
+
},
|
|
1430
|
+
"RandomTurn": {
|
|
1431
|
+
"contents": {
|
|
1432
|
+
"kind": "markdown",
|
|
1433
|
+
"value": "```weidu-baf-tooltip\nRandomTurn()\n```\nThis action causes the active creature to turn in a random direction. The example script is from waitturn.bcs.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n RandomTurn()\nEND\n```\n\n\n* This action will never stop, (unless interrupted in specific situations), and thus never leave the action list.\n* Executes [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63) for a random amount of time, (1–40 seconds), if the creature goes off-screen.\n* Waits 1–10 seconds between each evaluation.\n\n"
|
|
1434
|
+
}
|
|
1435
|
+
},
|
|
1436
|
+
"RandomWalk": {
|
|
1437
|
+
"contents": {
|
|
1438
|
+
"kind": "markdown",
|
|
1439
|
+
"value": "```weidu-baf-tooltip\nRandomWalk()\n```\nThis action causes the active creature to walk randomly, staying within the current area. The example script is blbear.bcs; it instructs bears to walk rather than fight if the nearest enemy is a druid.\n\n```\nIF\n Delay(5)\n See(NearestEnemyOf(Myself))\n Class(NearestEnemyOf(Myself),DRUID)\n NumCreatureGT([ENEMY],1)\nTHEN\n RESPONSE #100\n RandomWalk()\nEND\n```\n\n* This action will never stop, (unless interrupted in specific situations), and thus never leave the action list.\n* Executes [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63) for a random amount of time, (1–40 seconds), if the creature goes off-screen.\n* Has a 50/50 chance to [MoveToPoint()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#23), or do a pass of [RandomTurn()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#130), (including [RandomTurn()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#130)'s wait time).\n\n"
|
|
1440
|
+
}
|
|
1441
|
+
},
|
|
1442
|
+
"RandomWalkContinuous": {
|
|
1443
|
+
"contents": {
|
|
1444
|
+
"kind": "markdown",
|
|
1445
|
+
"value": "```weidu-baf-tooltip\nRandomWalkContinuous()\n```\nThis action causes the active creature to walk randomly, without pausing.\n\n\nIt is the same as [RandomWalk()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#85), just with the offscreen-wait removed and no [RandomTurn()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#130) chance.\n"
|
|
1446
|
+
}
|
|
1447
|
+
},
|
|
1448
|
+
"RandomWalkContinuousTime": {
|
|
1449
|
+
"contents": {
|
|
1450
|
+
"kind": "markdown",
|
|
1451
|
+
"value": "```weidu-baf-tooltip\nRandomWalkContinuousTime(I:Time)\n```\nIt is the same as [RandomWalkContinuous()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#200), where the time parameter represents how many times the action will be ticked before terminating (Actions are normally ticked once per second at 30FPS).\nSee [RandomWalkTime()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#410) for further details about the time parameter."
|
|
1452
|
+
}
|
|
1453
|
+
},
|
|
1454
|
+
"RandomWalkTime": {
|
|
1455
|
+
"contents": {
|
|
1456
|
+
"kind": "markdown",
|
|
1457
|
+
"value": "```weidu-baf-tooltip\nRandomWalkTime(I:Time)\n```\nIt is the same as [RandomWalk()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#85), where the time parameter represents a limit on how many times the action will result in walking. Turning or waiting does not count against this limit. Since it is random, there is no guarantee movement will be immediate."
|
|
1458
|
+
}
|
|
1459
|
+
},
|
|
1460
|
+
"RealSetGlobalTimer": {
|
|
1461
|
+
"contents": {
|
|
1462
|
+
"kind": "markdown",
|
|
1463
|
+
"value": "```weidu-baf-tooltip\nRealSetGlobalTimer(S:Name, S:Area, I:Time*Gtimes)\n```\nThis action sets a global timer measured in seconds (of real time)."
|
|
1464
|
+
}
|
|
1465
|
+
},
|
|
1466
|
+
"ReallyForceSpell": {
|
|
1467
|
+
"contents": {
|
|
1468
|
+
"kind": "markdown",
|
|
1469
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpell(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. This action does not work in the script round where the active creature has died.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1470
|
+
}
|
|
1471
|
+
},
|
|
1472
|
+
"ReallyForceSpellDead": {
|
|
1473
|
+
"contents": {
|
|
1474
|
+
"kind": "markdown",
|
|
1475
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellDead(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. This action works in the script round where the active creature has died.\n\n```\nIF\n Die()xx\nTHEN\n RESPONSE #100\n ReallyForceSpellDead(Myself,ILLUSION_DEATH)\n Wait(1)\n DestroySelf()\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1476
|
+
}
|
|
1477
|
+
},
|
|
1478
|
+
"ReallyForceSpellDeadRES": {
|
|
1479
|
+
"contents": {
|
|
1480
|
+
"kind": "markdown",
|
|
1481
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellDeadRES(S:RES, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. This action works in the script round where the active creature has died.\n\n```\nIF\n Die()xx\nTHEN\n RESPONSE #100\n ReallyForceSpellDead(Myself,ILLUSION_DEATH)\n Wait(1)\n DestroySelf()\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1482
|
+
}
|
|
1483
|
+
},
|
|
1484
|
+
"ReallyForceSpellPoint": {
|
|
1485
|
+
"contents": {
|
|
1486
|
+
"kind": "markdown",
|
|
1487
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellPoint(P:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target point. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
|
|
1488
|
+
}
|
|
1489
|
+
},
|
|
1490
|
+
"ReallyForceSpellPointRES": {
|
|
1491
|
+
"contents": {
|
|
1492
|
+
"kind": "markdown",
|
|
1493
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellPointRES(S:RES, P:Target)\n```\nThis action causes the active creature to cast the specified spell at the target point. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
|
|
1494
|
+
}
|
|
1495
|
+
},
|
|
1496
|
+
"ReallyForceSpellRES": {
|
|
1497
|
+
"contents": {
|
|
1498
|
+
"kind": "markdown",
|
|
1499
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellRES(SPLREF:spell, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. This action does not work in the script round where the active creature has died.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1500
|
+
}
|
|
1501
|
+
},
|
|
1502
|
+
"Recoil": {
|
|
1503
|
+
"contents": {
|
|
1504
|
+
"kind": "markdown",
|
|
1505
|
+
"value": "```weidu-baf-tooltip\nRecoil()\n```\nThis action instructs the active creature to play the recoil animation. Note that some objects do not have this animation.\n\n```\nIF\n TookDamage()\nTHEN\n RESPONSE #100\n Recoil()\nEND\n```"
|
|
1506
|
+
}
|
|
1507
|
+
},
|
|
1508
|
+
"RegainPaladinHood": {
|
|
1509
|
+
"contents": {
|
|
1510
|
+
"kind": "markdown",
|
|
1511
|
+
"value": "```weidu-baf-tooltip\nRegainPaladinHood()\n```\nThis action restores a Fallen Paladin to normal Paladin status if reputation is 10 or more. Otherwise increments Reputation to 10 and nothing else."
|
|
1512
|
+
}
|
|
1513
|
+
},
|
|
1514
|
+
"RegainRangerHood": {
|
|
1515
|
+
"contents": {
|
|
1516
|
+
"kind": "markdown",
|
|
1517
|
+
"value": "```weidu-baf-tooltip\nRegainRangerHood()\n```\nThis action restores a Fallen Ranger to normal Ranger status. If reputation is lower than 10 it is increased to 10."
|
|
1518
|
+
}
|
|
1519
|
+
},
|
|
1520
|
+
"RemoveAreaFlag": {
|
|
1521
|
+
"contents": {
|
|
1522
|
+
"kind": "markdown",
|
|
1523
|
+
"value": "```weidu-baf-tooltip\nRemoveAreaFlag(I:Type*Areaflag)\n```\nThis action will remove area flags (e.g. save enabled, tutorial) to the current area. The area flags value is OR'd, so multiple values can be set. Values are from [areaflag.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/areaflag.htm)."
|
|
1524
|
+
}
|
|
1525
|
+
},
|
|
1526
|
+
"RemoveAreaType": {
|
|
1527
|
+
"contents": {
|
|
1528
|
+
"kind": "markdown",
|
|
1529
|
+
"value": "```weidu-baf-tooltip\nRemoveAreaType(I:Type*Areatype)\n```\nThis action will remove area type flags (e.g. outdoor, dungeon) to the current area. Values are from [areatype.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/areatype.htm)"
|
|
1530
|
+
}
|
|
1531
|
+
},
|
|
1532
|
+
"RemoveFamiliar": {
|
|
1533
|
+
"contents": {
|
|
1534
|
+
"kind": "markdown",
|
|
1535
|
+
"value": "```weidu-baf-tooltip\nRemoveFamiliar()\n```\nThis action removes the ally flag set by AddFamiliar."
|
|
1536
|
+
}
|
|
1537
|
+
},
|
|
1538
|
+
"RemoveMapNote": {
|
|
1539
|
+
"contents": {
|
|
1540
|
+
"kind": "markdown",
|
|
1541
|
+
"value": "```weidu-baf-tooltip\nRemoveMapNote(P:Position, I:STRREF)\n```\nThis will remove a map note from the current area's mini-map at the specified position. The position is a location on the actual area map (not the minimap)."
|
|
1542
|
+
}
|
|
1543
|
+
},
|
|
1544
|
+
"RemovePaladinHood": {
|
|
1545
|
+
"contents": {
|
|
1546
|
+
"kind": "markdown",
|
|
1547
|
+
"value": "```weidu-baf-tooltip\nRemovePaladinHood()\n```\nThis action changes a Paladin to a Fallen Paladin."
|
|
1548
|
+
}
|
|
1549
|
+
},
|
|
1550
|
+
"RemoveRangerHood": {
|
|
1551
|
+
"contents": {
|
|
1552
|
+
"kind": "markdown",
|
|
1553
|
+
"value": "```weidu-baf-tooltip\nRemoveRangerHood()\n```\nThis action changes a Ranger to a Fallen Ranger."
|
|
1554
|
+
}
|
|
1555
|
+
},
|
|
1556
|
+
"RemoveSpell": {
|
|
1557
|
+
"contents": {
|
|
1558
|
+
"kind": "markdown",
|
|
1559
|
+
"value": "```weidu-baf-tooltip\nRemoveSpell(I:Spell*Spell)\n```\nThis action removes one memorised indtance of the specified spell from the spellbook of the active creature. The spell can be an innate ability, a priest spell or a wizard spell, but must be listed in [spell.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/spell.htm).\n\n```\nIF\n Global(\"KR_ANTI_PALADIN_CHANGE\",\"LOCALS\",1)\nTHEN\n RESPONSE #100\n RemoveSpell(PALADIN_LAY_ON_HANDS)\n RemoveSpell(PALADIN_DETECT_EVIL)\n RemoveSpell(PALADIN_PROTECTION_FROM_EVIL)\n SetGlobal(\"KR_ANTI_PALADIN_CHANGE\",\"LOCALS\",2)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
|
|
1560
|
+
}
|
|
1561
|
+
},
|
|
1562
|
+
"RemoveSpellRES": {
|
|
1563
|
+
"contents": {
|
|
1564
|
+
"kind": "markdown",
|
|
1565
|
+
"value": "```weidu-baf-tooltip\nRemoveSpellRES(S:RES)\n```\nThis action removes one memorised indtance of the specified spell from the spellbook of the active creature. The spell can be an innate ability, a priest spell or a wizard spell, but must be listed in [spell.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/spell.htm).\n\n```\nIF\n Global(\"KR_ANTI_PALADIN_CHANGE\",\"LOCALS\",1)\nTHEN\n RESPONSE #100\n RemoveSpell(PALADIN_LAY_ON_HANDS)\n RemoveSpell(PALADIN_DETECT_EVIL)\n RemoveSpell(PALADIN_PROTECTION_FROM_EVIL)\n SetGlobal(\"KR_ANTI_PALADIN_CHANGE\",\"LOCALS\",2)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
|
|
1566
|
+
}
|
|
1567
|
+
},
|
|
1568
|
+
"RemoveStoreItem": {
|
|
1569
|
+
"contents": {
|
|
1570
|
+
"kind": "markdown",
|
|
1571
|
+
"value": "```weidu-baf-tooltip\nRemoveStoreItem(S:Store, S:Item, I:Count)\n```\nRemoves up to \"count\" instances of the specified item from the store."
|
|
1572
|
+
}
|
|
1573
|
+
},
|
|
1574
|
+
"RemoveTraps": {
|
|
1575
|
+
"contents": {
|
|
1576
|
+
"kind": "markdown",
|
|
1577
|
+
"value": "```weidu-baf-tooltip\nRemoveTraps(O:Trap)\n```\nThis action causes the active creature to attempt to disarm the specified trap. This action can be used for any creature (not just thieves) though success in disarming is dependent on points in the Disarm Trap skill.\n\n```\nIF\n See(\"Trap01\")\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RemoveTraps(\"Trap01\")\nEND\n```"
|
|
1578
|
+
}
|
|
1579
|
+
},
|
|
1580
|
+
"RemoveWorldmapAreaFlag": {
|
|
1581
|
+
"contents": {
|
|
1582
|
+
"kind": "markdown",
|
|
1583
|
+
"value": "```weidu-baf-tooltip\nRemoveWorldmapAreaFlag(S:Area, I:Type*Wmpflag)\n```\nThis action can be used to clear flags of an area on the worlmap that control visibility or accessibility. Flags are taken from [wmpflag.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/wmpflag.htm)."
|
|
1584
|
+
}
|
|
1585
|
+
},
|
|
1586
|
+
"ReputationInc": {
|
|
1587
|
+
"contents": {
|
|
1588
|
+
"kind": "markdown",
|
|
1589
|
+
"value": "```weidu-baf-tooltip\nReputationInc(I:Reputation)\n```\nThis action alters the reputation by the specified value (which can be either negative or positive). The example script is from baldur.bcs.\n\n```\nIF\n InParty(\"Viconia\")\n Global(\"ViconiaJoinedParty\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n ReputationInc(-2)\n SetGlobal(\"ViconiaJoinedParty\",\"GLOBAL\",1)\nEND\n```"
|
|
1590
|
+
}
|
|
1591
|
+
},
|
|
1592
|
+
"ReputationSet": {
|
|
1593
|
+
"contents": {
|
|
1594
|
+
"kind": "markdown",
|
|
1595
|
+
"value": "```weidu-baf-tooltip\nReputationSet(I:Reputation)\n```\nThis action sets the reputation to the specified value.\n```\nIF\n Global(\"KRGOODDEED\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n ReputationSet(20)\n SG(\"KRGOODDEED\",1)\nEND\n```"
|
|
1596
|
+
}
|
|
1597
|
+
},
|
|
1598
|
+
"ResetMorale": {
|
|
1599
|
+
"contents": {
|
|
1600
|
+
"kind": "markdown",
|
|
1601
|
+
"value": "```weidu-baf-tooltip\nResetMorale(I:Failure*Boolean, I:Level)\n```\nThis action seems to reset the [Morale](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_Morale) and [Morale break](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_MoraleBreak) values of the active creature, depending on the 'Failure' parameter. If 'Failure' is <code>FALSE</code> values are set to 10 and 1 respectively. If 'Failure' is <code>TRUE</code> values are set to 0 and 1 respectively. The 'Level' parameter appears to be unused."
|
|
1602
|
+
}
|
|
1603
|
+
},
|
|
1604
|
+
"ResetPlayerAI": {
|
|
1605
|
+
"contents": {
|
|
1606
|
+
"kind": "markdown",
|
|
1607
|
+
"value": "```weidu-baf-tooltip\nResetPlayerAI()\n```\nThis action restores the player ai script for the active creature, as defined in [PARTYAI.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/partyai.htm).\n Even though this action is primarily intended for (potential) party members, it does work for any creature in the game."
|
|
1608
|
+
}
|
|
1609
|
+
},
|
|
1610
|
+
"Rest": {
|
|
1611
|
+
"contents": {
|
|
1612
|
+
"kind": "markdown",
|
|
1613
|
+
"value": "```weidu-baf-tooltip\nRest()\n```\nThis action applies the benefits of resting (i.e. healing, restoring spells and restoring abilities) to the active creature. The action does not play the rest movie or advance game time. The example script is from cut28a.bcs.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(Player1)\n StorePartyLocations()\n FadeToColor([30.0],0)\n Wait(1)\n Rest()\n ActionOverride(Player2,Rest())\n ActionOverride(Player3,Rest())\n ActionOverride(Player4,Rest())\n ActionOverride(Player5,Rest())\n ActionOverride(Player6,Rest())\n(cut short for brevity)\n```"
|
|
1614
|
+
}
|
|
1615
|
+
},
|
|
1616
|
+
"RestNoSpells": {
|
|
1617
|
+
"contents": {
|
|
1618
|
+
"kind": "markdown",
|
|
1619
|
+
"value": "```weidu-baf-tooltip\nRestNoSpells()\n```\nThis action rests the party, but doesn't force healing spells to be cast on injured party members."
|
|
1620
|
+
}
|
|
1621
|
+
},
|
|
1622
|
+
"RestParty": {
|
|
1623
|
+
"contents": {
|
|
1624
|
+
"kind": "markdown",
|
|
1625
|
+
"value": "```weidu-baf-tooltip\nRestParty()\n```\nThis action duplicates the effects of resting. Such resting is not interruptible, and functions even if enemies are nearby."
|
|
1626
|
+
}
|
|
1627
|
+
},
|
|
1628
|
+
"RestPartyEx": {
|
|
1629
|
+
"contents": {
|
|
1630
|
+
"kind": "markdown",
|
|
1631
|
+
"value": "```weidu-baf-tooltip\nRestPartyEx(I:Gold, I:HpBonus, I:DisableMovie*Boolean)\n```\nThis action duplicates the effects of resting. Such resting is not interruptible, and functions even if enemies are nearby."
|
|
1632
|
+
}
|
|
1633
|
+
},
|
|
1634
|
+
"RestorePartyLocations": {
|
|
1635
|
+
"contents": {
|
|
1636
|
+
"kind": "markdown",
|
|
1637
|
+
"value": "```weidu-baf-tooltip\nRestorePartyLocations()\n```\nThis action moves the party to the stored locations (previously stored with StorePartyLocations). The action clears the stored locations from the GAM file."
|
|
1638
|
+
}
|
|
1639
|
+
},
|
|
1640
|
+
"RestoreZoomLevel": {
|
|
1641
|
+
"contents": {
|
|
1642
|
+
"kind": "markdown",
|
|
1643
|
+
"value": "```weidu-baf-tooltip\nRestoreZoomLevel()\n```\nRestores the zoom level stored by a previous call of [StoreZoomLevel()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#464). The action has no effect if Zoom Lock has been enabled in the game options."
|
|
1644
|
+
}
|
|
1645
|
+
},
|
|
1646
|
+
"RevealAreaOnMap": {
|
|
1647
|
+
"contents": {
|
|
1648
|
+
"kind": "markdown",
|
|
1649
|
+
"value": "```weidu-baf-tooltip\nRevealAreaOnMap(S:ResRef)\n```\nThis action reveals an area on the worldmap, enabling travelling to it.\n\n```\nIF\n Dead(\"Davaeorn\")\n Global(\"Chapter\",\"GLOBAL\",4)\nTHEN\n RESPONSE #100\n RevealAreaOnMap(\"AR0900\")\n IncrementChapter(\"Chptxt5\")\n AddJournalEntry(15839,USER)\nEND\n```"
|
|
1650
|
+
}
|
|
1651
|
+
},
|
|
1652
|
+
"RunAwayFrom": {
|
|
1653
|
+
"contents": {
|
|
1654
|
+
"kind": "markdown",
|
|
1655
|
+
"value": "```weidu-baf-tooltip\nRunAwayFrom(O:Creature, I:Time)\n```\nThis action causes the active creature to run away from the specified creature, for the specified time. The time parameter is measured in AI updates, which default to 15 updates per second. Occasionally, fleeing creatures stop to attack another creature.\n\n```\nIF\n HPPercentLT(Myself,30)\nTHEN\n RESPONSE #100\n RunAwayFrom(LastAttackerOf(Myself),180)\nEND\n```"
|
|
1656
|
+
}
|
|
1657
|
+
},
|
|
1658
|
+
"RunAwayFromNoInterrupt": {
|
|
1659
|
+
"contents": {
|
|
1660
|
+
"kind": "markdown",
|
|
1661
|
+
"value": "```weidu-baf-tooltip\nRunAwayFromNoInterrupt(O:Creature, I:Time)\n```\nThis action causes the active creature to run away from the specified creature, for the specified time. The time parameter is measured in AI updates, which default to 15 updates per second. Occasionally, fleeing creatures stop to attack another creature. Conditions are not checked until the time has expired."
|
|
1662
|
+
}
|
|
1663
|
+
},
|
|
1664
|
+
"RunAwayFromNoInterruptNoLeaveArea": {
|
|
1665
|
+
"contents": {
|
|
1666
|
+
"kind": "markdown",
|
|
1667
|
+
"value": "```weidu-baf-tooltip\nRunAwayFromNoInterruptNoLeaveArea(O:Creature, I:Time)\n```\nThis action causes the active creature to run away from the specified creature, for the specified time. The time parameter is measured in AI updates, which default to 15 updates per second."
|
|
1668
|
+
}
|
|
1669
|
+
},
|
|
1670
|
+
"RunAwayFromNoLeaveArea": {
|
|
1671
|
+
"contents": {
|
|
1672
|
+
"kind": "markdown",
|
|
1673
|
+
"value": "```weidu-baf-tooltip\nRunAwayFromNoLeaveArea(O:Creature, I:Time)\n```\nThis action causes the active creature to run away from the specified creature, for the specified time, without leaving the current area."
|
|
1674
|
+
}
|
|
1675
|
+
},
|
|
1676
|
+
"SG": {
|
|
1677
|
+
"contents": {
|
|
1678
|
+
"kind": "markdown",
|
|
1679
|
+
"value": "```weidu-baf-tooltip\nSG(S:Name, I:Num)\n```\nThis action acts as a shortcut for SetGlobal(). The action can only set global variables."
|
|
1680
|
+
}
|
|
1681
|
+
},
|
|
1682
|
+
"SaveGame": {
|
|
1683
|
+
"contents": {
|
|
1684
|
+
"kind": "markdown",
|
|
1685
|
+
"value": "```weidu-baf-tooltip\nSaveGame(I:Slot)\n```\nThis action saves the game in the specified save slot."
|
|
1686
|
+
}
|
|
1687
|
+
},
|
|
1688
|
+
"SaveLocation": {
|
|
1689
|
+
"contents": {
|
|
1690
|
+
"kind": "markdown",
|
|
1691
|
+
"value": "```weidu-baf-tooltip\nSaveLocation(S:Area, S:Global, P:Point)\n```\nThis action is similar to StorePartyLocations() but with one object."
|
|
1692
|
+
}
|
|
1693
|
+
},
|
|
1694
|
+
"SaveObjectLocation": {
|
|
1695
|
+
"contents": {
|
|
1696
|
+
"kind": "markdown",
|
|
1697
|
+
"value": "```weidu-baf-tooltip\nSaveObjectLocation(S:Area, S:Global, O:Object)\n```\nThis action stores the location of the specified object in the named variable.\n\n```\nIF\n Global(\"SavedMyPos\",\"LOCALS\",0)\nTHEN\n RESPONSE #50\n SetGlobal(\"SavedMyPos\",\"LOCALS\",1)\n SaveObjectLocation(\"LOCALS\",\"DefaultLocation\",Myself)\nEND\n```"
|
|
1698
|
+
}
|
|
1699
|
+
},
|
|
1700
|
+
"ScreenShake": {
|
|
1701
|
+
"contents": {
|
|
1702
|
+
"kind": "markdown",
|
|
1703
|
+
"value": "```weidu-baf-tooltip\nScreenShake(P:Point, I:Duration)\n```\nThis action shakes the game view. The point parameter dictates how far to shake the screen along the x and y axis. The duration parameter dictates how long the shaking lasts."
|
|
1704
|
+
}
|
|
1705
|
+
},
|
|
1706
|
+
"SelectWeaponAbility": {
|
|
1707
|
+
"contents": {
|
|
1708
|
+
"kind": "markdown",
|
|
1709
|
+
"value": "```weidu-baf-tooltip\nSelectWeaponAbility(I:WeaponNum*Slots, I:AbilityNum)\n```\nThis action instructs the active creature to select the specified slot, and use the ability in the extended header specified by the ability parameter. The example script is from ankheg.bcs.\n\n```\nIF\n See(NearestEnemyOf(Myself))\n Range(NearestEnemyOf(Myself),5)\n Delay(12)\nTHEN\n RESPONSE #40\n SelectWeaponAbility(SLOT_WEAPON,0)\n RunAwayFrom(NearestEnemyOf(Myself),45)\n AttackReevaluate(NearestEnemyOf(Myself),15)\n RESPONSE #60\n SelectWeaponAbility(SLOT_WEAPON1,0)\n AttackReevaluate(NearestEnemyOf(Myself),15)\nEND\n```"
|
|
1710
|
+
}
|
|
1711
|
+
},
|
|
1712
|
+
"SendTrigger": {
|
|
1713
|
+
"contents": {
|
|
1714
|
+
"kind": "markdown",
|
|
1715
|
+
"value": "```weidu-baf-tooltip\nSendTrigger(O:Target, I:TriggerNum)\n```\nThis action is used as a form of script communication, in conjunction with the Trigger() trigger. The action has the same range as GiveOrder and affects only one creature at a time. Note that the LastTrigger() object does not get set after receiving a trigger."
|
|
1716
|
+
}
|
|
1717
|
+
},
|
|
1718
|
+
"SetAreaRestFlag": {
|
|
1719
|
+
"contents": {
|
|
1720
|
+
"kind": "markdown",
|
|
1721
|
+
"value": "```weidu-baf-tooltip\nSetAreaRestFlag(I:CanRest)\n```\nThis action dictates whether resting is allowed in the current area."
|
|
1722
|
+
}
|
|
1723
|
+
},
|
|
1724
|
+
"SetAreaScript": {
|
|
1725
|
+
"contents": {
|
|
1726
|
+
"kind": "markdown",
|
|
1727
|
+
"value": "```weidu-baf-tooltip\nSetAreaScript(S:Script, I:ScriptSlot*Ascrlev)\n```\nThis action changes the script specified by the scriptslot parameter to the script specified by the script parameter, for the current area."
|
|
1728
|
+
}
|
|
1729
|
+
},
|
|
1730
|
+
"SetBeenInPartyFlags": {
|
|
1731
|
+
"contents": {
|
|
1732
|
+
"kind": "markdown",
|
|
1733
|
+
"value": "```weidu-baf-tooltip\nSetBeenInPartyFlags()\n```\nThis action sets the 'BeenInParty' flag in the [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header) file of the active creature. This action also triggers appropriate dialog and script file changes (as referenced in [PDIALOG.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/pdialog.htm))."
|
|
1734
|
+
}
|
|
1735
|
+
},
|
|
1736
|
+
"SetCursorState": {
|
|
1737
|
+
"contents": {
|
|
1738
|
+
"kind": "markdown",
|
|
1739
|
+
"value": "```weidu-baf-tooltip\nSetCursorState(I:BOOL*Boolean)\n```\nThis action starts a cutscene. Player control is removed, though all scripts keep running. Note that actions already in the action list are not cleared without an explicit call to ClearAllActions. The example script is from are0507.bcs."
|
|
1740
|
+
}
|
|
1741
|
+
},
|
|
1742
|
+
"SetCutSceneBreakable": {
|
|
1743
|
+
"contents": {
|
|
1744
|
+
"kind": "markdown",
|
|
1745
|
+
"value": "```weidu-baf-tooltip\nSetCutSceneBreakable(I:Breakable*Boolean)\n```\nThis action controls whether a cutscene can be skipped by pressing ESC. When set to TRUE the cutscene can be interrupted. Set to FALSE to prevent the cutscene from being interrupted. When properly prepared the skipped cutscene can be detected and completed in a safe manner.\n\nCode snippet of the opening cutscene in BG2EE - SoA (NEWGAME.BCS):\n```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(\"CSJon\")\n SetAreaScript(\"cutskip2\",OVERRIDE)\n SetGlobal(\"BD_CUTSCENE_BREAKABLE\",\"GLOBAL\",1)\n SetCutSceneBreakable(TRUE)\n CreateCreatureEffect(\"M05PCSPY\",\"\",[3374.3068],S)\n\n // more script actions...\n\n SetCutSceneBreakable(FALSE)\n SetGlobal(\"BD_CUTSCENE_BREAKABLE\",\"GLOBAL\",0)\n SetAreaScript(\"\",OVERRIDE)\n ActionOverride(\"Imoen\",EndCutSceneMode())\n ActionOverride(\"Imoen\",Dialogue(Player1))\n DestroySelf()\nEND\n```\n\n`SetAreaScript(\"cutskip2\",OVERRIDE)` defines a \"failsafe\" script to execute when the cutscene is interrupted. The OVERRIDE slot ensures that it has precedence over the default area script. `SetGlobal(\"BD_CUTSCENE_BREAKABLE\",\"GLOBAL\",1)` is used to identify the cutscene that has been interrupted (if the failsafe script handles more than one cutscene)."
|
|
1746
|
+
}
|
|
1747
|
+
},
|
|
1748
|
+
"SetCutSceneLite": {
|
|
1749
|
+
"contents": {
|
|
1750
|
+
"kind": "markdown",
|
|
1751
|
+
"value": "```weidu-baf-tooltip\nSetCutSceneLite(I:BOOL*Boolean)\n```\nThis action starts a cutscene. Player control is removed, though all scripts keep running. Note that actions already in the action list are not cleared without an explicit call to ClearAllActions. The example script is from are0507.bcs."
|
|
1752
|
+
}
|
|
1753
|
+
},
|
|
1754
|
+
"SetDialog": {
|
|
1755
|
+
"contents": {
|
|
1756
|
+
"kind": "markdown",
|
|
1757
|
+
"value": "```weidu-baf-tooltip\nSetDialog(S:DialogFile)\n```\nThis action sets the dialog file of the active creature to the specified file. SetDialogue(\"\") will set the dialog file to nothing.\n\n```\nIF\n AttackedBy([GOODCUTOFF],DEFAULT)\n Global(\"KR_CHANGE_DIALOG\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetDialogue(\"\")\n SetGlobal(\"KR_CHANGE_DIALOG\",\"LOCALS\",1)\nEND\n```"
|
|
1758
|
+
}
|
|
1759
|
+
},
|
|
1760
|
+
"SetEncounterProbability": {
|
|
1761
|
+
"contents": {
|
|
1762
|
+
"kind": "markdown",
|
|
1763
|
+
"value": "```weidu-baf-tooltip\nSetEncounterProbability(S:FromArea, S:ToArea, I:Probability)\n```\nThis action modifies the probability of a travel encounter (by modifying fields in the WMP file) between the specified areas."
|
|
1764
|
+
}
|
|
1765
|
+
},
|
|
1766
|
+
"SetGabber": {
|
|
1767
|
+
"contents": {
|
|
1768
|
+
"kind": "markdown",
|
|
1769
|
+
"value": "```weidu-baf-tooltip\nSetGabber(O:Object)\n```\nThis action updates various tokens based on the specified object."
|
|
1770
|
+
}
|
|
1771
|
+
},
|
|
1772
|
+
"SetGlobal": {
|
|
1773
|
+
"contents": {
|
|
1774
|
+
"kind": "markdown",
|
|
1775
|
+
"value": "```weidu-baf-tooltip\nSetGlobal(S:Name, S:Area, I:Value)\n```\nThis action sets a variable (specified by name) in the scope (specified by area) to the value (specified by value). See the [variable type](https://gibberlings3.github.io/iesdp/appendices/variables.htm) appendix for details on variables.\n\n```\nIF\n Global(\"KRINAREA\",\"AR0400\",0)\nTHEN\n RESPONSE #100\n CreateCreature(\"ORC01\",[1738.543],0)\n SetGlobal(\"KRINAR EA\",\"AR0400\",1)\nEND\n```"
|
|
1776
|
+
}
|
|
1777
|
+
},
|
|
1778
|
+
"SetGlobalRandom": {
|
|
1779
|
+
"contents": {
|
|
1780
|
+
"kind": "markdown",
|
|
1781
|
+
"value": "```weidu-baf-tooltip\nSetGlobalRandom(S:Variable, S:Area, I:Count, I:Size)\n```\nA random number \"count D size + Plus\" will be assigned to the variable."
|
|
1782
|
+
}
|
|
1783
|
+
},
|
|
1784
|
+
"SetGlobalRandomPlus": {
|
|
1785
|
+
"contents": {
|
|
1786
|
+
"kind": "markdown",
|
|
1787
|
+
"value": "```weidu-baf-tooltip\nSetGlobalRandomPlus(S:Variable, S:Area, I:Count, I:Size, I:Plus)\n```\nA random number \"count D size + Plus\" will be assigned to the variable."
|
|
1788
|
+
}
|
|
1789
|
+
},
|
|
1790
|
+
"SetGlobalTimer": {
|
|
1791
|
+
"contents": {
|
|
1792
|
+
"kind": "markdown",
|
|
1793
|
+
"value": "```weidu-baf-tooltip\nSetGlobalTimer(S:Name, S:Area, I:Time*Gtimes)\n```\nThis action sets a global timer. The timer is checked by the GlobalTimerExpired trigger or GlobalTimerNotExpired trigger.\n\n```\nIF\n GlobalTimerExpired(\"Areana\",\"GLOBAL\")\n !Exists(\"TorLobo\")\n !Dead(\"TorLobo\")\nTHEN\n RESPONSE #100\n ActionOverride(\"Areana\",DestroySelf())\n CreateCreature(\"TORLOB\",[349.474],0)\nEND\n```"
|
|
1794
|
+
}
|
|
1795
|
+
},
|
|
1796
|
+
"SetGlobalTimerRandom": {
|
|
1797
|
+
"contents": {
|
|
1798
|
+
"kind": "markdown",
|
|
1799
|
+
"value": "```weidu-baf-tooltip\nSetGlobalTimerRandom(S:Name, S:Area, I:Min*Gtimes, I:Max*Gtimes)\n```\nThis action sets a global timer to a random value within the range of Min and Max specified by the 3rd and 4th parameter. Both parameters accept symbolic values from [gtimes.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/gtimes.htm). The timer is checked by the GlobalTimerExpired() and GlobalTimerNotExpired() triggers."
|
|
1800
|
+
}
|
|
1801
|
+
},
|
|
1802
|
+
"SetHomeLocation": {
|
|
1803
|
+
"contents": {
|
|
1804
|
+
"kind": "markdown",
|
|
1805
|
+
"value": "```weidu-baf-tooltip\nSetHomeLocation(P:Point)\n```\nThis action stores a \"home\" location into memory for a creature. The location is not saved."
|
|
1806
|
+
}
|
|
1807
|
+
},
|
|
1808
|
+
"SetInterrupt": {
|
|
1809
|
+
"contents": {
|
|
1810
|
+
"kind": "markdown",
|
|
1811
|
+
"value": "```weidu-baf-tooltip\nSetInterrupt(I:State*Boolean)\n```\nThis action sets whether a creature can be interrupted while carrying out script actions.\n\n```\nIF\n See(Player2)\n !Range(Player2,4)\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n MoveToObject(\"Player2\")\n SetInterrupt (TRUE)\nEND\n```"
|
|
1812
|
+
}
|
|
1813
|
+
},
|
|
1814
|
+
"SetItemFlags": {
|
|
1815
|
+
"contents": {
|
|
1816
|
+
"kind": "markdown",
|
|
1817
|
+
"value": "```weidu-baf-tooltip\nSetItemFlags(S:ItemName, I:Flags*Invitem, I:SetReset*Boolean)\n```\nThis action sets or resets specific item flags, such as \"IDENTIFIED\" or \"STOLEN\". Setting the third parameter to TRUE sets the bit, setting it to FALSE clears the bit.\n\nExample from Siege of Dragonspear (BDINTRO.BCS):\n\n```\nIF\n Global(\"SOD_fromimport\",\"GLOBAL\",0)\n !HasItemEquiped(\"ring05\",Player1) // Sandthief's Ring\n InMyArea(\"safana\") // Safana\nTHEN\n RESPONSE #100\n CutSceneId(Player1)\n GiveItemCreate(\"ring05\",\"safana\",7,0,0) // Sandthief's Ring\n ActionOverride(\"safana\",SetItemFlags(\"ring05\",IDENTIFIED,TRUE)) // Sandthief's Ring\n XEquipItem(\"ring05\",\"safana\",SLOT_RING_RIGHT,EQUIP) // Sandthief's Ring\nEND\n```"
|
|
1818
|
+
}
|
|
1819
|
+
},
|
|
1820
|
+
"SetLeavePartyDialogFile": {
|
|
1821
|
+
"contents": {
|
|
1822
|
+
"kind": "markdown",
|
|
1823
|
+
"value": "```weidu-baf-tooltip\nSetLeavePartyDialogFile()\n```\nThis action sets the dialog for the active creature to their leave dialog.\n\n```\nIF\n !InParty(Myself)\n HPGT(Myself,0)\nTHEN\n RESPONSE #100\n SetLeavePartyDialogFile()\n Dialogue(Player1)\n ChangeAIScript(\"\",DEFAULT)\nEND\n```"
|
|
1824
|
+
}
|
|
1825
|
+
},
|
|
1826
|
+
"SetMasterArea": {
|
|
1827
|
+
"contents": {
|
|
1828
|
+
"kind": "markdown",
|
|
1829
|
+
"value": "```weidu-baf-tooltip\nSetMasterArea(S:Name)\n```\nThis action adds the specified area to the top of the area script processing stack. When the player enters an area that is not in the mastarea.2da the associated script is added to the bottom of the area script processing stack. When the player enters an area that is in mastarea.2da the associated script is added to the top of the area script processing stack."
|
|
1830
|
+
}
|
|
1831
|
+
},
|
|
1832
|
+
"SetMusic": {
|
|
1833
|
+
"contents": {
|
|
1834
|
+
"kind": "markdown",
|
|
1835
|
+
"value": "```weidu-baf-tooltip\nSetMusic(I:Slot*Music, I:Song*Songlist)\n```\nChanges the script runner's current area's music slot to the given song number."
|
|
1836
|
+
}
|
|
1837
|
+
},
|
|
1838
|
+
"SetName": {
|
|
1839
|
+
"contents": {
|
|
1840
|
+
"kind": "markdown",
|
|
1841
|
+
"value": "```weidu-baf-tooltip\nSetName(I:STRREF)\n```\nThis action changes the name of the active creature to the specified strref."
|
|
1842
|
+
}
|
|
1843
|
+
},
|
|
1844
|
+
"SetNumTimesTalkedTo": {
|
|
1845
|
+
"contents": {
|
|
1846
|
+
"kind": "markdown",
|
|
1847
|
+
"value": "```weidu-baf-tooltip\nSetNumTimesTalkedTo(I:Num)\n```\nThis action sets the number of times the active creature has been talked to (by player characters). The example script is from ar0103.bcs.\n\n```\nIF\n Global(\"BrielbaraMove\",\"GLOBAL\",1)\n !Exists(\"Brielbara\")\n !Dead(\"Brielbara\")\nTHEN\n RESPONSE #100\n CreateCreature(\"BRIELB\",[418.376],0)\n ActionOverride(\"Brielbara\",SetNumTimesTalkedTo(1))\nEND\n```"
|
|
1848
|
+
}
|
|
1849
|
+
},
|
|
1850
|
+
"SetPlayerSound": {
|
|
1851
|
+
"contents": {
|
|
1852
|
+
"kind": "markdown",
|
|
1853
|
+
"value": "```weidu-baf-tooltip\nSetPlayerSound(O:Object, I:STRREF, I:SlotNum*Sndslot)\n```\nThis action changes the specified sound reference (SndSlot) on the specified creature to the specified value. It should be noted that the biography can be changed by this action, as it is listed as a SoundSlot (EXISTANCE5)."
|
|
1854
|
+
}
|
|
1855
|
+
},
|
|
1856
|
+
"SetQuestDone": {
|
|
1857
|
+
"contents": {
|
|
1858
|
+
"kind": "markdown",
|
|
1859
|
+
"value": "```weidu-baf-tooltip\nSetQuestDone(I:STRREF)\n```\nThis action removes the specified strref from the quest section of the journal."
|
|
1860
|
+
}
|
|
1861
|
+
},
|
|
1862
|
+
"SetRestEncounterProbabilityDay": {
|
|
1863
|
+
"contents": {
|
|
1864
|
+
"kind": "markdown",
|
|
1865
|
+
"value": "```weidu-baf-tooltip\nSetRestEncounterProbabilityDay(I:Prob)\n```\nThis action modifies the probability of a daytime rest interruption (by modifying fields in the ARE file)."
|
|
1866
|
+
}
|
|
1867
|
+
},
|
|
1868
|
+
"SetRestEncounterProbabilityNight": {
|
|
1869
|
+
"contents": {
|
|
1870
|
+
"kind": "markdown",
|
|
1871
|
+
"value": "```weidu-baf-tooltip\nSetRestEncounterProbabilityNight(I:Prob)\n```\nThis action modifies the probability of a night-time rest interruption (by modifying fields in the ARE file)."
|
|
1872
|
+
}
|
|
1873
|
+
},
|
|
1874
|
+
"SetSequence": {
|
|
1875
|
+
"contents": {
|
|
1876
|
+
"kind": "markdown",
|
|
1877
|
+
"value": "```weidu-baf-tooltip\nSetSequence(I:Sequence*Seq)\n```\nThis action instructs the active creature to perform the specified animation sequence. Values are from [seq.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/seq.htm)."
|
|
1878
|
+
}
|
|
1879
|
+
},
|
|
1880
|
+
"SetToken": {
|
|
1881
|
+
"contents": {
|
|
1882
|
+
"kind": "markdown",
|
|
1883
|
+
"value": "```weidu-baf-tooltip\nSetToken(S:Token, I:STRREF)\n```\nThis action sets the specified token to the specified value. Whenever the token is then used within a strref, the current value of the token will be displayed. Values assigned by this action are not saved."
|
|
1884
|
+
}
|
|
1885
|
+
},
|
|
1886
|
+
"SetTokenGlobal": {
|
|
1887
|
+
"contents": {
|
|
1888
|
+
"kind": "markdown",
|
|
1889
|
+
"value": "```weidu-baf-tooltip\nSetTokenGlobal(S:GLOBAL, S:Area, S:Token)\n```\nThis action sets the specified token to the given variable (in the specified scope). The example script will display 100 over the head of the active creature.\n\n```\nIF\n Global(\"Value\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"Value\",\"GLOBAL\",100)\n SetTokenGlobal(\"Value\",\"GLOBAL\",\"PPOINTS\")\n DisplayStringHead(Myself,63037) //63037 is <PPOINTS> for me\nEND\n```"
|
|
1890
|
+
}
|
|
1891
|
+
},
|
|
1892
|
+
"SetTokenObject": {
|
|
1893
|
+
"contents": {
|
|
1894
|
+
"kind": "markdown",
|
|
1895
|
+
"value": "```weidu-baf-tooltip\nSetTokenObject(S:Token, O:Object)\n```\nThis action sets the token specified by the string parameter (e.g. DAMAGER) to the name of the object specified in the object parameter. Values assigned by this action are not persisted to save games."
|
|
1896
|
+
}
|
|
1897
|
+
},
|
|
1898
|
+
"SetWorldmap": {
|
|
1899
|
+
"contents": {
|
|
1900
|
+
"kind": "markdown",
|
|
1901
|
+
"value": "```weidu-baf-tooltip\nSetWorldmap(S:Worldmap)\n```\nChanges the current worldmap to another .wmp. The old worldmap(s) will still be saved. You can have multiple number of worldmaps."
|
|
1902
|
+
}
|
|
1903
|
+
},
|
|
1904
|
+
"SetZoomViewport": {
|
|
1905
|
+
"contents": {
|
|
1906
|
+
"kind": "markdown",
|
|
1907
|
+
"value": "```weidu-baf-tooltip\nSetZoomViewport(P:Point)\n```\nThis action changes the current zoom level to match the viewport size specified by the point parameter. The action has no effect if Zoom Lock has been enabled in the game options."
|
|
1908
|
+
}
|
|
1909
|
+
},
|
|
1910
|
+
"SetupWish": {
|
|
1911
|
+
"contents": {
|
|
1912
|
+
"kind": "markdown",
|
|
1913
|
+
"value": "```weidu-baf-tooltip\nSetupWish(I:Column, I:Count)\n```\nThis action instructs the engine to use the specified column of [WISH.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/wish.htm), randomly select 5 choices (rows; count appears hardcoded) and set the appropriate globals for those spells. Once the maximum \"wish choices\" have been selected, the dialog continues and casts the selected spell.\n\nFrom a dialog:\n```\nIF ~CheckStatGT(LastTalkedToBy,17,WIS)~ THEN DO ~SetupWish(4,1)~ GOTO 8\nIF ~Global(\"WishPower01\",\"GLOBAL\",1)~ THEN REPLY #72526 /* ~'Breach' on everyone in the area, including the party.~ */\n DO ~ActionOverride(LastTalkedToBy,ForceSpellRES(\"spwish26\",Myself)) ApplySpell(Myself,POOF_GONE)~ EXIT\n```\n\nThe key is the `Global(\"WishPower**\",\"GLOBAL\",1)`. The highest is \"WishPower37\", and the highest number in the WISH.2DA is also 37. There are a total of 46 SPWISH\\*\\*.SPL files, but 9 are unused:\n\n* SPWISH01 STR Bonus +1\n* SPWISH02 INT Bonus +1\n* SPWISH03 DEX Bonus +1\n* SPWISH04 CON Bonus +1\n* SPWISH05 WIS Bonus +1\n* SPWISH06 CHA Bonus +1\n* SPWISH07 Restoration\n* SPWISH09 Globe of Blades\n* SPWISH15 Gain 10,000 Gold (Party)\n\nLooking at the spells that have a \"WishPower\\*\\*\" next to them, this list can be derived (sorted by Wisdom level (E=enemies, P=party, C=caster A=All)):\n```\nLow (9-) Medium (10-14) High (15-17) Ultra (18+)\n\nHeal E Heal E Heal E TS & IA (X2) P\nImproved Haste E Improved Haste E Improved Haste E Improved Haste E\nDark Planetar E Silenced A Dark Planetar E Lose 10,000 gp P\nLevel Drain P Level Drain P WIS (3) P Level Drain P\nHit Points -50% C Hit Points -50% C TS & IA (X2) P Hit Points -50% C\nHit Points -15% P Haste A Hit Points -15% P Mass Raise Dead P\nLose Spells C Lose Spells C Lose Spells C WIS (3) P\nSTR (3) P STR (3) P STR (3) P Haste A\nCON (3) P CON (3) P Stats (25) P Stats (25) P\nDEX (3) P DEX (3) P DEX (3) P Rest & Remem. P\nINT (3) P INT (3) P Silenced A Bad Luck A\nSlowed P Slowed P Rest & Remem. P Meteor Swarm C\nRestoration P Restoration P Improved Haste P Restoration P\nGr. Deathblow P Gr. Deathblow P Gr. Deathblow P Gr. Deathblow P\nHardiness P Hardiness P Breach E Hardiness P\nCreate Wand C Create Wand C Create Wand C Create Wand C\nCreate Potion C Create Potion C Create Potion C Create Potion C\nBreach A Breach A Breach A Improved Haste P\nWing Buffet A Wing Buffet A Wing Buffet A Breach E\nHeal A Heal A Heal A Heal A\nSTR (18) A STR (18) A STR (18) A STR (18) A\nMiscast Magic A Miscast Magic A Miscast Magic A Miscast Magic A\nMagic Resist A Magic Resist A Magic Resist A Magic Resist A\nAbi-Dalzim's A Abi-Dalzim's A Abi-Dalzim's A Abi-Dalzim's A\nIntoxicated A Intoxicated A Intoxicated A Intoxicated A\nBad Luck A Bad Luck A Bad Luck A\n / Breach E Stats (25) P \\\n OR < > OR\n \\ Rest & Remem. P Mass Raise Dead P /\n```"
|
|
1914
|
+
}
|
|
1915
|
+
},
|
|
1916
|
+
"SetupWishObject": {
|
|
1917
|
+
"contents": {
|
|
1918
|
+
"kind": "markdown",
|
|
1919
|
+
"value": "```weidu-baf-tooltip\nSetupWishObject(O:Creature, I:Count)\n```\nThis action instructs the engine to use the specified column of [WISH.2DA](https://gibberlings3.github.io/iesdp/files/2da/2da_tob/wish.htm), randomly select 5 choices (rows; count appears hardcoded) and set the appropriate globals for those spells. Once the maximum \"wish choices\" have been selected, the dialog continues and casts the selected spell.\n\nFrom a dialog:\n```\nIF ~CheckStatGT(LastTalkedToBy,17,WIS)~ THEN DO ~SetupWish(4,1)~ GOTO 8\nIF ~Global(\"WishPower01\",\"GLOBAL\",1)~ THEN REPLY #72526 /* ~'Breach' on everyone in the area, including the party.~ */\n DO ~ActionOverride(LastTalkedToBy,ForceSpellRES(\"spwish26\",Myself)) ApplySpell(Myself,POOF_GONE)~ EXIT\n```\n\nThe key is the `Global(\"WishPower**\",\"GLOBAL\",1)`. The highest is \"WishPower37\", and the highest number in the WISH.2DA is also 37. There are a total of 46 SPWISH\\*\\*.SPL files, but 9 are unused:\n\n* SPWISH01 STR Bonus +1\n* SPWISH02 INT Bonus +1\n* SPWISH03 DEX Bonus +1\n* SPWISH04 CON Bonus +1\n* SPWISH05 WIS Bonus +1\n* SPWISH06 CHA Bonus +1\n* SPWISH07 Restoration\n* SPWISH09 Globe of Blades\n* SPWISH15 Gain 10,000 Gold (Party)\n\nLooking at the spells that have a \"WishPower\\*\\*\" next to them, this list can be derived (sorted by Wisdom level (E=enemies, P=party, C=caster A=All)):\n```\nLow (9-) Medium (10-14) High (15-17) Ultra (18+)\n\nHeal E Heal E Heal E TS & IA (X2) P\nImproved Haste E Improved Haste E Improved Haste E Improved Haste E\nDark Planetar E Silenced A Dark Planetar E Lose 10,000 gp P\nLevel Drain P Level Drain P WIS (3) P Level Drain P\nHit Points -50% C Hit Points -50% C TS & IA (X2) P Hit Points -50% C\nHit Points -15% P Haste A Hit Points -15% P Mass Raise Dead P\nLose Spells C Lose Spells C Lose Spells C WIS (3) P\nSTR (3) P STR (3) P STR (3) P Haste A\nCON (3) P CON (3) P Stats (25) P Stats (25) P\nDEX (3) P DEX (3) P DEX (3) P Rest & Remem. P\nINT (3) P INT (3) P Silenced A Bad Luck A\nSlowed P Slowed P Rest & Remem. P Meteor Swarm C\nRestoration P Restoration P Improved Haste P Restoration P\nGr. Deathblow P Gr. Deathblow P Gr. Deathblow P Gr. Deathblow P\nHardiness P Hardiness P Breach E Hardiness P\nCreate Wand C Create Wand C Create Wand C Create Wand C\nCreate Potion C Create Potion C Create Potion C Create Potion C\nBreach A Breach A Breach A Improved Haste P\nWing Buffet A Wing Buffet A Wing Buffet A Breach E\nHeal A Heal A Heal A Heal A\nSTR (18) A STR (18) A STR (18) A STR (18) A\nMiscast Magic A Miscast Magic A Miscast Magic A Miscast Magic A\nMagic Resist A Magic Resist A Magic Resist A Magic Resist A\nAbi-Dalzim's A Abi-Dalzim's A Abi-Dalzim's A Abi-Dalzim's A\nIntoxicated A Intoxicated A Intoxicated A Intoxicated A\nBad Luck A Bad Luck A Bad Luck A\n / Breach E Stats (25) P \\\n OR < > OR\n \\ Rest & Remem. P Mass Raise Dead P /\n```"
|
|
1920
|
+
}
|
|
1921
|
+
},
|
|
1922
|
+
"Shout": {
|
|
1923
|
+
"contents": {
|
|
1924
|
+
"kind": "markdown",
|
|
1925
|
+
"value": "```weidu-baf-tooltip\nShout(I:ID*Shoutids)\n```\n\nThis action is used to shout the specified number. The action is used in conjunction with the\n{% assign text = \"<code>Heard()</code>\" -%} {%- assign anchor = \"0x002F\" -%} {%- include trigger_link.html %}\ntrigger. Shouts can be heard within a radius of 1.5x the script runner's current visual range, which by default evaluates to 42 feet (672 pixels).\n\n```\nIF\n StateCheck(Myself,STATE_POISONED)\nTHEN\n RESPONSE #100\n Shout(4010)\nEND\n```\n\n```\nIF\n Heard([GOODCUTOFF],4010)\n HaveSpell(CLERIC_SLOW_POISON)\nTHEN\n RESPONSE #100\n Spell(LastHeardBy(),CLERIC_SLOW_POISON)\nEND\n```"
|
|
1926
|
+
}
|
|
1927
|
+
},
|
|
1928
|
+
"SmallWait": {
|
|
1929
|
+
"contents": {
|
|
1930
|
+
"kind": "markdown",
|
|
1931
|
+
"value": "```weidu-baf-tooltip\nSmallWait(I:Time)\n```\nThis action is similar to [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#63), it causes a delay in script processing. The time is measured in AI updates (which default to 15 per second)\n\n```\nIF\n See(NearestEnemyOf())\nTHEN\n RESPONSE #100\n DisplayStingHead(Myself,50712)// Attack!! Attack!!\n SmallWait(120)\n Attack(NearestEnemyOf())\nEND\n```"
|
|
1932
|
+
}
|
|
1933
|
+
},
|
|
1934
|
+
"SoundActivate": {
|
|
1935
|
+
"contents": {
|
|
1936
|
+
"kind": "markdown",
|
|
1937
|
+
"value": "```weidu-baf-tooltip\nSoundActivate(O:Object, I:State*Boolean)\n```\nThis action is used in conjunction with ambient sounds in ARE files. The action sets the enabled state of an ambient sound (specified by the object parameter)."
|
|
1938
|
+
}
|
|
1939
|
+
},
|
|
1940
|
+
"SpawnPtActivate": {
|
|
1941
|
+
"contents": {
|
|
1942
|
+
"kind": "markdown",
|
|
1943
|
+
"value": "```weidu-baf-tooltip\nSpawnPtActivate(O:Object)\n```\nAs it says, this action will activate a spawn point in an area. The Object should be the name of the spawn point as written in the ARE file."
|
|
1944
|
+
}
|
|
1945
|
+
},
|
|
1946
|
+
"SpawnPtDeactivate": {
|
|
1947
|
+
"contents": {
|
|
1948
|
+
"kind": "markdown",
|
|
1949
|
+
"value": "```weidu-baf-tooltip\nSpawnPtDeactivate(O:Object)\n```\nThis action is used in conjunction with spawn points in ARE files. The action sets the enabled state of a spawn point (specified by the object parameter)."
|
|
1950
|
+
}
|
|
1951
|
+
},
|
|
1952
|
+
"SpawnPtSpawn": {
|
|
1953
|
+
"contents": {
|
|
1954
|
+
"kind": "markdown",
|
|
1955
|
+
"value": "```weidu-baf-tooltip\nSpawnPtSpawn(O:Object)\n```\nThis action causes an activated spawn point to spawn creatures, regardless of whether the time for spawning has expired. The Object should be the name of the spawn point as written in the ARE file."
|
|
1956
|
+
}
|
|
1957
|
+
},
|
|
1958
|
+
"Spell": {
|
|
1959
|
+
"contents": {
|
|
1960
|
+
"kind": "markdown",
|
|
1961
|
+
"value": "```weidu-baf-tooltip\nSpell(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n```\nIF\n See([EVILCUTOFF])\n !InParty([EVILCUTOFF])\n !HasBounceEffects([ EVILCUTOFF])//like cloak of mirroring or spell deflection\n !HasImmunityEffects([EVILCUTOFF])//\n HaveSpell(WIZARD_MAGIC_MISSILE)\n OR(2)\n !StateCheck([EVILCUTOFF],STATE_INVISIBLE)\n !StateCheck([EVILCUTOFF],STATE_IMPROVEDINVISIBLITY)\n CheckStatLT([EVILCUTOFF], 30,RESISTMAGIC)\n !Race([EVILCUTOFF],LICH)\n !Race([EVILCUTOFF],RAKSHASA)\nTHEN\n RESPONSE #100\n Spell([EVILCUTOFF],WIZARD_MAGIC_MISSILE)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console **IF** the 8<sup>th</sup> character isn't valid.\n"
|
|
1962
|
+
}
|
|
1963
|
+
},
|
|
1964
|
+
"SpellNoDec": {
|
|
1965
|
+
"contents": {
|
|
1966
|
+
"kind": "markdown",
|
|
1967
|
+
"value": "```weidu-baf-tooltip\nSpellNoDec(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not be currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will not be removed from the casters memory after casting. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1968
|
+
}
|
|
1969
|
+
},
|
|
1970
|
+
"SpellNoDecRES": {
|
|
1971
|
+
"contents": {
|
|
1972
|
+
"kind": "markdown",
|
|
1973
|
+
"value": "```weidu-baf-tooltip\nSpellNoDecRES(S:RES, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not be currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will not be removed from the casters memory after casting. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1974
|
+
}
|
|
1975
|
+
},
|
|
1976
|
+
"SpellPoint": {
|
|
1977
|
+
"contents": {
|
|
1978
|
+
"kind": "markdown",
|
|
1979
|
+
"value": "```weidu-baf-tooltip\nSpellPoint(P:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the specified point ([x.y]). The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from `\"andris.bcs\"`.\n\n```\nIF\n Global(\"AndrisBehavior\",\"AR1009\",0)\n See(NearestEnemyOf(Myself))\nTHEN\n RESPONSE #100\n ForceSpellPoint([2002.1554],WIZARD_DIMENSION_DOOR)\n Wait(1)\n SpellNoDec(NearestEnemyOf(Myself),WIZARD_CONFUSION)\n SetGlobal(\"AndrisBehavior\",\"AR1009\",1)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
|
|
1980
|
+
}
|
|
1981
|
+
},
|
|
1982
|
+
"SpellPointNoDec": {
|
|
1983
|
+
"contents": {
|
|
1984
|
+
"kind": "markdown",
|
|
1985
|
+
"value": "```weidu-baf-tooltip\nSpellPointNoDec(P:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the specified point (`[x.y]`). The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will be removed from the casters memory. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from `\"andris.bcs\"`.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1986
|
+
}
|
|
1987
|
+
},
|
|
1988
|
+
"SpellPointNoDecRES": {
|
|
1989
|
+
"contents": {
|
|
1990
|
+
"kind": "markdown",
|
|
1991
|
+
"value": "```weidu-baf-tooltip\nSpellPointNoDecRES(S:RES, P:Target)\n```\nThis action causes the active creature to cast the specified spell at the specified point (`[x.y]`). The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will be removed from the casters memory. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from `\"andris.bcs\"`.\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1992
|
+
}
|
|
1993
|
+
},
|
|
1994
|
+
"SpellPointRES": {
|
|
1995
|
+
"contents": {
|
|
1996
|
+
"kind": "markdown",
|
|
1997
|
+
"value": "```weidu-baf-tooltip\nSpellPointRES(S:RES, P:Target)\n```\nThis action causes the active creature to cast the specified spell at the specified point ([x.y]). The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from `\"andris.bcs\"`.\n\n```\nIF\n Global(\"AndrisBehavior\",\"AR1009\",0)\n See(NearestEnemyOf(Myself))\nTHEN\n RESPONSE #100\n ForceSpellPoint([2002.1554],WIZARD_DIMENSION_DOOR)\n Wait(1)\n SpellNoDec(NearestEnemyOf(Myself),WIZARD_CONFUSION)\n SetGlobal(\"AndrisBehavior\",\"AR1009\",1)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8<sup>th</sup> character isn't valid.\n"
|
|
1998
|
+
}
|
|
1999
|
+
},
|
|
2000
|
+
"SpellRES": {
|
|
2001
|
+
"contents": {
|
|
2002
|
+
"kind": "markdown",
|
|
2003
|
+
"value": "```weidu-baf-tooltip\nSpellRES(S:RES, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\n```\nIF\n See([EVILCUTOFF])\n !InParty([EVILCUTOFF])\n !HasBounceEffects([ EVILCUTOFF])//like cloak of mirroring or spell deflection\n !HasImmunityEffects([EVILCUTOFF])//\n HaveSpell(WIZARD_MAGIC_MISSILE)\n OR(2)\n !StateCheck([EVILCUTOFF],STATE_INVISIBLE)\n !StateCheck([EVILCUTOFF],STATE_IMPROVEDINVISIBLITY)\n CheckStatLT([EVILCUTOFF], 30,RESISTMAGIC)\n !Race([EVILCUTOFF],LICH)\n !Race([EVILCUTOFF],RAKSHASA)\nTHEN\n RESPONSE #100\n Spell([EVILCUTOFF],WIZARD_MAGIC_MISSILE)\nEND\n```\n\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console **IF** the 8<sup>th</sup> character isn't valid.\n"
|
|
2004
|
+
}
|
|
2005
|
+
},
|
|
2006
|
+
"StartCombatCounter": {
|
|
2007
|
+
"contents": {
|
|
2008
|
+
"kind": "markdown",
|
|
2009
|
+
"value": "```weidu-baf-tooltip\nStartCombatCounter()\n```\nThis action can be used to manually start the combat counter."
|
|
2010
|
+
}
|
|
2011
|
+
},
|
|
2012
|
+
"StartCutScene": {
|
|
2013
|
+
"contents": {
|
|
2014
|
+
"kind": "markdown",
|
|
2015
|
+
"value": "```weidu-baf-tooltip\nStartCutScene(S:CutScene)\n```\nThis action starts a cutscene; a cinematic sequence that removes the GUI and player control. The cutscene parameter is the script name to run.\nThe second variant can enable condition checking (trigger evaluation, off by default) when the second parameter is set to TRUE.\n\nThe example script is from cutscene BDCUT17B.bcs and shows how they can be reused. With `StartCutSceneEx(\"BDCUT17B\",TRUE)` it executes\nonly one script block depending on the specified conditions. With `StartCutSceneEx(\"BDCUT17B\",FALSE)` it will execute both blocks\nregardless of condition.\n\n```\nIF\n GlobalLT(\"bd_cut17b_cycle\",\"bd1000\",10)\n !NearLocation(Player1,4535,550,30)\nTHEN\n RESPONSE #100\n CutSceneId(\"bdcutid\")\n IncrementGlobal(\"bd_cut17b_cycle\",\"bd1000\",1)\n Wait(1)\n StartCutSceneEx(\"bdcut17b\",TRUE)\nEND\n\nIF\n OR(2)\n GlobalGT(\"bd_cut17b_cycle\",\"bd1000\",9)\n NearLocation(Player1,4535,550,30)\nTHEN\n RESPONSE #100\n CutSceneId(\"bdcutid\")\n SmallWait(10)\n SetCutSceneBreakable(FALSE)\n SetGlobal(\"BD_CUTSCENE_BREAKABLE\",\"GLOBAL\",0)\n SetAreaScript(\"\",OVERRIDE)\n SmallWait(5)\n SetGlobalTimer(\"bd_mdd016b_timer\",\"bd1000\",TWO_ROUNDS)\n ActionOverride(\"bdcaelar\",StartDialogNoSet(Player1))\nEND\n```"
|
|
2016
|
+
}
|
|
2017
|
+
},
|
|
2018
|
+
"StartCutSceneEx": {
|
|
2019
|
+
"contents": {
|
|
2020
|
+
"kind": "markdown",
|
|
2021
|
+
"value": "```weidu-baf-tooltip\nStartCutSceneEx(S:CutScene, I:evaluateConditions*Boolean)\n```\nThis action starts a cutscene; a cinematic sequence that removes the GUI and player control. The cutscene parameter is the script name to run.\nThe second variant can enable condition checking (trigger evaluation, off by default) when the second parameter is set to TRUE.\n\nThe example script is from cutscene BDCUT17B.bcs and shows how they can be reused. With `StartCutSceneEx(\"BDCUT17B\",TRUE)` it executes\nonly one script block depending on the specified conditions. With `StartCutSceneEx(\"BDCUT17B\",FALSE)` it will execute both blocks\nregardless of condition.\n\n```\nIF\n GlobalLT(\"bd_cut17b_cycle\",\"bd1000\",10)\n !NearLocation(Player1,4535,550,30)\nTHEN\n RESPONSE #100\n CutSceneId(\"bdcutid\")\n IncrementGlobal(\"bd_cut17b_cycle\",\"bd1000\",1)\n Wait(1)\n StartCutSceneEx(\"bdcut17b\",TRUE)\nEND\n\nIF\n OR(2)\n GlobalGT(\"bd_cut17b_cycle\",\"bd1000\",9)\n NearLocation(Player1,4535,550,30)\nTHEN\n RESPONSE #100\n CutSceneId(\"bdcutid\")\n SmallWait(10)\n SetCutSceneBreakable(FALSE)\n SetGlobal(\"BD_CUTSCENE_BREAKABLE\",\"GLOBAL\",0)\n SetAreaScript(\"\",OVERRIDE)\n SmallWait(5)\n SetGlobalTimer(\"bd_mdd016b_timer\",\"bd1000\",TWO_ROUNDS)\n ActionOverride(\"bdcaelar\",StartDialogNoSet(Player1))\nEND\n```"
|
|
2022
|
+
}
|
|
2023
|
+
},
|
|
2024
|
+
"StartCutSceneMode": {
|
|
2025
|
+
"contents": {
|
|
2026
|
+
"kind": "markdown",
|
|
2027
|
+
"value": "```weidu-baf-tooltip\nStartCutSceneMode()\n```\nThis action starts a cutscene. Player control is removed, and scripts stop running. Note that actions already in the action list are not cleared without an explicit call to ClearAllActions. The example script is from are0507.bcs.\n\n```\nIF\n Global(\"AmsiHouse\",\"GLOBAL\",3)\n !Dead(\"amsi\")\nTHEN\n RESPONSE #100\n ClearAllActions()\n StartCutSceneMode()\n ActionOverride(\"amsi\",StartDialogueNoSet(Player1))\nEND\n```"
|
|
2028
|
+
}
|
|
2029
|
+
},
|
|
2030
|
+
"StartDialog": {
|
|
2031
|
+
"contents": {
|
|
2032
|
+
"kind": "markdown",
|
|
2033
|
+
"value": "```weidu-baf-tooltip\nStartDialog(S:DialogFile, O:Target)\n```\nThis action instructs the active creature to start the specified dialog with the specified target. The dialog can be initiated from a distance and must have at least one state with all its top level conditions true else it will not initiate. The active creature has its dialog file permanently set to the file specified by the DialogFile parameter.\n\n```\nIF\n See([PC])\n NumTimesTalkedTo(0)\nTHEN\n RESPONSE #100\n StartDialog(\"andris\",[PC])\nEND\n```"
|
|
2034
|
+
}
|
|
2035
|
+
},
|
|
2036
|
+
"StartDialogInterrupt": {
|
|
2037
|
+
"contents": {
|
|
2038
|
+
"kind": "markdown",
|
|
2039
|
+
"value": "```weidu-baf-tooltip\nStartDialogInterrupt(S:DialogFile, O:Target)\n```\nThese actions work the same as their counterpart dialog actions. The only difference is that they are important enough to interrupt other dialogs already in action."
|
|
2040
|
+
}
|
|
2041
|
+
},
|
|
2042
|
+
"StartDialogNoName": {
|
|
2043
|
+
"contents": {
|
|
2044
|
+
"kind": "markdown",
|
|
2045
|
+
"value": "```weidu-baf-tooltip\nStartDialogNoName(S:DialogFile, O:Target)\n```\nThis action instructs the active creature to start the specified dialog with the specified target. The dialog can be initiated from a distance and must have at least one state with all its top level conditions true else it will not initiate. The active creature name will not appear as the dialog attribution."
|
|
2046
|
+
}
|
|
2047
|
+
},
|
|
2048
|
+
"StartDialogNoSet": {
|
|
2049
|
+
"contents": {
|
|
2050
|
+
"kind": "markdown",
|
|
2051
|
+
"value": "```weidu-baf-tooltip\nStartDialogNoSet(O:Object)\n```\nThis action instructs the active creature to initiate dialog with the target object, using its currently assigned dialog file. This action can be used from a distance and will work whether the target creature is in sight or not. Dialog will not be initiated if the creature using this action has been assigned a dialog that has all top level conditions returning false. If the target is invalid, the active creature will initiate dialog with Player1."
|
|
2052
|
+
}
|
|
2053
|
+
},
|
|
2054
|
+
"StartDialogNoSetInterrupt": {
|
|
2055
|
+
"contents": {
|
|
2056
|
+
"kind": "markdown",
|
|
2057
|
+
"value": "```weidu-baf-tooltip\nStartDialogNoSetInterrupt(O:Object)\n```\nThese actions work the same as their counterpart dialog actions. The only difference is that they are important enough to interrupt other dialogs already in action."
|
|
2058
|
+
}
|
|
2059
|
+
},
|
|
2060
|
+
"StartDialogOverride": {
|
|
2061
|
+
"contents": {
|
|
2062
|
+
"kind": "markdown",
|
|
2063
|
+
"value": "```weidu-baf-tooltip\nStartDialogOverride(S:DialogFile, O:Target)\n```\nThis action instructs the active creature to start the specified dialog with the specified target. The dialog can be initiated from a distance and must have at least one state with all its top level conditions true else it will not initiate. The active creature will not have its dialog file permanently set to the file specified by the DialogFile parameter.\nThe second signature of this action is not listed in the action.ids file provided with the game. When using this signature, the third integer paramter can be used to indicate the dialog is initiated by an item (e.g. Lilarcor) - if this is the case, the item name will be used as the creature name in the feedback window."
|
|
2064
|
+
}
|
|
2065
|
+
},
|
|
2066
|
+
"StartMovie": {
|
|
2067
|
+
"contents": {
|
|
2068
|
+
"kind": "markdown",
|
|
2069
|
+
"value": "```weidu-baf-tooltip\nStartMovie(S:ResRef)\n```\nThis action is used to a play a movie (MVE file). The example script is from ar108.bcs.\n\n```\nIF\n Global(\"EnteredPalace\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n StartMovie(\"PALACE\")\n SetGlobal(\"EnteredPalace\",\"GLOBAL\",1)\nEND\n```"
|
|
2070
|
+
}
|
|
2071
|
+
},
|
|
2072
|
+
"StartMusic": {
|
|
2073
|
+
"contents": {
|
|
2074
|
+
"kind": "markdown",
|
|
2075
|
+
"value": "```weidu-baf-tooltip\nStartMusic(I:Slot, I:Flags*Mflags)\n```\nThis action starts playing a music track. The slot parameter refers to the music slots contained in the ARE header. The flags parameter indicates how the music should be played - values are from [mflags.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/mflags.htm)."
|
|
2076
|
+
}
|
|
2077
|
+
},
|
|
2078
|
+
"StartRainNow": {
|
|
2079
|
+
"contents": {
|
|
2080
|
+
"kind": "markdown",
|
|
2081
|
+
"value": "```weidu-baf-tooltip\nStartRainNow()\n```\nThis action will immediately set the weather to raining, over the current overlay (rather than taking several seconds to darken the area before starting to rain)."
|
|
2082
|
+
}
|
|
2083
|
+
},
|
|
2084
|
+
"StartRandomTimer": {
|
|
2085
|
+
"contents": {
|
|
2086
|
+
"kind": "markdown",
|
|
2087
|
+
"value": "```weidu-baf-tooltip\nStartRandomTimer(I:TimerID, I:MinTime, I:MaxTime)\n```\nSimilar to [StartTimer](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#61), but with MinTime-MaxTime range."
|
|
2088
|
+
}
|
|
2089
|
+
},
|
|
2090
|
+
"StartStore": {
|
|
2091
|
+
"contents": {
|
|
2092
|
+
"kind": "markdown",
|
|
2093
|
+
"value": "```weidu-baf-tooltip\nStartStore(S:Store, O:Target)\n```\nThis action starts the specified store with the specified object.\n\n```\nIF\n Global(\"KRSTART_STORE\",\"LOCALS\",1)\nTHEN\n RESPONSE #100\n StartStore(\"Tem4802\",LastTalkedToBy())\nEND\n```"
|
|
2094
|
+
}
|
|
2095
|
+
},
|
|
2096
|
+
"StartTimer": {
|
|
2097
|
+
"contents": {
|
|
2098
|
+
"kind": "markdown",
|
|
2099
|
+
"value": "```weidu-baf-tooltip\nStartTimer(I:ID, I:Time)\n```\nThis action starts a timer local to the active creature. The timer is measured in seconds, and the timer value is not saved in save games. The timer is checked with the TimerExpired trigger.\n\n```\nIF\n Global(\"KRDEAD\",\"LOCALS\",0 )\n Dead(\"Shadra01\")\nTHEN\n RESPONSE #100\n StartTimer(\"SPAWNMON\",12)\n SetGlobal(\"KRDEAD\",\"LOCALS\",1)\nEND\n\nIF\n Timer Expired(\"SPAWNMON\")\n Global(\"KRDEAD\",\"LOCALS\",1)\nTHEN\n RESPONSE #100\n CreateCreature(\"Grothgar\",[700.700],0)\nEND\n```"
|
|
2100
|
+
}
|
|
2101
|
+
},
|
|
2102
|
+
"StateOverrideFlag": {
|
|
2103
|
+
"contents": {
|
|
2104
|
+
"kind": "markdown",
|
|
2105
|
+
"value": "```weidu-baf-tooltip\nStateOverrideFlag(I:State*Boolean)\n```\nThis action instructs all creatures in the current area(?) ignore the following states flags for the time specified, or until a save-game reload. The creatures still have the state flags set. This action mainly seems to be used to get player characters to look like they are \"paying attention\" to anything that is happening around them.\nThe following states are overridden:\n\n* state\\_sleeping\n* state\\_panic\n* state\\_stunned\n* state\\_helpless\n* state\\_confused\n\nThe following states are not overridden:\n\n* state\\_invisible\n* state\\_frozen\\_death\n* state\\_stone\\_death\n* state\\_dead\n* state\\_silence\n* state\\_charmed\n* state\\_improved invisibility\n* state\\_mirror\\_image\n\nOther states are untested."
|
|
2106
|
+
}
|
|
2107
|
+
},
|
|
2108
|
+
"StateOverrideTime": {
|
|
2109
|
+
"contents": {
|
|
2110
|
+
"kind": "markdown",
|
|
2111
|
+
"value": "```weidu-baf-tooltip\nStateOverrideTime(I:Time)\n```\nThis action instructs all creatures in the current area(?) ignore the following states flags for the time specified, or until a save-game reload. The creatures still have the state flags set. This action mainly seems to be used to get player characters to look like they are \"paying attention\" to anything that is happening around them.\nThe following states are overridden:\n\n* state\\_sleeping\n* state\\_panic\n* state\\_stunned\n* state\\_helpless\n* state\\_confused\n\nThe following states are not overridden:\n\n* state\\_invisible\n* state\\_frozen\\_death\n* state\\_stone\\_death\n* state\\_dead\n* state\\_silence\n* state\\_charmed\n* state\\_improved invisibility\n* state\\_mirror\\_image\n\nOther states are untested."
|
|
2112
|
+
}
|
|
2113
|
+
},
|
|
2114
|
+
"StaticPalette": {
|
|
2115
|
+
"contents": {
|
|
2116
|
+
"kind": "markdown",
|
|
2117
|
+
"value": "```weidu-baf-tooltip\nStaticPalette(S:Palette, O:Object)\n```\nThis action changes the palette (BMP file) of the specified animation object."
|
|
2118
|
+
}
|
|
2119
|
+
},
|
|
2120
|
+
"StaticSequence": {
|
|
2121
|
+
"contents": {
|
|
2122
|
+
"kind": "markdown",
|
|
2123
|
+
"value": "```weidu-baf-tooltip\nStaticSequence(O:Object, I:Sequence)\n```\nThis action is used in conjunction with animations in ARE files. The action will start the specified animation sequence."
|
|
2124
|
+
}
|
|
2125
|
+
},
|
|
2126
|
+
"StaticStart": {
|
|
2127
|
+
"contents": {
|
|
2128
|
+
"kind": "markdown",
|
|
2129
|
+
"value": "```weidu-baf-tooltip\nStaticStart(O:Object)\n```\nThis action is used in conjunction with animations in ARE files. The action will start the specified animation."
|
|
2130
|
+
}
|
|
2131
|
+
},
|
|
2132
|
+
"StaticStop": {
|
|
2133
|
+
"contents": {
|
|
2134
|
+
"kind": "markdown",
|
|
2135
|
+
"value": "```weidu-baf-tooltip\nStaticStop(O:Object)\n```\nThis action is used in conjunction with animations in ARE files. The action will stop the specified animation."
|
|
2136
|
+
}
|
|
2137
|
+
},
|
|
2138
|
+
"StorePartyLocations": {
|
|
2139
|
+
"contents": {
|
|
2140
|
+
"kind": "markdown",
|
|
2141
|
+
"value": "```weidu-baf-tooltip\nStorePartyLocations()\n```\nThis action stores the current location of party members in the GAM file."
|
|
2142
|
+
}
|
|
2143
|
+
},
|
|
2144
|
+
"StoreZoomLevel": {
|
|
2145
|
+
"contents": {
|
|
2146
|
+
"kind": "markdown",
|
|
2147
|
+
"value": "```weidu-baf-tooltip\nStoreZoomLevel()\n```\nThis action stores the current zoom level internally. It can be restored with [RestoreZoomLevel()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#465). The stored zoom level is not saved in saved games."
|
|
2148
|
+
}
|
|
2149
|
+
},
|
|
2150
|
+
"Swing": {
|
|
2151
|
+
"contents": {
|
|
2152
|
+
"kind": "markdown",
|
|
2153
|
+
"value": "```weidu-baf-tooltip\nSwing()\n```\nThis action instructs the active creature to play the swing weapon animation. Note that some objects do not have this animation.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n Swing()\nEND\n```"
|
|
2154
|
+
}
|
|
2155
|
+
},
|
|
2156
|
+
"SwingOnce": {
|
|
2157
|
+
"contents": {
|
|
2158
|
+
"kind": "markdown",
|
|
2159
|
+
"value": "```weidu-baf-tooltip\nSwingOnce()\n```\nThis action instructs the active creature to play the swing weapon animation once. Note that some objects do not have this animation."
|
|
2160
|
+
}
|
|
2161
|
+
},
|
|
2162
|
+
"TakeCreatureItems": {
|
|
2163
|
+
"contents": {
|
|
2164
|
+
"kind": "markdown",
|
|
2165
|
+
"value": "```weidu-baf-tooltip\nTakeCreatureItems(O:Object, I:Type*Takeitm)\n```\nThis action removes all items from slots of the given type from the target. The items are placed in the inventory of the active creature."
|
|
2166
|
+
}
|
|
2167
|
+
},
|
|
2168
|
+
"TakeItemListParty": {
|
|
2169
|
+
"contents": {
|
|
2170
|
+
"kind": "markdown",
|
|
2171
|
+
"value": "```weidu-baf-tooltip\nTakeItemListParty(S:ResRef)\n```\nThis action removes the items listed in the specified 2DA file from the party."
|
|
2172
|
+
}
|
|
2173
|
+
},
|
|
2174
|
+
"TakeItemListPartyNum": {
|
|
2175
|
+
"contents": {
|
|
2176
|
+
"kind": "markdown",
|
|
2177
|
+
"value": "```weidu-baf-tooltip\nTakeItemListPartyNum(S:ResRef, I:Num)\n```\nThis action will remove the specified number of items from the party, as listed in the specified 2DA file."
|
|
2178
|
+
}
|
|
2179
|
+
},
|
|
2180
|
+
"TakeItemReplace": {
|
|
2181
|
+
"contents": {
|
|
2182
|
+
"kind": "markdown",
|
|
2183
|
+
"value": "```weidu-baf-tooltip\nTakeItemReplace(S:Give, S:Take, O:Object)\n```\nThis action replaces the item in second parameter with the item in first parameter. If the target does not have the item in the second parameter, the item in the first parameter will still be created in the inventory. Note that this action will not automatically equip the item that's created."
|
|
2184
|
+
}
|
|
2185
|
+
},
|
|
2186
|
+
"TakeObjectGoldGlobal": {
|
|
2187
|
+
"contents": {
|
|
2188
|
+
"kind": "markdown",
|
|
2189
|
+
"value": "```weidu-baf-tooltip\nTakeObjectGoldGlobal(S:Name, S:Area, O:Object)\n```\nThis action removes all gold from the target and stores the amount in the specified variable."
|
|
2190
|
+
}
|
|
2191
|
+
},
|
|
2192
|
+
"TakePartyGold": {
|
|
2193
|
+
"contents": {
|
|
2194
|
+
"kind": "markdown",
|
|
2195
|
+
"value": "```weidu-baf-tooltip\nTakePartyGold(I:Amount)\n```\nThis action takes the specified amount of gold from the party. If performed by a party member, the gold is transferred to that characters gold stat (in the CRE file) and re-added to the party pot when the character re-joins the party.\nThe example script is from AR0602.bcs.\n\n```\nIF\n Global(\"TakeImportItems\",\"AR0602\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"TakeImportItems\",\"AR0602\",1)\n SetGlobal(\"Chapter\",\"GLOBAL\",1)\n ActionOverride(\"Malaaq\",MoveBetweenAreas(\"AR0601\",[345.591],14))\n ActionOverride(\"DuegarClanChief\",TakeItemListPartyNum(\"IMPORT01\",1))\n ActionOverride(\"Shelf1\",TakeItemListPartyNum(\"IMPORT03\";,1))\n SmallWait(4)\n TakePartyGold(2147483647)\n(cut short for brevity)\n```"
|
|
2196
|
+
}
|
|
2197
|
+
},
|
|
2198
|
+
"TakePartyItem": {
|
|
2199
|
+
"contents": {
|
|
2200
|
+
"kind": "markdown",
|
|
2201
|
+
"value": "```weidu-baf-tooltip\nTakePartyItem(S:Item)\n```\nThis action takes a single instance of the specified item from the party (unless the item exists in a stack, in which case the entire stack is taken). Characters are checked in current party order. The item is transferred to the inventory of the active creature. If there are multiple calls to TakePartyItem() in the same block, each with the same item specified, only one call will actually remove an item (on each execution of the block). If an item is found in a container on an earlier player and in the inventory of a later player, both item instances may be removed. All slots are checked; inventory slots are checked in the following order\n\n```\n0, 2, 4, 6, 8, 10, 12, 14\n1, 3, 5, 7, 9, 11, 13, 15\n```\n\nThe example is from AR0516.bcs.\n\n```\nIF\n Global(\"ThrallOrb\",\"GLOBAL\",2)\n PartyHasItem(\"MISC7Y\")\nTHEN\n RESPONSE #100\n TakePartyItem(\"MISC7Y\")\nEND\n```"
|
|
2202
|
+
}
|
|
2203
|
+
},
|
|
2204
|
+
"TakePartyItemAll": {
|
|
2205
|
+
"contents": {
|
|
2206
|
+
"kind": "markdown",
|
|
2207
|
+
"value": "```weidu-baf-tooltip\nTakePartyItemAll(S:Item)\n```\nThis action removes all instances of the specified item from the party. The items are placed in the inventory of the active creature. Items contained in containers (e.g. Bag of Holding) are not taken."
|
|
2208
|
+
}
|
|
2209
|
+
},
|
|
2210
|
+
"TakePartyItemNum": {
|
|
2211
|
+
"contents": {
|
|
2212
|
+
"kind": "markdown",
|
|
2213
|
+
"value": "```weidu-baf-tooltip\nTakePartyItemNum(S:ResRef, I:Num)\n```\nThis action will remove a number of instances (specified by the Num parameter) of the specified item from the party. The items will be removed from players in order, for example; Player1 has 3 instances of \"MYITEM\" in their inventory, Player2 has 2 instance of \"MYITEM,\" and Player3 has 1 instance. If the action TakePartyItemNum(\"MYITEM\", 4) is run, all 3 instances of \"MYITEM\" will be taken from Player1, and 1 instance will be taken from Player2. This leaves Player2 and Player3 each with one instance of \"MYITEM.\" If the last item of an item type stored in a container STO file is removed by this action, the amount becomes zero. Items with zero quantities cannot be seen in-game, cannot be removed by TakePartyItem, and will not count toward a container's current item load. If the item to be taken is in a stack, and the stack is in a quickslot, the item will be removed, and the remaining stack will be placed in the inventory. If the inventory is full, the stack item will be dropped on the ground."
|
|
2214
|
+
}
|
|
2215
|
+
},
|
|
2216
|
+
"TakePartyItemRange": {
|
|
2217
|
+
"contents": {
|
|
2218
|
+
"kind": "markdown",
|
|
2219
|
+
"value": "```weidu-baf-tooltip\nTakePartyItemRange(S:Item)\n```\nThis action instructs the active creature to take the specified item from the party, if they are nearby. A range for the action cannot be specified."
|
|
2220
|
+
}
|
|
2221
|
+
},
|
|
2222
|
+
"TextScreen": {
|
|
2223
|
+
"contents": {
|
|
2224
|
+
"kind": "markdown",
|
|
2225
|
+
"value": "```weidu-baf-tooltip\nTextScreen(S:TextList)\n```\nThis action displays a textscreen, showing text and graphics from the specified 2DA file."
|
|
2226
|
+
}
|
|
2227
|
+
},
|
|
2228
|
+
"TransformItem": {
|
|
2229
|
+
"contents": {
|
|
2230
|
+
"kind": "markdown",
|
|
2231
|
+
"value": "```weidu-baf-tooltip\nTransformItem(S:OldItem, S:NewItem)\n```\nThis action changes the item specified by the OldItem parameter into the item specified by the NewItem parameter, retaining the charges/flags of OldItem."
|
|
2232
|
+
}
|
|
2233
|
+
},
|
|
2234
|
+
"TriggerActivation": {
|
|
2235
|
+
"contents": {
|
|
2236
|
+
"kind": "markdown",
|
|
2237
|
+
"value": "```weidu-baf-tooltip\nTriggerActivation(O:Object, I:State*Boolean)\n```\nThis action is used in conjunction with trigger region in ARE files. The action sets the activation state a trigger region (specified by the object parameter)."
|
|
2238
|
+
}
|
|
2239
|
+
},
|
|
2240
|
+
"Turn": {
|
|
2241
|
+
"contents": {
|
|
2242
|
+
"kind": "markdown",
|
|
2243
|
+
"value": "```weidu-baf-tooltip\nTurn()\n```\nThis action turns any undead creatures within range of the active creature. This action can be used for any creature (not just paladins/clerics) though success in turning is dependent on the Turn Undead level of the creature, which is only calculated for paladins and clerics. The chance to successfully turn undead is based on creatures level and class. Paladins turn at 2 levels less than clerics of the same level. An undead creature will be destroyed/controlled if its level is more than 7 levels below the active creatures turn undead level. An undead creature may be turned (i.e. forced to flee) is its level is equal to, or up to 4 levels below, the active creatures turn undead level.\n\n```\nIF\n See([EVILCUTOFF])\n General([EVILCUTOFF],UNDEAD)\n LevelGT(Mysel f,12)\n OR(2)\n Class(Myself,PALADIN_ALL)\n Class(Myself,CLERIC_ALL)\nTHEN\n RESPONSE #100\n Turn()\nEND\n```"
|
|
2244
|
+
}
|
|
2245
|
+
},
|
|
2246
|
+
"UndoExplore": {
|
|
2247
|
+
"contents": {
|
|
2248
|
+
"kind": "markdown",
|
|
2249
|
+
"value": "```weidu-baf-tooltip\nUndoExplore()\n```\nThis action resets the fog of war for the area the active creature is in.\n\n```\nIF\n True()\nTHEN\n RESPONSE #100\n UndoExplore()\nEND\n```"
|
|
2250
|
+
}
|
|
2251
|
+
},
|
|
2252
|
+
"UnhideGUI": {
|
|
2253
|
+
"contents": {
|
|
2254
|
+
"kind": "markdown",
|
|
2255
|
+
"value": "```weidu-baf-tooltip\nUnhideGUI()\n```\nThis action restores the docking borders, menus etc. to the sides of the screen."
|
|
2256
|
+
}
|
|
2257
|
+
},
|
|
2258
|
+
"Unlock": {
|
|
2259
|
+
"contents": {
|
|
2260
|
+
"kind": "markdown",
|
|
2261
|
+
"value": "```weidu-baf-tooltip\nUnlock(O:Object)\n```\nThis action will unlock the specified door/container."
|
|
2262
|
+
}
|
|
2263
|
+
},
|
|
2264
|
+
"UnlockScroll": {
|
|
2265
|
+
"contents": {
|
|
2266
|
+
"kind": "markdown",
|
|
2267
|
+
"value": "```weidu-baf-tooltip\nUnlockScroll()\n```\nThis action unlocks the screen if it has been locked.\n\n```\nIF\n OR(2)\n HotKey(H)\n !CombatCounter(0)\nTHEN\n RESPONSE #100\n UnlockScroll()\nEND\n```"
|
|
2268
|
+
}
|
|
2269
|
+
},
|
|
2270
|
+
"UseContainer": {
|
|
2271
|
+
"contents": {
|
|
2272
|
+
"kind": "markdown",
|
|
2273
|
+
"value": "```weidu-baf-tooltip\nUseContainer()\n```\nThis action is used by the engine internally. An object id is expected in the in1 parameter."
|
|
2274
|
+
}
|
|
2275
|
+
},
|
|
2276
|
+
"UseDoor": {
|
|
2277
|
+
"contents": {
|
|
2278
|
+
"kind": "markdown",
|
|
2279
|
+
"value": "```weidu-baf-tooltip\nUseDoor()\n```\nThis action is used by the engine internally. An object id is expected in the in1 parameter."
|
|
2280
|
+
}
|
|
2281
|
+
},
|
|
2282
|
+
"UseItem": {
|
|
2283
|
+
"contents": {
|
|
2284
|
+
"kind": "markdown",
|
|
2285
|
+
"value": "```weidu-baf-tooltip\nUseItem(S:Object, O:Target)\n```\nThis action instructs the active creature to use the specified item (object) on the specified target (target). The ability number (i.e. extended header index) to use may be specified. This action is most often used to allow use of potions and wands. The item to be used must exist in the active creature's inventory (not in a container within the inventory) - though it need not be equipped.\n\n```\nIF\n HPPercentLT(Myself,50)\n HasItem(\"potn52\",Myself)\nTHEN\n RESPONSE #100\n DisplayStringHead(Myself,46150) //quaffs a potion\n UseItem(\"potn52\",Myself)\n Continue()\nEND\n```\n\nIWDEE supports also the `UseItemAbility` signature:\n```\nIF\n !StateCheck(Myself,STATE_MIRRORIMAGE)\n GlobalLT(\"MO_UsedIlbratha\",\"GLOBAL\",1)\n HasItemEquiped(\"SW1H26\",Myself) // Ilbratha +1\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n UseItemAbility(\"SW1H26\",Myself,SLOT_AMMO3,1) // Ilbratha +1\n SetInterrupt(TRUE)\n IncrementGlobal(\"MO_UsedIlbratha\",\"GLOBAL\",1)\nEND\n```"
|
|
2286
|
+
}
|
|
2287
|
+
},
|
|
2288
|
+
"UseItemAbility": {
|
|
2289
|
+
"contents": {
|
|
2290
|
+
"kind": "markdown",
|
|
2291
|
+
"value": "```weidu-baf-tooltip\nUseItemAbility(S:Object, O:Target, I:Slot, I:Ability)\n```\nThis action instructs the active creature to use the specified item (object) on the specified target (target). The ability number (i.e. extended header index) to use may be specified. This action is most often used to allow use of potions and wands. The item to be used must exist in the active creature's inventory (not in a container within the inventory) - though it need not be equipped.\n\n```\nIF\n HPPercentLT(Myself,50)\n HasItem(\"potn52\",Myself)\nTHEN\n RESPONSE #100\n DisplayStringHead(Myself,46150) //quaffs a potion\n UseItem(\"potn52\",Myself)\n Continue()\nEND\n```\n\nIWDEE supports also the `UseItemAbility` signature:\n```\nIF\n !StateCheck(Myself,STATE_MIRRORIMAGE)\n GlobalLT(\"MO_UsedIlbratha\",\"GLOBAL\",1)\n HasItemEquiped(\"SW1H26\",Myself) // Ilbratha +1\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n UseItemAbility(\"SW1H26\",Myself,SLOT_AMMO3,1) // Ilbratha +1\n SetInterrupt(TRUE)\n IncrementGlobal(\"MO_UsedIlbratha\",\"GLOBAL\",1)\nEND\n```"
|
|
2292
|
+
}
|
|
2293
|
+
},
|
|
2294
|
+
"UseItemSlot": {
|
|
2295
|
+
"contents": {
|
|
2296
|
+
"kind": "markdown",
|
|
2297
|
+
"value": "```weidu-baf-tooltip\nUseItemSlot(O:Target, I:Slot)\n```\nThis action instructs the active creature to use the specified item (object) on the specified target (target). The ability number (i.e. extended header index) to use may be specified. This action is most often used to allow use of potions and wands. The item to be used must exist in the active creature's inventory (not in a container within the inventory) - though it need not be equipped.\n\n```\nIF\n HPPercentLT(Myself,50)\n HasItem(\"potn52\",Myself)\nTHEN\n RESPONSE #100\n DisplayStringHead(Myself,46150) //quaffs a potion\n UseItem(\"potn52\",Myself)\n Continue()\nEND\n```\n\nIWDEE supports also the `UseItemAbility` signature:\n```\nIF\n !StateCheck(Myself,STATE_MIRRORIMAGE)\n GlobalLT(\"MO_UsedIlbratha\",\"GLOBAL\",1)\n HasItemEquiped(\"SW1H26\",Myself) // Ilbratha +1\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n UseItemAbility(\"SW1H26\",Myself,SLOT_AMMO3,1) // Ilbratha +1\n SetInterrupt(TRUE)\n IncrementGlobal(\"MO_UsedIlbratha\",\"GLOBAL\",1)\nEND\n```"
|
|
2298
|
+
}
|
|
2299
|
+
},
|
|
2300
|
+
"UseItemSlotAbility": {
|
|
2301
|
+
"contents": {
|
|
2302
|
+
"kind": "markdown",
|
|
2303
|
+
"value": "```weidu-baf-tooltip\nUseItemSlotAbility(O:Target, I:Slot, I:Ability)\n```\nThis action instructs the active creature to use the specified item (object) on the specified target (target). The ability number (i.e. extended header index) to use may be specified. This action is most often used to allow use of potions and wands. The item to be used must exist in the active creature's inventory (not in a container within the inventory) - though it need not be equipped.\n\n```\nIF\n HPPercentLT(Myself,50)\n HasItem(\"potn52\",Myself)\nTHEN\n RESPONSE #100\n DisplayStringHead(Myself,46150) //quaffs a potion\n UseItem(\"potn52\",Myself)\n Continue()\nEND\n```\n\nIWDEE supports also the `UseItemAbility` signature:\n```\nIF\n !StateCheck(Myself,STATE_MIRRORIMAGE)\n GlobalLT(\"MO_UsedIlbratha\",\"GLOBAL\",1)\n HasItemEquiped(\"SW1H26\",Myself) // Ilbratha +1\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n UseItemAbility(\"SW1H26\",Myself,SLOT_AMMO3,1) // Ilbratha +1\n SetInterrupt(TRUE)\n IncrementGlobal(\"MO_UsedIlbratha\",\"GLOBAL\",1)\nEND\n```"
|
|
2304
|
+
}
|
|
2305
|
+
},
|
|
2306
|
+
"VEquip": {
|
|
2307
|
+
"contents": {
|
|
2308
|
+
"kind": "markdown",
|
|
2309
|
+
"value": "```weidu-baf-tooltip\nVEquip(I:item)\n```\nThis action will sequentially change the visual representation of armour the active creature is wearing. The action cycles from the lowest (none) to the highest (plate mail) armour level."
|
|
2310
|
+
}
|
|
2311
|
+
},
|
|
2312
|
+
"VerbalConstant": {
|
|
2313
|
+
"contents": {
|
|
2314
|
+
"kind": "markdown",
|
|
2315
|
+
"value": "```weidu-baf-tooltip\nVerbalConstant(O:Object, I:Constant*Soundoff)\n```\nThis action plays a sound linked to the object.\n\n```\nIF\n Delay(2)\n HPPercentLT(Myself,35)\nTHEN\n RESPONSE #95\n Shout(HURT)\n Continue()\n RESPONSE #5\n VerbalConstant(Myself,HURT)\n Shout(HURT)\n Continue()\nEND\n```"
|
|
2316
|
+
}
|
|
2317
|
+
},
|
|
2318
|
+
"VerbalConstantHead": {
|
|
2319
|
+
"contents": {
|
|
2320
|
+
"kind": "markdown",
|
|
2321
|
+
"value": "```weidu-baf-tooltip\nVerbalConstantHead(O:Object, I:Constant*Soundoff)\n```\nThis action plays the specified sound from the character's soundset."
|
|
2322
|
+
}
|
|
2323
|
+
},
|
|
2324
|
+
"Wait": {
|
|
2325
|
+
"contents": {
|
|
2326
|
+
"kind": "markdown",
|
|
2327
|
+
"value": "```weidu-baf-tooltip\nWait(I:Time)\n```\nThis action causes a delay in script processing. The time is measured in seconds.\n\n```\nIF\n See(Player1)\n See(Player6)\nTHEN\n RESPONSE #100\n MoveToObject(Player1)\n Wait(2)\n MoveToObject(Player6)\n Wait(4)\nEND\n```"
|
|
2328
|
+
}
|
|
2329
|
+
},
|
|
2330
|
+
"WaitForVoiceChannel": {
|
|
2331
|
+
"contents": {
|
|
2332
|
+
"kind": "markdown",
|
|
2333
|
+
"value": "```weidu-baf-tooltip\nWaitForVoiceChannel()\n```\nThis action delays subsequent script actions until the voice channel of the active creature is ready to play a new sound."
|
|
2334
|
+
}
|
|
2335
|
+
},
|
|
2336
|
+
"WaitRandom": {
|
|
2337
|
+
"contents": {
|
|
2338
|
+
"kind": "markdown",
|
|
2339
|
+
"value": "```weidu-baf-tooltip\nWaitRandom(I:MinTime, I:MaxTime)\n```\nSimilar to [Wait(x)](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#63), but waits at least MinTime and at most MaxTime (seconds)."
|
|
2340
|
+
}
|
|
2341
|
+
},
|
|
2342
|
+
"WaitSync": {
|
|
2343
|
+
"contents": {
|
|
2344
|
+
"kind": "markdown",
|
|
2345
|
+
"value": "```weidu-baf-tooltip\nWaitSync(I:Amount)\n```\nIt is likely that it behaves like a combination of [Wait()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#63) and [MultiPlayerSync()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#183)."
|
|
2346
|
+
}
|
|
2347
|
+
},
|
|
2348
|
+
"WaitWait": {
|
|
2349
|
+
"contents": {
|
|
2350
|
+
"kind": "markdown",
|
|
2351
|
+
"value": "```weidu-baf-tooltip\nWaitWait(I:Time)\n```\nThis action functions the same as Wait."
|
|
2352
|
+
}
|
|
2353
|
+
},
|
|
2354
|
+
"Weather": {
|
|
2355
|
+
"contents": {
|
|
2356
|
+
"kind": "markdown",
|
|
2357
|
+
"value": "```weidu-baf-tooltip\nWeather(I:Weather*Weather)\n```\nThis action changes the weather. The action only works in outdoors areas that have weather enabled in the ARE file. Values for the weather parameter are from [weather.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/weather.htm). Note that the fog weather type does not work.\n\n```\nIF\n Global(\"KRSTORM\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n Weather(RAIN)\n SetGlobal(\"KRSTORM\",\"GLOBAL\",1)\nEND\n```\n\n\nIn the EE's, the action has no effect if `Weather` has been disabled in the game options.\nIn addition, Fog option needs `Enable Fog` to be enabled in the game options.\n"
|
|
2358
|
+
}
|
|
2359
|
+
},
|
|
2360
|
+
"XEquipItem": {
|
|
2361
|
+
"contents": {
|
|
2362
|
+
"kind": "markdown",
|
|
2363
|
+
"value": "```weidu-baf-tooltip\nXEquipItem(S:Item, O:Object, I:Slot*Slots, I:EquipUnEquip*Xequip)\n```\nThis action puts the item specified by the Item parameter in the slot specified by the Slot parameter of the creature specified by the Object parameter in the style specified by the Equip/UnEquip parameter.\n\nCode snippet:\n```\nIF\n True()\nTHEN\n RESPONSE #100\n XEquipItem(\"HAMM01\",Protagonist,SLOT_WEAPON1,EQUIP) // War Hammer\nEND\n```"
|
|
2364
|
+
}
|
|
2365
|
+
},
|
|
2366
|
+
"ZoomLock": {
|
|
2367
|
+
"contents": {
|
|
2368
|
+
"kind": "markdown",
|
|
2369
|
+
"value": "```weidu-baf-tooltip\nZoomLock(I:Lock*Boolean)\n```\nThis action can be used to set zoom to 100%. When set to TRUE zoom factor is locked at 100% and can not be changed by user input. Setting it to FALSE restores the original zoom factor. The zoom lock state is not saved."
|
|
2370
|
+
}
|
|
2371
|
+
},
|
|
2372
|
+
"FIRE_RING": {
|
|
2373
|
+
"contents": {
|
|
2374
|
+
"kind": "markdown",
|
|
2375
|
+
"value": "```weidu-baf-tooltip\n0x0000\n```\nanimate.ids"
|
|
2376
|
+
}
|
|
2377
|
+
},
|
|
2378
|
+
"CHUNKS": {
|
|
2379
|
+
"contents": {
|
|
2380
|
+
"kind": "markdown",
|
|
2381
|
+
"value": "```weidu-baf-tooltip\n0x0100\n```\nanimate.ids"
|
|
2382
|
+
}
|
|
2383
|
+
},
|
|
2384
|
+
"EXPLODING_ARM": {
|
|
2385
|
+
"contents": {
|
|
2386
|
+
"kind": "markdown",
|
|
2387
|
+
"value": "```weidu-baf-tooltip\n0x0200\n```\nanimate.ids"
|
|
2388
|
+
}
|
|
2389
|
+
},
|
|
2390
|
+
"EXPLODING_HEAD": {
|
|
2391
|
+
"contents": {
|
|
2392
|
+
"kind": "markdown",
|
|
2393
|
+
"value": "```weidu-baf-tooltip\n0x0210\n```\nanimate.ids"
|
|
2394
|
+
}
|
|
2395
|
+
},
|
|
2396
|
+
"EXPLODING_FOOT": {
|
|
2397
|
+
"contents": {
|
|
2398
|
+
"kind": "markdown",
|
|
2399
|
+
"value": "```weidu-baf-tooltip\n0x0220\n```\nanimate.ids"
|
|
2400
|
+
}
|
|
2401
|
+
},
|
|
2402
|
+
"EXPLODING_TORSO": {
|
|
2403
|
+
"contents": {
|
|
2404
|
+
"kind": "markdown",
|
|
2405
|
+
"value": "```weidu-baf-tooltip\n0x0230\n```\nanimate.ids"
|
|
2406
|
+
}
|
|
2407
|
+
},
|
|
2408
|
+
"EXPLODING_LEG": {
|
|
2409
|
+
"contents": {
|
|
2410
|
+
"kind": "markdown",
|
|
2411
|
+
"value": "```weidu-baf-tooltip\n0x0240\n```\nanimate.ids"
|
|
2412
|
+
}
|
|
2413
|
+
},
|
|
2414
|
+
"SMOKE_PUFF_LARGE": {
|
|
2415
|
+
"contents": {
|
|
2416
|
+
"kind": "markdown",
|
|
2417
|
+
"value": "```weidu-baf-tooltip\n0x0300\n```\nanimate.ids"
|
|
2418
|
+
}
|
|
2419
|
+
},
|
|
2420
|
+
"SMOKE_PUFF_SMALL": {
|
|
2421
|
+
"contents": {
|
|
2422
|
+
"kind": "markdown",
|
|
2423
|
+
"value": "```weidu-baf-tooltip\n0x0301\n```\nanimate.ids"
|
|
2424
|
+
}
|
|
2425
|
+
},
|
|
2426
|
+
"TRAP_SKULL": {
|
|
2427
|
+
"contents": {
|
|
2428
|
+
"kind": "markdown",
|
|
2429
|
+
"value": "```weidu-baf-tooltip\n0x0400\n```\nanimate.ids"
|
|
2430
|
+
}
|
|
2431
|
+
},
|
|
2432
|
+
"TRAP_GLYPH": {
|
|
2433
|
+
"contents": {
|
|
2434
|
+
"kind": "markdown",
|
|
2435
|
+
"value": "```weidu-baf-tooltip\n0x0410\n```\nanimate.ids"
|
|
2436
|
+
}
|
|
2437
|
+
},
|
|
2438
|
+
"CLOUD_TRAVEL": {
|
|
2439
|
+
"contents": {
|
|
2440
|
+
"kind": "markdown",
|
|
2441
|
+
"value": "```weidu-baf-tooltip\n0x0500\n```\nanimate.ids"
|
|
2442
|
+
}
|
|
2443
|
+
},
|
|
2444
|
+
"CLOUD_STATIC": {
|
|
2445
|
+
"contents": {
|
|
2446
|
+
"kind": "markdown",
|
|
2447
|
+
"value": "```weidu-baf-tooltip\n0x0510\n```\nanimate.ids"
|
|
2448
|
+
}
|
|
2449
|
+
},
|
|
2450
|
+
"STORM_TRAVEL": {
|
|
2451
|
+
"contents": {
|
|
2452
|
+
"kind": "markdown",
|
|
2453
|
+
"value": "```weidu-baf-tooltip\n0x0600\n```\nanimate.ids"
|
|
2454
|
+
}
|
|
2455
|
+
},
|
|
2456
|
+
"STORM_STATIC": {
|
|
2457
|
+
"contents": {
|
|
2458
|
+
"kind": "markdown",
|
|
2459
|
+
"value": "```weidu-baf-tooltip\n0x0610\n```\nanimate.ids"
|
|
2460
|
+
}
|
|
2461
|
+
},
|
|
2462
|
+
"GREASE_TRAVEL": {
|
|
2463
|
+
"contents": {
|
|
2464
|
+
"kind": "markdown",
|
|
2465
|
+
"value": "```weidu-baf-tooltip\n0x0700\n```\nanimate.ids"
|
|
2466
|
+
}
|
|
2467
|
+
},
|
|
2468
|
+
"GREASE_STATIC": {
|
|
2469
|
+
"contents": {
|
|
2470
|
+
"kind": "markdown",
|
|
2471
|
+
"value": "```weidu-baf-tooltip\n0x0710\n```\nanimate.ids"
|
|
2472
|
+
}
|
|
2473
|
+
},
|
|
2474
|
+
"WEB_TRAVEL": {
|
|
2475
|
+
"contents": {
|
|
2476
|
+
"kind": "markdown",
|
|
2477
|
+
"value": "```weidu-baf-tooltip\n0x0800\n```\nanimate.ids"
|
|
2478
|
+
}
|
|
2479
|
+
},
|
|
2480
|
+
"WEB_STATIC": {
|
|
2481
|
+
"contents": {
|
|
2482
|
+
"kind": "markdown",
|
|
2483
|
+
"value": "```weidu-baf-tooltip\n0x0810\n```\nanimate.ids"
|
|
2484
|
+
}
|
|
2485
|
+
},
|
|
2486
|
+
"WYVERN_BIG": {
|
|
2487
|
+
"contents": {
|
|
2488
|
+
"kind": "markdown",
|
|
2489
|
+
"value": "```weidu-baf-tooltip\n0x1000\n```\nanimate.ids"
|
|
2490
|
+
}
|
|
2491
|
+
},
|
|
2492
|
+
"TANARRI": {
|
|
2493
|
+
"contents": {
|
|
2494
|
+
"kind": "markdown",
|
|
2495
|
+
"value": "```weidu-baf-tooltip\n0x1100\n```\nanimate.ids"
|
|
2496
|
+
}
|
|
2497
|
+
},
|
|
2498
|
+
"DRAGON_RED": {
|
|
2499
|
+
"contents": {
|
|
2500
|
+
"kind": "markdown",
|
|
2501
|
+
"value": "```weidu-baf-tooltip\n0x1200\n```\nanimate.ids"
|
|
2502
|
+
}
|
|
2503
|
+
},
|
|
2504
|
+
"DRAGON_BLACK": {
|
|
2505
|
+
"contents": {
|
|
2506
|
+
"kind": "markdown",
|
|
2507
|
+
"value": "```weidu-baf-tooltip\n0x1201\n```\nanimate.ids"
|
|
2508
|
+
}
|
|
2509
|
+
},
|
|
2510
|
+
"DRAGON_SILVER": {
|
|
2511
|
+
"contents": {
|
|
2512
|
+
"kind": "markdown",
|
|
2513
|
+
"value": "```weidu-baf-tooltip\n0x1202\n```\nanimate.ids"
|
|
2514
|
+
}
|
|
2515
|
+
},
|
|
2516
|
+
"DRAGON_GREEN": {
|
|
2517
|
+
"contents": {
|
|
2518
|
+
"kind": "markdown",
|
|
2519
|
+
"value": "```weidu-baf-tooltip\n0x1203\n```\nanimate.ids"
|
|
2520
|
+
}
|
|
2521
|
+
},
|
|
2522
|
+
"DRAGON_AQUA": {
|
|
2523
|
+
"contents": {
|
|
2524
|
+
"kind": "markdown",
|
|
2525
|
+
"value": "```weidu-baf-tooltip\n0x1204\n```\nanimate.ids"
|
|
2526
|
+
}
|
|
2527
|
+
},
|
|
2528
|
+
"DRAGON_BLUE": {
|
|
2529
|
+
"contents": {
|
|
2530
|
+
"kind": "markdown",
|
|
2531
|
+
"value": "```weidu-baf-tooltip\n0x1205\n```\nanimate.ids"
|
|
2532
|
+
}
|
|
2533
|
+
},
|
|
2534
|
+
"DRAGON_BROWN": {
|
|
2535
|
+
"contents": {
|
|
2536
|
+
"kind": "markdown",
|
|
2537
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2842
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2859
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2862
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2990
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3000
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}
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"value": "```weidu-baf-tooltip\n0x6201\n```\nanimate.ids"
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}
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3110
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}
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4086
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}
|
|
4399
|
+
},
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|
4400
|
+
"SLOT_AMMO3": {
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|
4401
|
+
"contents": {
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|
4402
|
+
"kind": "markdown",
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|
4403
|
+
"value": "```weidu-baf-tooltip\n14\n```\nslots.ids"
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|
4404
|
+
}
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|
4405
|
+
},
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|
4406
|
+
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|
4407
|
+
"contents": {
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|
4408
|
+
"kind": "markdown",
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|
4409
|
+
"value": "```weidu-baf-tooltip\n15\n```\nslots.ids"
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|
4410
|
+
}
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4411
|
+
},
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4412
|
+
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|
4413
|
+
"contents": {
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4414
|
+
"kind": "markdown",
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4415
|
+
"value": "```weidu-baf-tooltip\n16\n```\nslots.ids"
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4416
|
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}
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4417
|
+
},
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4418
|
+
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|
4419
|
+
"contents": {
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|
4420
|
+
"kind": "markdown",
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|
4421
|
+
"value": "```weidu-baf-tooltip\n17\n```\nslots.ids"
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|
4422
|
+
}
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|
4423
|
+
},
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4424
|
+
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|
4425
|
+
"contents": {
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|
4426
|
+
"kind": "markdown",
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|
4427
|
+
"value": "```weidu-baf-tooltip\n18\n```\nslots.ids"
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|
4428
|
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}
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4429
|
+
},
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4430
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+
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|
4431
|
+
"contents": {
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4432
|
+
"kind": "markdown",
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|
4433
|
+
"value": "```weidu-baf-tooltip\n19\n```\nslots.ids"
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|
4434
|
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}
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4435
|
+
},
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4436
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|
4437
|
+
"contents": {
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|
4438
|
+
"kind": "markdown",
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|
4439
|
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"value": "```weidu-baf-tooltip\n20\n```\nslots.ids"
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|
4440
|
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}
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4441
|
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},
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4442
|
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|
4443
|
+
"contents": {
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|
4444
|
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"kind": "markdown",
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|
4445
|
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"value": "```weidu-baf-tooltip\n21\n```\nslots.ids"
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4446
|
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}
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4447
|
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},
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4448
|
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|
4449
|
+
"contents": {
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|
4450
|
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"kind": "markdown",
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|
4451
|
+
"value": "```weidu-baf-tooltip\n22\n```\nslots.ids"
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|
4452
|
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}
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4453
|
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},
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4454
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|
4455
|
+
"contents": {
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|
4456
|
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"kind": "markdown",
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|
4457
|
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"value": "```weidu-baf-tooltip\n23\n```\nslots.ids"
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|
4458
|
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}
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4459
|
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},
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|
4460
|
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|
4461
|
+
"contents": {
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|
4462
|
+
"kind": "markdown",
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|
4463
|
+
"value": "```weidu-baf-tooltip\n24\n```\nslots.ids"
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|
4464
|
+
}
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|
4465
|
+
},
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|
4466
|
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"SLOT_MISC10": {
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|
4467
|
+
"contents": {
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|
4468
|
+
"kind": "markdown",
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|
4469
|
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"value": "```weidu-baf-tooltip\n25\n```\nslots.ids"
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|
4470
|
+
}
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|
4471
|
+
},
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|
4472
|
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|
4473
|
+
"contents": {
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|
4474
|
+
"kind": "markdown",
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|
4475
|
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"value": "```weidu-baf-tooltip\n26\n```\nslots.ids"
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|
4476
|
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}
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|
4477
|
+
},
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|
4478
|
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"SLOT_MISC12": {
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|
4479
|
+
"contents": {
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|
4480
|
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"kind": "markdown",
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|
4481
|
+
"value": "```weidu-baf-tooltip\n27\n```\nslots.ids"
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|
4482
|
+
}
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|
4483
|
+
},
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|
4484
|
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"SLOT_MISC13": {
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|
4485
|
+
"contents": {
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|
4486
|
+
"kind": "markdown",
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|
4487
|
+
"value": "```weidu-baf-tooltip\n28\n```\nslots.ids"
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|
4488
|
+
}
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|
4489
|
+
},
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|
4490
|
+
"SLOT_MISC14": {
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|
4491
|
+
"contents": {
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|
4492
|
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"kind": "markdown",
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|
4493
|
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"value": "```weidu-baf-tooltip\n29\n```\nslots.ids"
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|
4494
|
+
}
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|
4495
|
+
},
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|
4496
|
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"SLOT_MISC15": {
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|
4497
|
+
"contents": {
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|
4498
|
+
"kind": "markdown",
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|
4499
|
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"value": "```weidu-baf-tooltip\n30\n```\nslots.ids"
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|
4500
|
+
}
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|
4501
|
+
},
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|
4502
|
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"SLOT_MISC16": {
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|
4503
|
+
"contents": {
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|
4504
|
+
"kind": "markdown",
|
|
4505
|
+
"value": "```weidu-baf-tooltip\n31\n```\nslots.ids"
|
|
4506
|
+
}
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|
4507
|
+
},
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|
4508
|
+
"SLOT_MISC17": {
|
|
4509
|
+
"contents": {
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|
4510
|
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"kind": "markdown",
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|
4511
|
+
"value": "```weidu-baf-tooltip\n32\n```\nslots.ids"
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|
4512
|
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}
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|
4513
|
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},
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|
4514
|
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"SLOT_MISC18": {
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|
4515
|
+
"contents": {
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|
4516
|
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"kind": "markdown",
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|
4517
|
+
"value": "```weidu-baf-tooltip\n33\n```\nslots.ids"
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|
4518
|
+
}
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|
4519
|
+
},
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|
4520
|
+
"SLOT_MISC19": {
|
|
4521
|
+
"contents": {
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|
4522
|
+
"kind": "markdown",
|
|
4523
|
+
"value": "```weidu-baf-tooltip\n34\n```\nslots.ids"
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|
4524
|
+
}
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|
4525
|
+
},
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|
4526
|
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"SLOT_WEAPON0": {
|
|
4527
|
+
"contents": {
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|
4528
|
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"kind": "markdown",
|
|
4529
|
+
"value": "```weidu-baf-tooltip\n35\n```\nslots.ids"
|
|
4530
|
+
}
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|
4531
|
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},
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|
4532
|
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"SLOT_WEAPON1": {
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|
4533
|
+
"contents": {
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|
4534
|
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"kind": "markdown",
|
|
4535
|
+
"value": "```weidu-baf-tooltip\n36\n```\nslots.ids"
|
|
4536
|
+
}
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|
4537
|
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},
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|
4538
|
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"SLOT_WEAPON2": {
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|
4539
|
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"contents": {
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|
4540
|
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"kind": "markdown",
|
|
4541
|
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"value": "```weidu-baf-tooltip\n37\n```\nslots.ids"
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|
4542
|
+
}
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|
4543
|
+
},
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|
4544
|
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"SLOT_WEAPON3": {
|
|
4545
|
+
"contents": {
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|
4546
|
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"kind": "markdown",
|
|
4547
|
+
"value": "```weidu-baf-tooltip\n38\n```\nslots.ids"
|
|
4548
|
+
}
|
|
4549
|
+
}
|
|
4550
|
+
}
|