@bgforge/mls-server 3.1.3 → 3.2.1
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/README.md +2 -1
- package/out/completion.fallout-ssl.json +50 -50
- package/out/completion.weidu-baf.json +2794 -218
- package/out/completion.weidu-d.json +16 -8
- package/out/completion.weidu-tp2.json +12 -6
- package/out/engine-proc-docs.json +1 -1
- package/out/hover.fallout-ssl.json +50 -50
- package/out/hover.weidu-baf.json +1753 -211
- package/out/hover.weidu-d.json +4 -4
- package/out/hover.weidu-tp2.json +1 -1
- package/out/server.js +448 -438
- package/out/td-plugin.js +1 -1
- package/out/tree-sitter-ssl.wasm +0 -0
- package/out/tree-sitter-weidu_tp2.wasm +0 -0
- package/out/tssl-plugin.js +1 -1
- package/package.json +3 -3
package/out/hover.weidu-baf.json
CHANGED
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@@ -2,7 +2,7 @@
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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
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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```\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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@@ -32,7 +32,7 @@
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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:
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"value": "```weidu-baf-tooltip\nAddExperiencePartyGlobal(S:Name, S:Scope)\n```\nThis action adds experience to the party, with the amount corresponding to a global variable.\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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"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
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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```\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(
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"value": "```weidu-baf-tooltip\nAddJournalEntry(StrRef: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```\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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"AddKit": {
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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,
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"value": "```weidu-baf-tooltip\nAddMapNote(P:Position, StrRef:String)\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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"AddMapNoteColor": {
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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(
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"value": "```weidu-baf-tooltip\nAddSpecialAbility(SplRef:Spell)\n```\nThis action adds the specified spell to the active creature. The message has gained a special ability: \"Ability\" is displayed in the message log."
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}
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"AddStoreItem": {
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@@ -164,13 +164,13 @@
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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
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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```\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\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"
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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(
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"value": "```weidu-baf-tooltip\nApplySpellRES(SplRef:Spell, 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```\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\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"
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}
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"AttachTransitionToDoor": {
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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
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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```\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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"AttackNoSound": {
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"AttackOneRound": {
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"contents": {
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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
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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```\nIF\n See(NearestEnemyOf())\nTHEN\n RESPONSE #100\n AttackOneRound(NearestEnemyOf())\nEND\n```"
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"AttackReevaluate": {
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"contents": {
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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
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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```\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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"BanterBlockFlag": {
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"CallLightning": {
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"contents": {
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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
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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```\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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"Calm": {
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"ChangeAIScript": {
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"contents": {
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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
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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```\nIF\n See([EVILCUTOFF.0.DOG])\nTHEN\n RESPONSE #100\n ChangeAIScript(\"DOGFIGHT\",DEFAULT)\nEND\n```"
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"ChangeAIType": {
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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
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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```\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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"contents": {
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"value": "```weidu-baf-tooltip\nChangeAnimation(
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"value": "```weidu-baf-tooltip\nChangeAnimation(CreRef:Creature)\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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"ChangeAnimationNoEffect": {
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"value": "```weidu-baf-tooltip\nChangeAnimationNoEffect(
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"value": "```weidu-baf-tooltip\nChangeAnimationNoEffect(CreRef:Creature)\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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"ChangeClass": {
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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
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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```\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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"ChangeEnemyAlly": {
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"contents": {
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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
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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```\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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"ChangeGender": {
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"contents": {
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"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
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"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```\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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"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
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"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```\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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"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
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"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```\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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"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
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"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```\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```"
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"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
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"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```\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```"
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"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
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"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```\nIF\n Global(\"AmsiHouse\",\"GLOBAL\",3)\n !Dead(\"amsi\")\nTHEN\n RESPONSE #100\n ClearAllActions()\n StartCutSceneMode()\n ActionOverride(\"amsi\",StartDialogueNoSet(Player1))\nEND\n```"
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"value": "```weidu-baf-tooltip\nCloseDoor(O:Object)\n```\nThis action closes the specified door. The example script is from ar0300.bcs.\n
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"value": "```weidu-baf-tooltip\nCloseDoor(O:Object)\n```\nThis action closes the specified door. The example script is from ar0300.bcs.\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```"
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"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
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"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```\nIF\n See(NearestEnemyOf())\n !InParty(NearestEnemyOf())\nTHEN\n RESPONSE #100\n AttackOneRound(NearestEnemyOf())\n Continue()\nEND\n```"
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"value": "```weidu-baf-tooltip\nCreateCreature(
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"value": "```weidu-baf-tooltip\nCreateCreature(CreRef:Creature, 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.\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```\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```"
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"value": "```weidu-baf-tooltip\nCreateCreatureAtLocation(S:GLOBAL, S:
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"value": "```weidu-baf-tooltip\nCreateCreatureAtLocation(S:GLOBAL, S:Scope, CreRef:Creature)\n```\nThis action creates the specified creature at the specified saved location."
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"value": "```weidu-baf-tooltip\nCreateCreatureCopyPoint(
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"value": "```weidu-baf-tooltip\nCreateCreatureCopyPoint(CreRef:Creature, 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."
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"value": "```weidu-baf-tooltip\nCreateCreatureDoor(
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"value": "```weidu-baf-tooltip\nCreateCreatureDoor(CreRef:Creature, 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)."
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"value": "```weidu-baf-tooltip\nCreateCreatureEffect(
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"value": "```weidu-baf-tooltip\nCreateCreatureEffect(CreRef:Creature, 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.\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```\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```"
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"value": "```weidu-baf-tooltip\nCreateCreatureImpassable(CreRef:Creature, 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)."
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"value": "```weidu-baf-tooltip\nCreateCreatureImpassableAllowOverlap(CreRef:Creature, 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."
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"CreateCreatureImpassableAllowOverlapEffect": {
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"value": "```weidu-baf-tooltip\nCreateCreatureImpassableAllowOverlapEffect(
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"value": "```weidu-baf-tooltip\nCreateCreatureImpassableAllowOverlapEffect(CreRef:Creature, 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."
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"CreateCreatureImpassableEffect": {
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"value": "```weidu-baf-tooltip\nCreateCreatureImpassableEffect(
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"value": "```weidu-baf-tooltip\nCreateCreatureImpassableEffect(CreRef:Creature, 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)."
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"CreateCreatureObject": {
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"value": "```weidu-baf-tooltip\nCreateCreatureObject(
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"value": "```weidu-baf-tooltip\nCreateCreatureObject(CreRef:Creature, 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."
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"CreateCreatureObjectCopy": {
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectCopy(CreRef:Creature, 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."
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"CreateCreatureObjectCopyEffect": {
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectCopyEffect(
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectCopyEffect(CreRef:Creature, S:Effect, O:Object)\n```\nThis action creates the specified creature and sets its animation to that of the active creature."
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"CreateCreatureObjectDoor": {
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectDoor(
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectDoor(CreRef:Creature, 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)."
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectEffect(
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectEffect(CreRef:Creature, 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."
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"CreateCreatureObjectOffScreen": {
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectOffScreen(
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectOffScreen(CreRef:Creature, 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."
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"CreateCreatureObjectOffset": {
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectOffset(
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"value": "```weidu-baf-tooltip\nCreateCreatureObjectOffset(CreRef:Creature, O:Object, P:Offset)\n```\nThis action creates the specified creature at a location offset from the target object point."
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"value": "```weidu-baf-tooltip\nCreateCreatureOffScreen(
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"value": "```weidu-baf-tooltip\nCreateCreatureOffScreen(CreRef:Creature, I:Face)\n```\nThis action creates the specified creature just offscreen from the active creature."
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"CreateItem": {
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"value": "```weidu-baf-tooltip\nCreateItem(
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"value": "```weidu-baf-tooltip\nCreateItem(ItmRef:Item, 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```\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```"
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}
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"CreateItemGlobal": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nCreateItemGlobal(S:Global, S:
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"value": "```weidu-baf-tooltip\nCreateItemGlobal(S:Global, S:Scope, ItmRef:Item)\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```\nIF\n Global(\"Arrows\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"Arrows\",\"LOCALS\",50)\n CreateItemNumGlobal(\"Arrows\",\"LOCALS\",\"AROW01\")\nEND\n```"
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}
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},
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"CreateItemNumGlobal": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nCreateItemNumGlobal(S:Global, S:
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"value": "```weidu-baf-tooltip\nCreateItemNumGlobal(S:Global, S:Scope, ItmRef:Item)\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```\nIF\n Global(\"Arrows\",\"LOCALS\",0)\nTHEN\n RESPONSE #100\n SetGlobal(\"Arrows\",\"LOCALS\",50)\n CreateItemNumGlobal(\"Arrows\",\"LOCALS\",\"AROW01\")\nEND\n```"
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}
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},
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"CreateVisualEffect": {
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"CutSceneId": {
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"contents": {
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"kind": "markdown",
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"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
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"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```\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```"
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}
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},
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"DayNight": {
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"contents": {
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"kind": "markdown",
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"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
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"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```\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```"
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}
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},
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"Deactivate": {
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"DestroyItem": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDestroyItem(
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"value": "```weidu-baf-tooltip\nDestroyItem(ItmRef:Item)\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```\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```"
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}
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},
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"DestroySelf": {
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"contents": {
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"kind": "markdown",
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"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
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"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```\nIF\n True()\nTHEN\n RESPONSE #100\n CutSceneId(\"CSCowl7\")\n ForceSpell(\"CSIren\",0)\n Wait(1)\n DestroySelf()\nEND\n```"
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}
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},
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"DetectSecretDoor": {
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"Dialog": {
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"contents": {
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"kind": "markdown",
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"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
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"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```\nIF\n GlobalTimerExpired(\"Yeslick\",\"GLOBAL\")\n Global(\"FLOODED\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n Dialogue([PC])\nEND\n```"
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}
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},
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"DialogForceInterrupt": {
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@@ -614,79 +614,79 @@
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"DisplayString": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayString(O:Object,
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"value": "```weidu-baf-tooltip\nDisplayString(O:Object, StrRef:String)\n```\nThis action displays the strref specified by the StrRef parameter in the message window, attributing the text to the specified object.\n```\nIF\n HasItem(\"potn52\",Myself)\n HPPercentLT((),50)\nTHEN\n RESPONSE #100\n UseItem(\"potn52\",Myself)\n DisplayString(Myself,46150)\nEND\n```"
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}
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},
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"DisplayStringHead": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringHead(O:Object,
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"value": "```weidu-baf-tooltip\nDisplayStringHead(O:Object, StrRef:String)\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```\nIF\n HPPercentLT(Myself,50)\n HasItem(\"Potn52\",Myself)\nTHEN\n RESPONSE #100\n DisplayStringHead(Myself,46150)\n UseItem(\"Potn52\",Myself)\nEND\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."
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}
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},
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"DisplayStringHeadDead": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringHeadDead(O:Object,
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"value": "```weidu-baf-tooltip\nDisplayStringHeadDead(O:Object, StrRef:String)\n```\nThis action displays the specified string over the head on the specified object (on the game-screen) even if the target is dead."
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}
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},
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"DisplayStringHeadNoLog": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringHeadNoLog(O:Object,
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+
"value": "```weidu-baf-tooltip\nDisplayStringHeadNoLog(O:Object, StrRef:String)\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 }})."
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}
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},
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"DisplayStringHeadOwner": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringHeadOwner(
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"value": "```weidu-baf-tooltip\nDisplayStringHeadOwner(ItmRef:Item, StrRef:String)\n```\nThis action displays the specified strref over the head of the creature with the specified item. The action only checks current party members."
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}
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},
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"DisplayStringNoName": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringNoName(O:Object,
|
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"value": "```weidu-baf-tooltip\nDisplayStringNoName(O:Object, StrRef:String)\n```\nThis action displays the strref specified by the StrRef parameter in the message window, without attributing the text to an object."
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}
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},
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"DisplayStringNoNameDlg": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringNoNameDlg(O:Object,
|
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"value": "```weidu-baf-tooltip\nDisplayStringNoNameDlg(O:Object, StrRef:String)\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."
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}
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},
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"DisplayStringNoNameHead": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringNoNameHead(O:Object,
|
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|
+
"value": "```weidu-baf-tooltip\nDisplayStringNoNameHead(O:Object, StrRef:String)\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."
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}
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},
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"DisplayStringPoint": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringPoint(P:Location,
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+
"value": "```weidu-baf-tooltip\nDisplayStringPoint(P:Location, StrRef:String)\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 }})."
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}
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},
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"DisplayStringPointLog": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringPointLog(P:Location,
|
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+
"value": "```weidu-baf-tooltip\nDisplayStringPointLog(P:Location, StrRef:String)\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 }})."
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}
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},
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"DisplayStringWait": {
|
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nDisplayStringWait(O:Object,
|
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+
"value": "```weidu-baf-tooltip\nDisplayStringWait(O:Object, StrRef:String)\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."
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}
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},
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"DropInventory": {
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"contents": {
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"kind": "markdown",
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|
-
"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
|
|
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|
+
"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```\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```"
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}
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},
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"DropItem": {
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"contents": {
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|
"kind": "markdown",
|
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|
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"value": "```weidu-baf-tooltip\nDropItem(
|
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+
"value": "```weidu-baf-tooltip\nDropItem(ItmRef:Item, 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```\nIF\n Clicked([ANYONE])\n Range(LastTrigger,12)\nTHEN\n RESPONSE #100\n DropItem(\"SCRL1B\",[345.1210])\nEND\n```"
|
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}
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},
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"EndCredits": {
|
|
@@ -698,49 +698,49 @@
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"EndCutSceneMode": {
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"contents": {
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"kind": "markdown",
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|
-
"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
|
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|
+
"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```\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```"
|
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}
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},
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"Enemy": {
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"contents": {
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"kind": "markdown",
|
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|
-
"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
|
|
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|
+
"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```\nIF\n AttackedBy([GOODCUTOFF],DEFAULT)\n Allegiance(Myself,NEUTRAL)\nTHEN\n RESPONSE #100\n Enemy()\nEND\n```"
|
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}
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},
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"EquipItem": {
|
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"contents": {
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"kind": "markdown",
|
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|
-
"value": "```weidu-baf-tooltip\nEquipItem(
|
|
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|
+
"value": "```weidu-baf-tooltip\nEquipItem(ItmRef:Item)\n```\nThis action instructs the active creature to equip the specified item.\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"
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}
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},
|
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"EquipItemEx": {
|
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"contents": {
|
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"kind": "markdown",
|
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719
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-
"value": "```weidu-baf-tooltip\nEquipItemEx(
|
|
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+
"value": "```weidu-baf-tooltip\nEquipItemEx(ItmRef:Item, I:EquipUnEquip)\n```\nThis action instructs the active creature to equip/unequip the specified item.\n\n- Item must be in the creature's inventory for the script action to function.\n- When used to [EQUIP](https://gibberlings3.github.io/iesdp/files/ids/bgee/xequip.htm#EQUIP), 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 [UNEQUIP](https://gibberlings3.github.io/iesdp/files/ids/bgee/xequip.htm#UNEQUIP), 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 [EQUIP](https://gibberlings3.github.io/iesdp/files/ids/bgee/xequip.htm#EQUIP) or [UNEQUIP](https://gibberlings3.github.io/iesdp/files/ids/bgee/xequip.htm#UNEQUIP) mode, or whether or not the item was in the backpack or equipped.\n"
|
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}
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},
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|
"EquipMostDamagingMelee": {
|
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"contents": {
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"kind": "markdown",
|
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|
-
"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
|
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+
"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```\nIF\n See([EVILCUTOFF])\nTHEN\n RESPONSE #100\n EquipMostDamagingMelee()\n Attack([EVILCUTOFF])\nEND\n```"
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}
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},
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"EquipRanged": {
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"contents": {
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"kind": "markdown",
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-
"value": "```weidu-baf-tooltip\nEquipRanged()\n```\nThis action instructs the active creature to a ranged weapon from the weapons available in the quickslots.\n
|
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+
"value": "```weidu-baf-tooltip\nEquipRanged()\n```\nThis action instructs the active creature to a ranged weapon from the weapons available in the quickslots.\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```"
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}
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},
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"EraseJournalEntry": {
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"contents": {
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"kind": "markdown",
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737
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-
"value": "```weidu-baf-tooltip\nEraseJournalEntry(
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+
"value": "```weidu-baf-tooltip\nEraseJournalEntry(StrRef:String)\n```\nThis action removes the specified strref from the journal, regardless of the journal section the entry is in - except the user section."
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}
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},
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"EscapeArea": {
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"contents": {
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"kind": "markdown",
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-
"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.\
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"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.\nThe action is uninterruptable; actions listed this one in a script may not execute as intended.\n```\nIF\n HPPercentLT(Myself,35)\nTHEN\n RESPONSE #100\n EscapeArea()\nEND\n```"
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}
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},
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"EscapeAreaDestroy": {
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@@ -752,7 +752,7 @@
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"EscapeAreaMove": {
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"contents": {
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"kind": "markdown",
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-
"value": "```weidu-baf-tooltip\nEscapeAreaMove(
|
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"value": "```weidu-baf-tooltip\nEscapeAreaMove(AREREF: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.\nThe action is uninterruptable; actions listed this one in a script may not execute as intended.\n```\nIF\n HPPercentLT(Myself,35)\nTHEN\n RESPONSE #100\n EscapeArea()\nEND\n```"
|
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}
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},
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"EscapeAreaNoSee": {
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@@ -770,7 +770,7 @@
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"EscapeAreaObjectMove": {
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"contents": {
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"kind": "markdown",
|
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|
-
"value": "```weidu-baf-tooltip\nEscapeAreaObjectMove(
|
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"value": "```weidu-baf-tooltip\nEscapeAreaObjectMove(AREREF:Area, 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."
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}
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},
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"ExitPocketPlane": {
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@@ -782,7 +782,7 @@
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"Explore": {
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"contents": {
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"kind": "markdown",
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785
|
-
"value": "```weidu-baf-tooltip\nExplore()\n```\nThis action removes the fog of war for the area the active creature is in.\n
|
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|
+
"value": "```weidu-baf-tooltip\nExplore()\n```\nThis action removes the fog of war for the area the active creature is in.\n```\nIF\n True()\nTHEN\n RESPONSE #100\n Explore()\nEND\n```"
|
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}
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},
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"ExportParty": {
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@@ -794,7 +794,7 @@
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"Face": {
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"contents": {
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|
"kind": "markdown",
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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
|
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"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```\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```"
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}
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},
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"FaceObject": {
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@@ -830,7 +830,7 @@
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"FindTraps": {
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"contents": {
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"kind": "markdown",
|
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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
|
|
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|
+
"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```\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```"
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}
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},
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"FlyToPoint": {
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@@ -848,7 +848,7 @@
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"FollowObjectFormation": {
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"contents": {
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"kind": "markdown",
|
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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
|
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|
+
"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```\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```"
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}
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},
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"ForceRandomEncounter": {
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@@ -866,79 +866,79 @@
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"ForceSpell": {
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"contents": {
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"kind": "markdown",
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|
-
"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
|
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"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```\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- 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 8th character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
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}
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},
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"ForceSpellPoint": {
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"contents": {
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"kind": "markdown",
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|
-
"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
|
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|
+
"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```\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- 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 8th character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
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}
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},
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"ForceSpellPointRES": {
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"contents": {
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"kind": "markdown",
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|
-
"value": "```weidu-baf-tooltip\nForceSpellPointRES(
|
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|
+
"value": "```weidu-baf-tooltip\nForceSpellPointRES(SplRef:Spell, 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```\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- Scripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
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}
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},
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"ForceSpellPointRange": {
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"contents": {
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"kind": "markdown",
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|
-
"value": "```weidu-baf-tooltip\nForceSpellPointRange(P:Target, I:Spell*Spell)\n```\nIt is likely that it will force the specified spell if the point is within range of the spell.\n\
|
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+
"value": "```weidu-baf-tooltip\nForceSpellPointRange(P:Target, I:Spell*Spell)\n```\nIt is likely that it will force the specified spell if the point is within range of the spell.\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
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}
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},
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"ForceSpellPointRangeRES": {
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"contents": {
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"kind": "markdown",
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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\
|
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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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
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}
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"ForceSpellRES": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nForceSpellRES(
|
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"value": "```weidu-baf-tooltip\nForceSpellRES(SplRef:Spell, O:Target, I:CastingLevel)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from suelfw9.bcs.\n```\nIF\n Global(\"Scene2\",\"AR2800\",2)\n See([ENEMY])\n Global(\"Fight\",\"LOCALS\",2)\nTHEN\n RESPONSE #100\n IncrementGlobal(\"Fight\",\"LOCALS\",1)\n ForceSpell([ENEMY],WIZARD_POWER_WORD_SLEEP)\nEND\n```\n\n- Scripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n- If `CastingLevel = 0`, then the action will use Caster Level.\n"
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}
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},
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"ForceSpellRange": {
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"contents": {
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"kind": "markdown",
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"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\
|
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|
+
"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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
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}
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},
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"ForceSpellRangeRES": {
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"contents": {
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"kind": "markdown",
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|
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"value": "```weidu-baf-tooltip\nForceSpellRangeRES(S:RES, O:Target)\n```\nIt is likely that it will force the specified spell if the target is within range of the spell.\n\
|
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911
|
+
"value": "```weidu-baf-tooltip\nForceSpellRangeRES(S:RES, O:Target)\n```\nIt is likely that it will force the specified spell if the target is within range of the spell.\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
|
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912
912
|
}
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913
913
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},
|
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914
914
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"Formation": {
|
|
915
915
|
"contents": {
|
|
916
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
|
|
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```\nIF\n CombatCounter(0)\n Allegiance(Myself,NEUTRAL)\nTHEN\n RESPONSE #100\n Formation(\"QSLMAGE1\",[-2.-5])\nEND\n```"
|
|
918
918
|
}
|
|
919
919
|
},
|
|
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920
|
"GameOver": {
|
|
921
921
|
"contents": {
|
|
922
922
|
"kind": "markdown",
|
|
923
|
-
"value": "```weidu-baf-tooltip\nGameOver(I:
|
|
923
|
+
"value": "```weidu-baf-tooltip\nGameOver(I:String)\n```\nCustom game over event, with the specific string displayed."
|
|
924
924
|
}
|
|
925
925
|
},
|
|
926
926
|
"GiveGoldForce": {
|
|
927
927
|
"contents": {
|
|
928
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
|
|
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```\nIF\n NumTimesTalkedTo(30)\nTHEN\n RESPONSE #100\n SetNumTimesTalkedTo(31)\n GiveGoldForce(300)\nEND\n```"
|
|
930
930
|
}
|
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|
},
|
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"GiveItem": {
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933
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|
"contents": {
|
|
934
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|
"kind": "markdown",
|
|
935
|
-
"value": "```weidu-baf-tooltip\nGiveItem(
|
|
935
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+
"value": "```weidu-baf-tooltip\nGiveItem(ItmRef:Item, 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```\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```"
|
|
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936
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}
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},
|
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938
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"GiveItemCreate": {
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"contents": {
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"kind": "markdown",
|
|
941
|
-
"value": "```weidu-baf-tooltip\nGiveItemCreate(
|
|
941
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+
"value": "```weidu-baf-tooltip\nGiveItemCreate(ItmRef:Item, 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```\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```"
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|
942
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}
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},
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"GiveObjectGoldGlobal": {
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@@ -950,7 +950,7 @@
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"GiveOrder": {
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"contents": {
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|
"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
|
|
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```\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```"
|
|
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}
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},
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|
"GivePartyAllEquipment": {
|
|
@@ -962,19 +962,19 @@
|
|
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962
962
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"GivePartyGold": {
|
|
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963
|
"contents": {
|
|
964
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
|
|
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```\nIF\n G(\"KRGIVEGOLD\",0)\nTHEN\n RESPONSE #100\n GivePartyGold(500)\n SG(\"KRGIVEGOLD\",1)\nEND\n```"
|
|
966
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|
}
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|
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|
},
|
|
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|
"GivePartyGoldGlobal": {
|
|
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|
"contents": {
|
|
970
970
|
"kind": "markdown",
|
|
971
|
-
"value": "```weidu-baf-tooltip\nGivePartyGoldGlobal(S:Name, S:
|
|
971
|
+
"value": "```weidu-baf-tooltip\nGivePartyGoldGlobal(S:Name, S:Scope)\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
972
|
}
|
|
973
973
|
},
|
|
974
974
|
"GlobalShout": {
|
|
975
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|
"contents": {
|
|
976
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|
"kind": "markdown",
|
|
977
|
-
"value": "```weidu-baf-tooltip\nGlobalShout(I:ID)\n```\nThis action acts like
|
|
977
|
+
"value": "```weidu-baf-tooltip\nGlobalShout(I:ID*Shoutids)\n```\nThis action acts like [Shout()](https://gibberlings3.github.io/iesdp/scripting/actions/bg2actions.htm#106) without the range limit."
|
|
978
978
|
}
|
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979
979
|
},
|
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980
|
"GoToStartScreen": {
|
|
@@ -992,19 +992,19 @@
|
|
|
992
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|
"Help": {
|
|
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|
"contents": {
|
|
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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
|
|
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```\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```\n\n---\n\n```weidu-baf-tooltip\nHelp(O:Object*)\n```\nReturns true if the specified object shouted for [Help()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#17) in the two script rounds. Help() has a range of approximately 40."
|
|
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996
|
}
|
|
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997
|
},
|
|
998
998
|
"Hide": {
|
|
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999
|
"contents": {
|
|
1000
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
|
|
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```\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
1002
|
}
|
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},
|
|
1004
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|
"HideAreaOnMap": {
|
|
1005
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|
"contents": {
|
|
1006
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|
"kind": "markdown",
|
|
1007
|
-
"value": "```weidu-baf-tooltip\nHideAreaOnMap(
|
|
1007
|
+
"value": "```weidu-baf-tooltip\nHideAreaOnMap(AREREF:Area)\n```\nThis action hides an area on the worldmap, preventing travelling to it."
|
|
1008
1008
|
}
|
|
1009
1009
|
},
|
|
1010
1010
|
"HideGUI": {
|
|
@@ -1016,13 +1016,13 @@
|
|
|
1016
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|
"IncrementChapter": {
|
|
1017
1017
|
"contents": {
|
|
1018
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|
"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
|
|
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```\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
1020
|
}
|
|
1021
1021
|
},
|
|
1022
1022
|
"IncrementGlobal": {
|
|
1023
1023
|
"contents": {
|
|
1024
1024
|
"kind": "markdown",
|
|
1025
|
-
"value": "```weidu-baf-tooltip\nIncrementGlobal(S:Name, S:
|
|
1025
|
+
"value": "```weidu-baf-tooltip\nIncrementGlobal(S:Name, S:Scope, 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```\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
1026
|
}
|
|
1027
1027
|
},
|
|
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1028
|
"IncrementGlobalOnce": {
|
|
@@ -1040,13 +1040,13 @@
|
|
|
1040
1040
|
"Interact": {
|
|
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|
"contents": {
|
|
1042
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|
"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
|
|
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```\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
1044
|
}
|
|
1045
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|
},
|
|
1046
1046
|
"JoinParty": {
|
|
1047
1047
|
"contents": {
|
|
1048
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
|
|
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```\nIF\n See([PC])\n Global(\"KRJOINPARTY\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n JoinParty()\nEND\n```"
|
|
1050
1050
|
}
|
|
1051
1051
|
},
|
|
1052
1052
|
"JoinPartyOverride": {
|
|
@@ -1064,49 +1064,49 @@
|
|
|
1064
1064
|
"JumpToPoint": {
|
|
1065
1065
|
"contents": {
|
|
1066
1066
|
"kind": "markdown",
|
|
1067
|
-
"value": "```weidu-baf-tooltip\nJumpToPoint(P:Target)\n```\nThis action instantly moves the active creature to the specified point.\n
|
|
1067
|
+
"value": "```weidu-baf-tooltip\nJumpToPoint(P:Target)\n```\nThis action instantly moves the active creature to the specified point.\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```"
|
|
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1068
|
}
|
|
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1069
|
},
|
|
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1070
|
"Kill": {
|
|
1071
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|
"contents": {
|
|
1072
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|
"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
|
|
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```\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
1074
|
}
|
|
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1075
|
},
|
|
1076
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|
"Leader": {
|
|
1077
1077
|
"contents": {
|
|
1078
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
|
|
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```\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
1080
|
}
|
|
1081
1081
|
},
|
|
1082
1082
|
"LeaveArea": {
|
|
1083
1083
|
"contents": {
|
|
1084
1084
|
"kind": "markdown",
|
|
1085
|
-
"value": "```weidu-baf-tooltip\nLeaveArea(
|
|
1085
|
+
"value": "```weidu-baf-tooltip\nLeaveArea(AREREF:Area, P:Point, I:Face)\n```\nThis action instructs the active creature to leave the current area."
|
|
1086
1086
|
}
|
|
1087
1087
|
},
|
|
1088
1088
|
"LeaveAreaLUA": {
|
|
1089
1089
|
"contents": {
|
|
1090
1090
|
"kind": "markdown",
|
|
1091
|
-
"value": "```weidu-baf-tooltip\nLeaveAreaLUA(
|
|
1091
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUA(AREREF: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```\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
1092
|
}
|
|
1093
1093
|
},
|
|
1094
1094
|
"LeaveAreaLUAEntry": {
|
|
1095
1095
|
"contents": {
|
|
1096
1096
|
"kind": "markdown",
|
|
1097
|
-
"value": "```weidu-baf-tooltip\nLeaveAreaLUAEntry(
|
|
1097
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUAEntry(AREREF: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
1098
|
}
|
|
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},
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"LeaveAreaLUAPanic": {
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"contents": {
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1102
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"kind": "markdown",
|
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1103
|
-
"value": "```weidu-baf-tooltip\nLeaveAreaLUAPanic(
|
|
1103
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUAPanic(AREREF: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`."
|
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}
|
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},
|
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"LeaveAreaLUAPanicEntry": {
|
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"contents": {
|
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"kind": "markdown",
|
|
1109
|
-
"value": "```weidu-baf-tooltip\nLeaveAreaLUAPanicEntry(
|
|
1109
|
+
"value": "```weidu-baf-tooltip\nLeaveAreaLUAPanicEntry(AREREF: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`."
|
|
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}
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|
},
|
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1112
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"LeaveAreaName": {
|
|
@@ -1118,7 +1118,7 @@
|
|
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1118
1118
|
"LeaveParty": {
|
|
1119
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|
"contents": {
|
|
1120
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
|
|
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```\nIF\n HappinessLT(Myself,-299)\nTHEN\n RESPONSE #100\n ChangeAIScript(\"\",DEFAULT)\n SetLeavePartyDialogFile()\n LeaveParty()\n EscapeArea()\nEND\n```"
|
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|
}
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1123
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},
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"Lock": {
|
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@@ -1130,7 +1130,7 @@
|
|
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1130
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"LockScroll": {
|
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|
"contents": {
|
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|
"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
|
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+
"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```\nIF\n CombatCounter(0)\nTHEN\n RESPONSE #100\n LockScroll()\nEND\n```"
|
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1134
|
}
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1135
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},
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|
"MakeGlobal": {
|
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@@ -1160,7 +1160,7 @@
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|
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1160
1160
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"MoraleInc": {
|
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1161
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"contents": {
|
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1162
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
|
|
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|
+
"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```\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```"
|
|
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|
}
|
|
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1165
|
},
|
|
1166
1166
|
"MoraleSet": {
|
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@@ -1172,25 +1172,25 @@
|
|
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1172
1172
|
"MoveBetweenAreas": {
|
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1173
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|
"contents": {
|
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|
"kind": "markdown",
|
|
1175
|
-
"value": "```weidu-baf-tooltip\nMoveBetweenAreas(
|
|
1175
|
+
"value": "```weidu-baf-tooltip\nMoveBetweenAreas(AREREF: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."
|
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}
|
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},
|
|
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|
"MoveBetweenAreasEffect": {
|
|
1179
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|
"contents": {
|
|
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|
"kind": "markdown",
|
|
1181
|
-
"value": "```weidu-baf-tooltip\nMoveBetweenAreasEffect(
|
|
1181
|
+
"value": "```weidu-baf-tooltip\nMoveBetweenAreasEffect(AREREF: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."
|
|
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1182
|
}
|
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1183
1183
|
},
|
|
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|
"MoveContainerContents": {
|
|
1185
1185
|
"contents": {
|
|
1186
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.\
|
|
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.\nExample from Siege of Dragonspear (BD0103.BCS):\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
1188
|
}
|
|
1189
1189
|
},
|
|
1190
1190
|
"MoveGlobal": {
|
|
1191
1191
|
"contents": {
|
|
1192
1192
|
"kind": "markdown",
|
|
1193
|
-
"value": "```weidu-baf-tooltip\nMoveGlobal(
|
|
1193
|
+
"value": "```weidu-baf-tooltip\nMoveGlobal(AREREF: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
1194
|
}
|
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1195
1195
|
},
|
|
1196
1196
|
"MoveGlobalObject": {
|
|
@@ -1208,7 +1208,7 @@
|
|
|
1208
1208
|
"MoveGlobalsTo": {
|
|
1209
1209
|
"contents": {
|
|
1210
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|
"kind": "markdown",
|
|
1211
|
-
"value": "```weidu-baf-tooltip\nMoveGlobalsTo(
|
|
1211
|
+
"value": "```weidu-baf-tooltip\nMoveGlobalsTo(AREREF:FromArea, AREREF: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
1212
|
}
|
|
1213
1213
|
},
|
|
1214
1214
|
"MoveToCampaign": {
|
|
@@ -1232,7 +1232,7 @@
|
|
|
1232
1232
|
"MoveToObject": {
|
|
1233
1233
|
"contents": {
|
|
1234
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
|
|
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```\nIF\n See(NearestEnemyOf())\n !Range(NearestEnemyOf(),4)\nTHEN\n RESPONSE #100\n MoveToObject(NearestEnemyOf())\nEND\n```"
|
|
1236
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|
}
|
|
1237
1237
|
},
|
|
1238
1238
|
"MoveToObjectFollow": {
|
|
@@ -1262,7 +1262,7 @@
|
|
|
1262
1262
|
"MoveToPoint": {
|
|
1263
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|
"contents": {
|
|
1264
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n MoveToPoint([526.1193])\n Wait(3)\n RandomWalk()\n Wait(5)\n RandomWalk()\nEND\n```"
|
|
1266
1266
|
}
|
|
1267
1267
|
},
|
|
1268
1268
|
"MoveToPointNoInterrupt": {
|
|
@@ -1274,19 +1274,19 @@
|
|
|
1274
1274
|
"MoveToSavedLocation": {
|
|
1275
1275
|
"contents": {
|
|
1276
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|
"kind": "markdown",
|
|
1277
|
-
"value": "```weidu-baf-tooltip\nMoveToSavedLocation(S:GLOBAL, S:
|
|
1277
|
+
"value": "```weidu-baf-tooltip\nMoveToSavedLocation(S:GLOBAL, S:Scope)\n```\nThis action instructs the active creature to move to the previously saved specified location.\n```\nIF\n Global(\"MoveToLocation\",\"LOCALS\",0)\nTHEN\n RESPONSE #50\n SetGlobal(\"MoveToLocation\",\"LOCALS\",1)\n MoveToSavedLocationn(\"DefaultLocation\",\"LOCALS\")\nEND\n```"
|
|
1278
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|
}
|
|
1279
1279
|
},
|
|
1280
1280
|
"MoveToSavedLocationn": {
|
|
1281
1281
|
"contents": {
|
|
1282
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|
"kind": "markdown",
|
|
1283
|
-
"value": "```weidu-baf-tooltip\nMoveToSavedLocationn(S:GLOBAL, S:
|
|
1283
|
+
"value": "```weidu-baf-tooltip\nMoveToSavedLocationn(S:GLOBAL, S:Scope)\n```\nThis action instructs the active creature to move to the previously saved specified location.\n```\nIF\n Global(\"MoveToLocation\",\"LOCALS\",0)\nTHEN\n RESPONSE #50\n SetGlobal(\"MoveToLocation\",\"LOCALS\",1)\n MoveToSavedLocationn(\"DefaultLocation\",\"LOCALS\")\nEND\n```"
|
|
1284
1284
|
}
|
|
1285
1285
|
},
|
|
1286
1286
|
"MoveViewObject": {
|
|
1287
1287
|
"contents": {
|
|
1288
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
|
|
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```\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
1290
|
}
|
|
1291
1291
|
},
|
|
1292
1292
|
"MoveViewPoint": {
|
|
@@ -1304,19 +1304,19 @@
|
|
|
1304
1304
|
"NoAction": {
|
|
1305
1305
|
"contents": {
|
|
1306
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #50\n RandomWalk()\n RESPONSE #50\n NoAction()\nEND\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```\nIF\n See(NearestEnemyOf(Myself))\n False()\nTHEN\n RESPONSE #100\n NoAction()\nEND\n```"
|
|
1308
1308
|
}
|
|
1309
1309
|
},
|
|
1310
1310
|
"OpenDoor": {
|
|
1311
1311
|
"contents": {
|
|
1312
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
|
|
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```\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
1314
|
}
|
|
1315
1315
|
},
|
|
1316
1316
|
"Panic": {
|
|
1317
1317
|
"contents": {
|
|
1318
1318
|
"kind": "markdown",
|
|
1319
|
-
"value": "```weidu-baf-tooltip\nPanic()\n```\nThis action causes the active creature to move randomly around the screen.\n
|
|
1319
|
+
"value": "```weidu-baf-tooltip\nPanic()\n```\nThis action causes the active creature to move randomly around the screen.\n```\nIF\n HPPercentLT(Myself,15)\nTHEN\n RESPONSE #100\n Panic()\nEND\n```"
|
|
1320
1320
|
}
|
|
1321
1321
|
},
|
|
1322
1322
|
"PauseGame": {
|
|
@@ -1328,25 +1328,25 @@
|
|
|
1328
1328
|
"PickLock": {
|
|
1329
1329
|
"contents": {
|
|
1330
1330
|
"kind": "markdown",
|
|
1331
|
-
"value": "```weidu-baf-tooltip\nPickLock(O:Object)\n```\nThis action instructs the active
|
|
1331
|
+
"value": "```weidu-baf-tooltip\nPickLock(O:Object)\n```\nThis action instructs the active [creature](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) 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 [Open Locks](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_0x67) skill."
|
|
1332
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|
}
|
|
1333
1333
|
},
|
|
1334
1334
|
"PickPockets": {
|
|
1335
1335
|
"contents": {
|
|
1336
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
|
|
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```\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
1338
|
}
|
|
1339
1339
|
},
|
|
1340
1340
|
"PickUpItem": {
|
|
1341
1341
|
"contents": {
|
|
1342
1342
|
"kind": "markdown",
|
|
1343
|
-
"value": "```weidu-baf-tooltip\nPickUpItem(
|
|
1343
|
+
"value": "```weidu-baf-tooltip\nPickUpItem(ItmRef:Item)\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
1344
|
}
|
|
1345
1345
|
},
|
|
1346
1346
|
"PlayDead": {
|
|
1347
1347
|
"contents": {
|
|
1348
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
|
|
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```\nIF\n HPPercentLT(Myself,30)\nTHEN\n RESPONSE #100\n PlayDead(240)\nEND\n```"
|
|
1350
1350
|
}
|
|
1351
1351
|
},
|
|
1352
1352
|
"PlayDeadInterruptable": {
|
|
@@ -1370,7 +1370,7 @@
|
|
|
1370
1370
|
"PlaySound": {
|
|
1371
1371
|
"contents": {
|
|
1372
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n PlaySound(\"CAS_M06\")\nEND\n```"
|
|
1374
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|
}
|
|
1375
1375
|
},
|
|
1376
1376
|
"PlaySoundNotRanged": {
|
|
@@ -1394,7 +1394,7 @@
|
|
|
1394
1394
|
"Polymorph": {
|
|
1395
1395
|
"contents": {
|
|
1396
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
|
|
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```\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
1398
|
}
|
|
1399
1399
|
},
|
|
1400
1400
|
"PolymorphCopy": {
|
|
@@ -1412,37 +1412,37 @@
|
|
|
1412
1412
|
"ProtectObject": {
|
|
1413
1413
|
"contents": {
|
|
1414
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n ProtectObject(\"Presio\",100)\nEND\n```"
|
|
1416
1416
|
}
|
|
1417
1417
|
},
|
|
1418
1418
|
"ProtectPoint": {
|
|
1419
1419
|
"contents": {
|
|
1420
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n ProtectPoint([1738.543],10)\nEND\n```"
|
|
1422
1422
|
}
|
|
1423
1423
|
},
|
|
1424
1424
|
"RandomFly": {
|
|
1425
1425
|
"contents": {
|
|
1426
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n RandomFly()\nEND\n```"
|
|
1428
1428
|
}
|
|
1429
1429
|
},
|
|
1430
1430
|
"RandomTurn": {
|
|
1431
1431
|
"contents": {
|
|
1432
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n RandomTurn()\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* Waits 1–10 seconds between each evaluation.\n"
|
|
1434
1434
|
}
|
|
1435
1435
|
},
|
|
1436
1436
|
"RandomWalk": {
|
|
1437
1437
|
"contents": {
|
|
1438
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
|
|
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```\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"
|
|
1440
1440
|
}
|
|
1441
1441
|
},
|
|
1442
1442
|
"RandomWalkContinuous": {
|
|
1443
1443
|
"contents": {
|
|
1444
1444
|
"kind": "markdown",
|
|
1445
|
-
"value": "```weidu-baf-tooltip\nRandomWalkContinuous()\n```\nThis action causes the active creature to walk randomly, without pausing.\n\
|
|
1445
|
+
"value": "```weidu-baf-tooltip\nRandomWalkContinuous()\n```\nThis action causes the active creature to walk randomly, without pausing.\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
1446
|
}
|
|
1447
1447
|
},
|
|
1448
1448
|
"RandomWalkContinuousTime": {
|
|
@@ -1460,49 +1460,49 @@
|
|
|
1460
1460
|
"RealSetGlobalTimer": {
|
|
1461
1461
|
"contents": {
|
|
1462
1462
|
"kind": "markdown",
|
|
1463
|
-
"value": "```weidu-baf-tooltip\nRealSetGlobalTimer(S:Name, S:
|
|
1463
|
+
"value": "```weidu-baf-tooltip\nRealSetGlobalTimer(S:Name, S:Scope, I:Time*Gtimes)\n```\nThis action sets a global timer measured in seconds (of real time)."
|
|
1464
1464
|
}
|
|
1465
1465
|
},
|
|
1466
1466
|
"ReallyForceSpell": {
|
|
1467
1467
|
"contents": {
|
|
1468
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\
|
|
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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1470
1470
|
}
|
|
1471
1471
|
},
|
|
1472
1472
|
"ReallyForceSpellDead": {
|
|
1473
1473
|
"contents": {
|
|
1474
1474
|
"kind": "markdown",
|
|
1475
|
-
"value": "```weidu-baf-tooltip\nReallyForceSpellDead(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. This action works in the script round where the active creature has died.\n
|
|
1475
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellDead(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. This action works in the script round where the active creature has died.\n```\nIF\n Die()xx\nTHEN\n RESPONSE #100\n ReallyForceSpellDead(Myself,ILLUSION_DEATH)\n Wait(1)\n DestroySelf()\nEND\n```\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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
1476
|
}
|
|
1477
1477
|
},
|
|
1478
1478
|
"ReallyForceSpellDeadRES": {
|
|
1479
1479
|
"contents": {
|
|
1480
1480
|
"kind": "markdown",
|
|
1481
|
-
"value": "```weidu-baf-tooltip\nReallyForceSpellDeadRES(
|
|
1481
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellDeadRES(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. 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```\nIF\n Die()xx\nTHEN\n RESPONSE #100\n ReallyForceSpellDead(Myself,ILLUSION_DEATH)\n Wait(1)\n DestroySelf()\nEND\n```\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1482
1482
|
}
|
|
1483
1483
|
},
|
|
1484
1484
|
"ReallyForceSpellPoint": {
|
|
1485
1485
|
"contents": {
|
|
1486
1486
|
"kind": "markdown",
|
|
1487
|
-
"value": "```weidu-baf-tooltip\nReallyForceSpellPoint(P:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target point. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\
|
|
1487
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellPoint(P:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target point. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
|
|
1488
1488
|
}
|
|
1489
1489
|
},
|
|
1490
1490
|
"ReallyForceSpellPointRES": {
|
|
1491
1491
|
"contents": {
|
|
1492
1492
|
"kind": "markdown",
|
|
1493
|
-
"value": "```weidu-baf-tooltip\nReallyForceSpellPointRES(
|
|
1493
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellPointRES(SplRef:Spell, 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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1494
1494
|
}
|
|
1495
1495
|
},
|
|
1496
1496
|
"ReallyForceSpellRES": {
|
|
1497
1497
|
"contents": {
|
|
1498
1498
|
"kind": "markdown",
|
|
1499
|
-
"value": "```weidu-baf-tooltip\nReallyForceSpellRES(
|
|
1499
|
+
"value": "```weidu-baf-tooltip\nReallyForceSpellRES(SplRef:spell, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not currently be memorised by the caster, and will not be interrupted while being cast. The spell is cast instantly (i.e. with a casting time of 0). The caster must meet the level requirements of the spell. This action does not work in the script round where the active creature has died.\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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
1500
|
}
|
|
1501
1501
|
},
|
|
1502
1502
|
"Recoil": {
|
|
1503
1503
|
"contents": {
|
|
1504
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
|
|
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```\nIF\n TookDamage()\nTHEN\n RESPONSE #100\n Recoil()\nEND\n```"
|
|
1506
1506
|
}
|
|
1507
1507
|
},
|
|
1508
1508
|
"RegainPaladinHood": {
|
|
@@ -1538,7 +1538,7 @@
|
|
|
1538
1538
|
"RemoveMapNote": {
|
|
1539
1539
|
"contents": {
|
|
1540
1540
|
"kind": "markdown",
|
|
1541
|
-
"value": "```weidu-baf-tooltip\nRemoveMapNote(P:Position,
|
|
1541
|
+
"value": "```weidu-baf-tooltip\nRemoveMapNote(P:Position, StrRef:String)\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
1542
|
}
|
|
1543
1543
|
},
|
|
1544
1544
|
"RemovePaladinHood": {
|
|
@@ -1556,13 +1556,13 @@
|
|
|
1556
1556
|
"RemoveSpell": {
|
|
1557
1557
|
"contents": {
|
|
1558
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
|
|
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```\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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
|
|
1560
1560
|
}
|
|
1561
1561
|
},
|
|
1562
1562
|
"RemoveSpellRES": {
|
|
1563
1563
|
"contents": {
|
|
1564
1564
|
"kind": "markdown",
|
|
1565
|
-
"value": "```weidu-baf-tooltip\nRemoveSpellRES(
|
|
1565
|
+
"value": "```weidu-baf-tooltip\nRemoveSpellRES(SplRef:Spell)\n```\nThis action removes one memorised indtance of the specified spell from the spellbook of the active creature. The spell can be an innate ability, a priest spell or a wizard spell, but must be listed in [spell.ids](https://gibberlings3.github.io/iesdp/files/ids/bg2/spell.htm).\n```\nIF\n Global(\"KR_ANTI_PALADIN_CHANGE\",\"LOCALS\",1)\nTHEN\n RESPONSE #100\n RemoveSpell(PALADIN_LAY_ON_HANDS)\n RemoveSpell(PALADIN_DETECT_EVIL)\n RemoveSpell(PALADIN_PROTECTION_FROM_EVIL)\n SetGlobal(\"KR_ANTI_PALADIN_CHANGE\",\"LOCALS\",2)\nEND\n```\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
|
|
1566
1566
|
}
|
|
1567
1567
|
},
|
|
1568
1568
|
"RemoveStoreItem": {
|
|
@@ -1574,7 +1574,7 @@
|
|
|
1574
1574
|
"RemoveTraps": {
|
|
1575
1575
|
"contents": {
|
|
1576
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
|
|
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```\nIF\n See(\"Trap01\")\n Class(Myself,THIEF_ALL)\nTHEN\n RESPONSE #100\n RemoveTraps(\"Trap01\")\nEND\n```"
|
|
1578
1578
|
}
|
|
1579
1579
|
},
|
|
1580
1580
|
"RemoveWorldmapAreaFlag": {
|
|
@@ -1586,7 +1586,7 @@
|
|
|
1586
1586
|
"ReputationInc": {
|
|
1587
1587
|
"contents": {
|
|
1588
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
|
|
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```\nIF\n InParty(\"Viconia\")\n Global(\"ViconiaJoinedParty\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n ReputationInc(-2)\n SetGlobal(\"ViconiaJoinedParty\",\"GLOBAL\",1)\nEND\n```"
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}
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},
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"ReputationSet": {
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@@ -1598,7 +1598,7 @@
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"ResetMorale": {
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"contents": {
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"kind": "markdown",
|
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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
|
|
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+
"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 `FALSE` values are set to 10 and 1 respectively. If 'Failure' is `TRUE` values are set to 0 and 1 respectively. The 'Level' parameter appears to be unused."
|
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}
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},
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"ResetPlayerAI": {
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@@ -1610,7 +1610,7 @@
|
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"Rest": {
|
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1611
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"contents": {
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1612
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"kind": "markdown",
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1613
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-
"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
|
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+
"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```\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```"
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}
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},
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"RestNoSpells": {
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@@ -1646,13 +1646,13 @@
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"RevealAreaOnMap": {
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"contents": {
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"kind": "markdown",
|
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-
"value": "```weidu-baf-tooltip\nRevealAreaOnMap(
|
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+
"value": "```weidu-baf-tooltip\nRevealAreaOnMap(AREREF:Area)\n```\nThis action reveals an area on the worldmap, enabling travelling to it.\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```"
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}
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},
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"RunAwayFrom": {
|
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1653
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|
"contents": {
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"kind": "markdown",
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1655
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-
"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
|
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+
"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```\nIF\n HPPercentLT(Myself,30)\nTHEN\n RESPONSE #100\n RunAwayFrom(LastAttackerOf(Myself),180)\nEND\n```"
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}
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},
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"RunAwayFromNoInterrupt": {
|
|
@@ -1688,13 +1688,13 @@
|
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"SaveLocation": {
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"contents": {
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"kind": "markdown",
|
|
1691
|
-
"value": "```weidu-baf-tooltip\nSaveLocation(S:
|
|
1691
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+
"value": "```weidu-baf-tooltip\nSaveLocation(S:Scope, S:Global, P:Point)\n```\nThis action is similar to StorePartyLocations() but with one object."
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}
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},
|
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"SaveObjectLocation": {
|
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"contents": {
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"kind": "markdown",
|
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-
"value": "```weidu-baf-tooltip\nSaveObjectLocation(S:
|
|
1697
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+
"value": "```weidu-baf-tooltip\nSaveObjectLocation(S:Scope, S:Global, O:Object)\n```\nThis action stores the location of the specified object in the named variable.\n```\nIF\n Global(\"SavedMyPos\",\"LOCALS\",0)\nTHEN\n RESPONSE #50\n SetGlobal(\"SavedMyPos\",\"LOCALS\",1)\n SaveObjectLocation(\"LOCALS\",\"DefaultLocation\",Myself)\nEND\n```"
|
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}
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},
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"ScreenShake": {
|
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@@ -1706,7 +1706,7 @@
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"SelectWeaponAbility": {
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"contents": {
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"kind": "markdown",
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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
|
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+
"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```\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```"
|
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}
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},
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1712
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"SendTrigger": {
|
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@@ -1742,7 +1742,7 @@
|
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1742
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"SetCutSceneBreakable": {
|
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|
"contents": {
|
|
1744
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|
"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.\
|
|
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.\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`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)."
|
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1746
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|
}
|
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1747
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},
|
|
1748
1748
|
"SetCutSceneLite": {
|
|
@@ -1754,13 +1754,13 @@
|
|
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1754
1754
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"SetDialog": {
|
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1755
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"contents": {
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"kind": "markdown",
|
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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
|
|
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|
+
"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```\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```"
|
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1758
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|
}
|
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1759
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},
|
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1760
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|
"SetEncounterProbability": {
|
|
1761
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|
"contents": {
|
|
1762
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|
"kind": "markdown",
|
|
1763
|
-
"value": "```weidu-baf-tooltip\nSetEncounterProbability(
|
|
1763
|
+
"value": "```weidu-baf-tooltip\nSetEncounterProbability(AREREF:FromArea, AREREF: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
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}
|
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1765
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},
|
|
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1766
|
"SetGabber": {
|
|
@@ -1772,7 +1772,7 @@
|
|
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1772
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|
"SetGlobal": {
|
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1773
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|
"contents": {
|
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1774
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|
"kind": "markdown",
|
|
1775
|
-
"value": "```weidu-baf-tooltip\nSetGlobal(S:Name, S:
|
|
1775
|
+
"value": "```weidu-baf-tooltip\nSetGlobal(S:Name, S:Scope, 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```\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
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|
}
|
|
1777
1777
|
},
|
|
1778
1778
|
"SetGlobalRandom": {
|
|
@@ -1790,7 +1790,7 @@
|
|
|
1790
1790
|
"SetGlobalTimer": {
|
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1791
1791
|
"contents": {
|
|
1792
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|
"kind": "markdown",
|
|
1793
|
-
"value": "```weidu-baf-tooltip\nSetGlobalTimer(S:Name, S:
|
|
1793
|
+
"value": "```weidu-baf-tooltip\nSetGlobalTimer(S:Name, S:Scope, I:Time*Gtimes)\n```\nThis action sets a global timer. The timer is checked by the GlobalTimerExpired trigger or GlobalTimerNotExpired trigger.\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
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|
}
|
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1795
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},
|
|
1796
1796
|
"SetGlobalTimerRandom": {
|
|
@@ -1808,19 +1808,19 @@
|
|
|
1808
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|
"SetInterrupt": {
|
|
1809
1809
|
"contents": {
|
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1810
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|
"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
|
|
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```\nIF\n See(Player2)\n !Range(Player2,4)\nTHEN\n RESPONSE #100\n SetInterrupt(FALSE)\n MoveToObject(\"Player2\")\n SetInterrupt (TRUE)\nEND\n```"
|
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1812
1812
|
}
|
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1813
1813
|
},
|
|
1814
1814
|
"SetItemFlags": {
|
|
1815
1815
|
"contents": {
|
|
1816
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.\
|
|
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.\nExample from Siege of Dragonspear (BDINTRO.BCS):\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
1818
|
}
|
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1819
1819
|
},
|
|
1820
1820
|
"SetLeavePartyDialogFile": {
|
|
1821
1821
|
"contents": {
|
|
1822
1822
|
"kind": "markdown",
|
|
1823
|
-
"value": "```weidu-baf-tooltip\nSetLeavePartyDialogFile()\n```\nThis action sets the dialog for the active creature to their leave dialog.\n
|
|
1823
|
+
"value": "```weidu-baf-tooltip\nSetLeavePartyDialogFile()\n```\nThis action sets the dialog for the active creature to their leave dialog.\n```\nIF\n !InParty(Myself)\n HPGT(Myself,0)\nTHEN\n RESPONSE #100\n SetLeavePartyDialogFile()\n Dialogue(Player1)\n ChangeAIScript(\"\",DEFAULT)\nEND\n```"
|
|
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|
}
|
|
1825
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|
},
|
|
1826
1826
|
"SetMasterArea": {
|
|
@@ -1838,25 +1838,25 @@
|
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1838
1838
|
"SetName": {
|
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1839
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|
"contents": {
|
|
1840
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|
"kind": "markdown",
|
|
1841
|
-
"value": "```weidu-baf-tooltip\nSetName(
|
|
1841
|
+
"value": "```weidu-baf-tooltip\nSetName(StrRef:String)\n```\nThis action changes the name of the active creature to the specified strref."
|
|
1842
1842
|
}
|
|
1843
1843
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},
|
|
1844
1844
|
"SetNumTimesTalkedTo": {
|
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1845
1845
|
"contents": {
|
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1846
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"kind": "markdown",
|
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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
|
|
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```\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
1848
|
}
|
|
1849
1849
|
},
|
|
1850
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|
"SetPlayerSound": {
|
|
1851
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|
"contents": {
|
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1852
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|
"kind": "markdown",
|
|
1853
|
-
"value": "```weidu-baf-tooltip\nSetPlayerSound(O:Object,
|
|
1853
|
+
"value": "```weidu-baf-tooltip\nSetPlayerSound(O:Object, StrRef:String, 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
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|
}
|
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1855
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|
},
|
|
1856
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"SetQuestDone": {
|
|
1857
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|
"contents": {
|
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1858
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|
"kind": "markdown",
|
|
1859
|
-
"value": "```weidu-baf-tooltip\nSetQuestDone(
|
|
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|
+
"value": "```weidu-baf-tooltip\nSetQuestDone(StrRef:String)\n```\nThis action removes the specified strref from the quest section of the journal."
|
|
1860
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|
}
|
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|
},
|
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1862
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|
"SetRestEncounterProbabilityDay": {
|
|
@@ -1880,13 +1880,13 @@
|
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1880
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|
"SetToken": {
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"contents": {
|
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|
"kind": "markdown",
|
|
1883
|
-
"value": "```weidu-baf-tooltip\nSetToken(S:Token,
|
|
1883
|
+
"value": "```weidu-baf-tooltip\nSetToken(S:Token, StrRef:String)\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."
|
|
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|
}
|
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},
|
|
1886
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|
"SetTokenGlobal": {
|
|
1887
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|
"contents": {
|
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|
"kind": "markdown",
|
|
1889
|
-
"value": "```weidu-baf-tooltip\nSetTokenGlobal(S:GLOBAL, S:
|
|
1889
|
+
"value": "```weidu-baf-tooltip\nSetTokenGlobal(S:GLOBAL, S:Scope, 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```\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 for me\nEND\n```"
|
|
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|
}
|
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|
},
|
|
1892
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|
"SetTokenObject": {
|
|
@@ -1910,25 +1910,25 @@
|
|
|
1910
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|
"SetupWish": {
|
|
1911
1911
|
"contents": {
|
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|
"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.\
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"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.\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```\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* 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)\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```"
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}
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},
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"SetupWishObject": {
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"contents": {
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"kind": "markdown",
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"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.\
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"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.\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```\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* 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)\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```"
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}
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},
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"Shout": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nShout(I:ID*Shoutids)\n```\
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"value": "```weidu-baf-tooltip\nShout(I:ID*Shoutids)\n```\nThis action is used to shout the specified number. The action is used in conjunction with the\n[Heard()](https://gibberlings3.github.io/iesdp/scripting/triggers/bg2triggers.htm#0x002F)\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```\nIF\n StateCheck(Myself,STATE_POISONED)\nTHEN\n RESPONSE #100\n Shout(4010)\nEND\n```\n```\nIF\n Heard([GOODCUTOFF],4010)\n HaveSpell(CLERIC_SLOW_POISON)\nTHEN\n RESPONSE #100\n Spell(LastHeardBy(),CLERIC_SLOW_POISON)\nEND\n```"
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}
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},
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"SmallWait": {
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"contents": {
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"kind": "markdown",
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"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
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"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```\nIF\n See(NearestEnemyOf())\nTHEN\n RESPONSE #100\n DisplayStingHead(Myself,50712)// Attack!! Attack!!\n SmallWait(120)\n Attack(NearestEnemyOf())\nEND\n```"
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}
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},
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"SoundActivate": {
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@@ -1958,49 +1958,49 @@
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"Spell": {
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"contents": {
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"kind": "markdown",
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"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
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"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```\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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console **IF** the 8th character isn't valid.\n"
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}
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},
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"SpellNoDec": {
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"contents": {
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"kind": "markdown",
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1967
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"value": "```weidu-baf-tooltip\nSpellNoDec(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not be currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will not be removed from the casters memory after casting. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\
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"value": "```weidu-baf-tooltip\nSpellNoDec(O:Target, I:Spell*Spell)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell need not be currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will not be removed from the casters memory after casting. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
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}
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},
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"SpellNoDecRES": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nSpellNoDecRES(
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"value": "```weidu-baf-tooltip\nSpellNoDecRES(SplRef:Spell, 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\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"
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}
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},
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"SpellPoint": {
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"contents": {
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"kind": "markdown",
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1979
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"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
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"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```\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\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"
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}
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},
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"SpellPointNoDec": {
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"contents": {
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"kind": "markdown",
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1985
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-
"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\
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1985
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+
"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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
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}
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},
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1988
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"SpellPointNoDecRES": {
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"contents": {
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1990
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"kind": "markdown",
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1991
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-
"value": "```weidu-baf-tooltip\nSpellPointNoDecRES(
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1991
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+
"value": "```weidu-baf-tooltip\nSpellPointNoDecRES(SplRef:Spell, P:Target)\n```\nThis action causes the active creature to cast the specified spell at the specified point (`[x.y]`). The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. The spell will be removed from the casters memory. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long. The example script is from `\"andris.bcs\"`.\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
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}
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},
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"SpellPointRES": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nSpellPointRES(
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+
"value": "```weidu-baf-tooltip\nSpellPointRES(SplRef:Spell, 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```\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\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, and `&` characters, maybe some more.\n- This action will default to a spell matching the first 7 characters in Dialogs/Console *IF* the 8th character isn't valid.\n"
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}
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},
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"SpellRES": {
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"contents": {
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"kind": "markdown",
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"value": "```weidu-baf-tooltip\nSpellRES(
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"value": "```weidu-baf-tooltip\nSpellRES(SplRef:Spell, O:Target)\n```\nThis action causes the active creature to cast the specified spell at the target object. The spell must currently be memorised by the caster, and may be interrupted while being cast. The caster must meet the level requirements of the spell. For the RES version of the action, the spell name can not consist of only numbers, should be written in upper case and should be no more than 7 characters long.\n```\nIF\n See([EVILCUTOFF])\n !InParty([EVILCUTOFF])\n !HasBounceEffects([ EVILCUTOFF])//like cloak of mirroring or spell deflection\n !HasImmunityEffects([EVILCUTOFF])//\n HaveSpell(WIZARD_MAGIC_MISSILE)\n OR(2)\n !StateCheck([EVILCUTOFF],STATE_INVISIBLE)\n !StateCheck([EVILCUTOFF],STATE_IMPROVEDINVISIBLITY)\n CheckStatLT([EVILCUTOFF], 30,RESISTMAGIC)\n !Race([EVILCUTOFF],LICH)\n !Race([EVILCUTOFF],RAKSHASA)\nTHEN\n RESPONSE #100\n Spell([EVILCUTOFF],WIZARD_MAGIC_MISSILE)\nEND\n```\n\nScripts can handle `RES` filenames with `+`, Dialogs and the console cannot. Same with the `~`, `` ` ``, `'`, `@`, `$`, `^`, 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"
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}
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},
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2006
2006
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"StartCombatCounter": {
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@@ -2012,25 +2012,25 @@
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2012
2012
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"StartCutScene": {
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"contents": {
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2014
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"kind": "markdown",
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2015
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-
"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.\
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2015
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+
"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.\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```\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
2016
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}
|
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2017
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},
|
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2018
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"StartCutSceneEx": {
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2019
2019
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"contents": {
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2020
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.\
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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.\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```\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```"
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}
|
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2023
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},
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"StartCutSceneMode": {
|
|
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2025
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"contents": {
|
|
2026
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"kind": "markdown",
|
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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
|
|
2027
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+
"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```\nIF\n Global(\"AmsiHouse\",\"GLOBAL\",3)\n !Dead(\"amsi\")\nTHEN\n RESPONSE #100\n ClearAllActions()\n StartCutSceneMode()\n ActionOverride(\"amsi\",StartDialogueNoSet(Player1))\nEND\n```"
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}
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},
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"StartDialog": {
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|
"contents": {
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"kind": "markdown",
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|
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
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"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```\nIF\n See([PC])\n NumTimesTalkedTo(0)\nTHEN\n RESPONSE #100\n StartDialog(\"andris\",[PC])\nEND\n```"
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}
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},
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"StartDialogInterrupt": {
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@@ -2066,7 +2066,7 @@
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"StartMovie": {
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"contents": {
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"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
|
|
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```\nIF\n Global(\"EnteredPalace\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n StartMovie(\"PALACE\")\n SetGlobal(\"EnteredPalace\",\"GLOBAL\",1)\nEND\n```"
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|
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}
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},
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|
"StartMusic": {
|
|
@@ -2090,25 +2090,25 @@
|
|
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2090
2090
|
"StartStore": {
|
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"contents": {
|
|
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"kind": "markdown",
|
|
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|
-
"value": "```weidu-baf-tooltip\nStartStore(S:Store, O:Target)\n```\nThis action starts the specified store with the specified object.\n
|
|
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|
+
"value": "```weidu-baf-tooltip\nStartStore(S:Store, O:Target)\n```\nThis action starts the specified store with the specified object.\n```\nIF\n Global(\"KRSTART_STORE\",\"LOCALS\",1)\nTHEN\n RESPONSE #100\n StartStore(\"Tem4802\",LastTalkedToBy())\nEND\n```"
|
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|
}
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|
},
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|
"StartTimer": {
|
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"contents": {
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|
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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
|
|
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```\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```"
|
|
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2100
|
}
|
|
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2101
|
},
|
|
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|
"StateOverrideFlag": {
|
|
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|
"contents": {
|
|
2104
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
|
|
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|
+
"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* state\\_sleeping\n* state\\_panic\n* state\\_stunned\n* state\\_helpless\n* state\\_confused\nThe following states are not overridden:\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\nOther states are untested."
|
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2106
|
}
|
|
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2107
|
},
|
|
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2108
|
"StateOverrideTime": {
|
|
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2109
|
"contents": {
|
|
2110
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
|
|
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* state\\_sleeping\n* state\\_panic\n* state\\_stunned\n* state\\_helpless\n* state\\_confused\nThe following states are not overridden:\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\nOther states are untested."
|
|
2112
2112
|
}
|
|
2113
2113
|
},
|
|
2114
2114
|
"StaticPalette": {
|
|
@@ -2150,7 +2150,7 @@
|
|
|
2150
2150
|
"Swing": {
|
|
2151
2151
|
"contents": {
|
|
2152
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
|
|
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```\nIF\n True()\nTHEN\n RESPONSE #100\n Swing()\nEND\n```"
|
|
2154
2154
|
}
|
|
2155
2155
|
},
|
|
2156
2156
|
"SwingOnce": {
|
|
@@ -2180,7 +2180,7 @@
|
|
|
2180
2180
|
"TakeItemReplace": {
|
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2181
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|
"contents": {
|
|
2182
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|
"kind": "markdown",
|
|
2183
|
-
"value": "```weidu-baf-tooltip\nTakeItemReplace(
|
|
2183
|
+
"value": "```weidu-baf-tooltip\nTakeItemReplace(ItmRef:Give, ItmRef: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
2184
|
}
|
|
2185
2185
|
},
|
|
2186
2186
|
"TakeObjectGoldGlobal": {
|
|
@@ -2192,31 +2192,31 @@
|
|
|
2192
2192
|
"TakePartyGold": {
|
|
2193
2193
|
"contents": {
|
|
2194
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
|
|
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```\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
2196
|
}
|
|
2197
2197
|
},
|
|
2198
2198
|
"TakePartyItem": {
|
|
2199
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|
"contents": {
|
|
2200
2200
|
"kind": "markdown",
|
|
2201
|
-
"value": "```weidu-baf-tooltip\nTakePartyItem(
|
|
2201
|
+
"value": "```weidu-baf-tooltip\nTakePartyItem(ItmRef: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```\n0, 2, 4, 6, 8, 10, 12, 14\n1, 3, 5, 7, 9, 11, 13, 15\n```\nThe example is from AR0516.bcs.\n```\nIF\n Global(\"ThrallOrb\",\"GLOBAL\",2)\n PartyHasItem(\"MISC7Y\")\nTHEN\n RESPONSE #100\n TakePartyItem(\"MISC7Y\")\nEND\n```"
|
|
2202
2202
|
}
|
|
2203
2203
|
},
|
|
2204
2204
|
"TakePartyItemAll": {
|
|
2205
2205
|
"contents": {
|
|
2206
2206
|
"kind": "markdown",
|
|
2207
|
-
"value": "```weidu-baf-tooltip\nTakePartyItemAll(
|
|
2207
|
+
"value": "```weidu-baf-tooltip\nTakePartyItemAll(ItmRef: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
2208
|
}
|
|
2209
2209
|
},
|
|
2210
2210
|
"TakePartyItemNum": {
|
|
2211
2211
|
"contents": {
|
|
2212
2212
|
"kind": "markdown",
|
|
2213
|
-
"value": "```weidu-baf-tooltip\nTakePartyItemNum(
|
|
2213
|
+
"value": "```weidu-baf-tooltip\nTakePartyItemNum(ItmRef:Item, 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
2214
|
}
|
|
2215
2215
|
},
|
|
2216
2216
|
"TakePartyItemRange": {
|
|
2217
2217
|
"contents": {
|
|
2218
2218
|
"kind": "markdown",
|
|
2219
|
-
"value": "```weidu-baf-tooltip\nTakePartyItemRange(
|
|
2219
|
+
"value": "```weidu-baf-tooltip\nTakePartyItemRange(ItmRef: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
2220
|
}
|
|
2221
2221
|
},
|
|
2222
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|
"TextScreen": {
|
|
@@ -2240,13 +2240,13 @@
|
|
|
2240
2240
|
"Turn": {
|
|
2241
2241
|
"contents": {
|
|
2242
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
|
|
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```\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
2244
|
}
|
|
2245
2245
|
},
|
|
2246
2246
|
"UndoExplore": {
|
|
2247
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|
"contents": {
|
|
2248
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
|
|
2249
|
+
"value": "```weidu-baf-tooltip\nUndoExplore()\n```\nThis action resets the fog of war for the area the active creature is in.\n```\nIF\n True()\nTHEN\n RESPONSE #100\n UndoExplore()\nEND\n```"
|
|
2250
2250
|
}
|
|
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2251
|
},
|
|
2252
2252
|
"UnhideGUI": {
|
|
@@ -2264,7 +2264,7 @@
|
|
|
2264
2264
|
"UnlockScroll": {
|
|
2265
2265
|
"contents": {
|
|
2266
2266
|
"kind": "markdown",
|
|
2267
|
-
"value": "```weidu-baf-tooltip\nUnlockScroll()\n```\nThis action unlocks the screen if it has been locked.\n
|
|
2267
|
+
"value": "```weidu-baf-tooltip\nUnlockScroll()\n```\nThis action unlocks the screen if it has been locked.\n```\nIF\n OR(2)\n HotKey(H)\n !CombatCounter(0)\nTHEN\n RESPONSE #100\n UnlockScroll()\nEND\n```"
|
|
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2268
|
}
|
|
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|
},
|
|
2270
2270
|
"UseContainer": {
|
|
@@ -2282,25 +2282,25 @@
|
|
|
2282
2282
|
"UseItem": {
|
|
2283
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|
"contents": {
|
|
2284
2284
|
"kind": "markdown",
|
|
2285
|
-
"value": "```weidu-baf-tooltip\nUseItem(
|
|
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|
+
"value": "```weidu-baf-tooltip\nUseItem(ItmRef:Item, 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```\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```\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
2286
|
}
|
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2287
2287
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},
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2288
2288
|
"UseItemAbility": {
|
|
2289
2289
|
"contents": {
|
|
2290
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
|
|
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```\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```\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```"
|
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2292
|
}
|
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2293
2293
|
},
|
|
2294
2294
|
"UseItemSlot": {
|
|
2295
2295
|
"contents": {
|
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2296
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
|
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2297
|
+
"value": "```weidu-baf-tooltip\nUseItemSlot(O:Target, I:Slot*Slots)\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```\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```\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
2298
|
}
|
|
2299
2299
|
},
|
|
2300
2300
|
"UseItemSlotAbility": {
|
|
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2301
|
"contents": {
|
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2302
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
|
|
2303
|
+
"value": "```weidu-baf-tooltip\nUseItemSlotAbility(O:Target, I:Slot*Slots, 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```\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```\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
2304
|
}
|
|
2305
2305
|
},
|
|
2306
2306
|
"VEquip": {
|
|
@@ -2312,7 +2312,7 @@
|
|
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2312
2312
|
"VerbalConstant": {
|
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2313
2313
|
"contents": {
|
|
2314
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
|
|
2315
|
+
"value": "```weidu-baf-tooltip\nVerbalConstant(O:Object, I:Constant*Soundoff)\n```\nThis action plays a sound linked to the object.\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
2316
|
}
|
|
2317
2317
|
},
|
|
2318
2318
|
"VerbalConstantHead": {
|
|
@@ -2324,7 +2324,7 @@
|
|
|
2324
2324
|
"Wait": {
|
|
2325
2325
|
"contents": {
|
|
2326
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
|
|
2327
|
+
"value": "```weidu-baf-tooltip\nWait(I:Time)\n```\nThis action causes a delay in script processing. The time is measured in seconds.\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
2328
|
}
|
|
2329
2329
|
},
|
|
2330
2330
|
"WaitForVoiceChannel": {
|
|
@@ -2354,13 +2354,13 @@
|
|
|
2354
2354
|
"Weather": {
|
|
2355
2355
|
"contents": {
|
|
2356
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
|
|
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```\nIF\n Global(\"KRSTORM\",\"GLOBAL\",0)\nTHEN\n RESPONSE #100\n Weather(RAIN)\n SetGlobal(\"KRSTORM\",\"GLOBAL\",1)\nEND\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
2358
|
}
|
|
2359
2359
|
},
|
|
2360
2360
|
"XEquipItem": {
|
|
2361
2361
|
"contents": {
|
|
2362
2362
|
"kind": "markdown",
|
|
2363
|
-
"value": "```weidu-baf-tooltip\nXEquipItem(
|
|
2363
|
+
"value": "```weidu-baf-tooltip\nXEquipItem(ItmRef: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.\nCode snippet:\n```\nIF\n True()\nTHEN\n RESPONSE #100\n XEquipItem(\"HAMM01\",Protagonist,SLOT_WEAPON1,EQUIP) // War Hammer\nEND\n```"
|
|
2364
2364
|
}
|
|
2365
2365
|
},
|
|
2366
2366
|
"ZoomLock": {
|
|
@@ -2369,6 +2369,1548 @@
|
|
|
2369
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
2370
|
}
|
|
2371
2371
|
},
|
|
2372
|
+
"Acquired": {
|
|
2373
|
+
"contents": {
|
|
2374
|
+
"kind": "markdown",
|
|
2375
|
+
"value": "```weidu-baf-tooltip\nAcquired(S:ResRef*)\n```\nNT Returns true only if the current [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) obtained the specified [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in the last script round.\nTrigger appears to be broken?"
|
|
2376
|
+
}
|
|
2377
|
+
},
|
|
2378
|
+
"AttackedBy": {
|
|
2379
|
+
"contents": {
|
|
2380
|
+
"kind": "markdown",
|
|
2381
|
+
"value": "```weidu-baf-tooltip\nAttackedBy(O:Object*,I:Style*AStyles)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) was attacked in the [style](https://gibberlings3.github.io/iesdp/files/ids/bgee/astyles.htm) specified (not necessarily hit) or had an offensive spell cast on it by the specified object in the last script round. The style parameter is non functional - this trigger is triggered by any attack style.\nNote that the [LastAttacker](https://gibberlings3.github.io/iesdp/files/ids/bgee/object.htm#10) object is only set for physical attacks (i.e. spell and script damage does not set LastAttacker)."
|
|
2382
|
+
}
|
|
2383
|
+
},
|
|
2384
|
+
"Joins": {
|
|
2385
|
+
"contents": {
|
|
2386
|
+
"kind": "markdown",
|
|
2387
|
+
"value": "```weidu-baf-tooltip\nJoins(O:Object*)\n```\nReturns true if the specified object has joined the party in the last script round. This trigger is only sent to player characters."
|
|
2388
|
+
}
|
|
2389
|
+
},
|
|
2390
|
+
"Leaves": {
|
|
2391
|
+
"contents": {
|
|
2392
|
+
"kind": "markdown",
|
|
2393
|
+
"value": "```weidu-baf-tooltip\nLeaves(O:Object*)\n```\nReturns true if the specified object has left the party in the last script round. This trigger is only sent to player characters."
|
|
2394
|
+
}
|
|
2395
|
+
},
|
|
2396
|
+
"ReceivedOrder": {
|
|
2397
|
+
"contents": {
|
|
2398
|
+
"kind": "markdown",
|
|
2399
|
+
"value": "```weidu-baf-tooltip\nReceivedOrder(O:Object*,I:Order ID*)\n```\nThis trigger is used in conjunction with the [GiveOrder()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#16) action, and works in a similar way to the [Heard()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x002F) trigger. Only one creature at a time responds to an order, and creatures do not detect their own orders. The creature must be in visual range for this trigger to work."
|
|
2400
|
+
}
|
|
2401
|
+
},
|
|
2402
|
+
"Said": {
|
|
2403
|
+
"contents": {
|
|
2404
|
+
"kind": "markdown",
|
|
2405
|
+
"value": "```weidu-baf-tooltip\nSaid(O:Object*,I:Dialog ID*)\n```\nNT"
|
|
2406
|
+
}
|
|
2407
|
+
},
|
|
2408
|
+
"TurnedBy": {
|
|
2409
|
+
"contents": {
|
|
2410
|
+
"kind": "markdown",
|
|
2411
|
+
"value": "```weidu-baf-tooltip\nTurnedBy(O:Object*)\n```\nNT Returns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) was turned by the specified priest or paladin."
|
|
2412
|
+
}
|
|
2413
|
+
},
|
|
2414
|
+
"Unusable": {
|
|
2415
|
+
"contents": {
|
|
2416
|
+
"kind": "markdown",
|
|
2417
|
+
"value": "```weidu-baf-tooltip\nUnusable(S:ResRef*)\n```\nNT Returns true only if the specified [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) is unusable by the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm)."
|
|
2418
|
+
}
|
|
2419
|
+
},
|
|
2420
|
+
"Alignment": {
|
|
2421
|
+
"contents": {
|
|
2422
|
+
"kind": "markdown",
|
|
2423
|
+
"value": "```weidu-baf-tooltip\nAlignment(O:Object*,I:Alignment*Align)\n```\nReturns true only if the [alignment](https://gibberlings3.github.io/iesdp/files/ids/bgee/align.htm) of the specified object matches that in the second parameter.\nDoesn't evaluate object selectors (e.g. [PC])."
|
|
2424
|
+
}
|
|
2425
|
+
},
|
|
2426
|
+
"Allegiance": {
|
|
2427
|
+
"contents": {
|
|
2428
|
+
"kind": "markdown",
|
|
2429
|
+
"value": "```weidu-baf-tooltip\nAllegiance(O:Object*,I:Allegience*EA)\n```\nReturns true only if the [Enemy/Ally](https://gibberlings3.github.io/iesdp/files/ids/bgee/ea.htm) status of the specified object matches that in the second parameter.\nDoesn't evaluate object selectors (e.g. [PC])."
|
|
2430
|
+
}
|
|
2431
|
+
},
|
|
2432
|
+
"Class": {
|
|
2433
|
+
"contents": {
|
|
2434
|
+
"kind": "markdown",
|
|
2435
|
+
"value": "```weidu-baf-tooltip\nClass(O:Object*,I:Class*Class)\n```\nReturns true only if the [Class](https://gibberlings3.github.io/iesdp/files/ids/bgee/class.htm) of the specified object matches that in the second parameter."
|
|
2436
|
+
}
|
|
2437
|
+
},
|
|
2438
|
+
"Exists": {
|
|
2439
|
+
"contents": {
|
|
2440
|
+
"kind": "markdown",
|
|
2441
|
+
"value": "```weidu-baf-tooltip\nExists(O:Object*)\n```\nReturns true only if the specified object exists in the current area (note that dead creatures can still be counted as existing). For the global objects (creatures that get stored in the GAM file, like NPCs that were joined in the past) it always returns true."
|
|
2442
|
+
}
|
|
2443
|
+
},
|
|
2444
|
+
"General": {
|
|
2445
|
+
"contents": {
|
|
2446
|
+
"kind": "markdown",
|
|
2447
|
+
"value": "```weidu-baf-tooltip\nGeneral(O:Object*,I:General*General)\n```\nReturns true only if the [General](https://gibberlings3.github.io/iesdp/files/ids/bgee/general.htm) category of the specified object matches that in the second parameter.\nDoesn't evaluate object selectors (e.g. [PC])."
|
|
2448
|
+
}
|
|
2449
|
+
},
|
|
2450
|
+
"Global": {
|
|
2451
|
+
"contents": {
|
|
2452
|
+
"kind": "markdown",
|
|
2453
|
+
"value": "```weidu-baf-tooltip\nGlobal(S:Name*,S:Area*,I:Value*)\n```\nReturns true only if the [variable](https://gibberlings3.github.io/iesdp/appendices/variables.htm) with name 1st parameter of type 2nd parameter has value 3rd parameter."
|
|
2454
|
+
}
|
|
2455
|
+
},
|
|
2456
|
+
"HP": {
|
|
2457
|
+
"contents": {
|
|
2458
|
+
"kind": "markdown",
|
|
2459
|
+
"value": "```weidu-baf-tooltip\nHP(O:Object*,I:Hit Points*)\n```\nReturns true only if the current hitpoints of the specified object are equal to the 2nd parameter."
|
|
2460
|
+
}
|
|
2461
|
+
},
|
|
2462
|
+
"HPGT": {
|
|
2463
|
+
"contents": {
|
|
2464
|
+
"kind": "markdown",
|
|
2465
|
+
"value": "```weidu-baf-tooltip\nHPGT(O:Object*,I:Hit Points*)\n```\nReturns true only if the current hitpoints of the specified object are greater than the 2nd parameter."
|
|
2466
|
+
}
|
|
2467
|
+
},
|
|
2468
|
+
"HPLT": {
|
|
2469
|
+
"contents": {
|
|
2470
|
+
"kind": "markdown",
|
|
2471
|
+
"value": "```weidu-baf-tooltip\nHPLT(O:Object*,I:Hit Points*)\n```\nReturns true only if the current hitpoints of the specified object are less than the 2nd parameter."
|
|
2472
|
+
}
|
|
2473
|
+
},
|
|
2474
|
+
"LOS": {
|
|
2475
|
+
"contents": {
|
|
2476
|
+
"kind": "markdown",
|
|
2477
|
+
"value": "```weidu-baf-tooltip\nLOS(O:Object*,I:Range*)\n```\nReturns true only if the object specified is in the line of sight of the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) and within the given range. This seems to be a combination of the [Range()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4018) and [See()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x401C) triggers. Range seems limited to the default visual range (30)."
|
|
2478
|
+
}
|
|
2479
|
+
},
|
|
2480
|
+
"Morale": {
|
|
2481
|
+
"contents": {
|
|
2482
|
+
"kind": "markdown",
|
|
2483
|
+
"value": "```weidu-baf-tooltip\nMorale(O:Object*,I:Morale*)\n```\nReturns true only if the morale of the specified object is equal to the 2nd parameter."
|
|
2484
|
+
}
|
|
2485
|
+
},
|
|
2486
|
+
"MoraleGT": {
|
|
2487
|
+
"contents": {
|
|
2488
|
+
"kind": "markdown",
|
|
2489
|
+
"value": "```weidu-baf-tooltip\nMoraleGT(O:Object*,I:Morale*)\n```\nReturns true only if the morale of the specified object is greater than the 2nd parameter."
|
|
2490
|
+
}
|
|
2491
|
+
},
|
|
2492
|
+
"MoraleLT": {
|
|
2493
|
+
"contents": {
|
|
2494
|
+
"kind": "markdown",
|
|
2495
|
+
"value": "```weidu-baf-tooltip\nMoraleLT(O:Object*,I:Morale*)\n```\nReturns true only if the morale of the specified object is less than the 2nd parameter."
|
|
2496
|
+
}
|
|
2497
|
+
},
|
|
2498
|
+
"Race": {
|
|
2499
|
+
"contents": {
|
|
2500
|
+
"kind": "markdown",
|
|
2501
|
+
"value": "```weidu-baf-tooltip\nRace(O:Object*,I:Race*Race)\n```\nReturns true only if the [Race](https://gibberlings3.github.io/iesdp/files/ids/bgee/race.htm) of the specified object is the same as that specified by the 2nd parameter.\nDoesn't evaluate object selectors (e.g. [PC])."
|
|
2502
|
+
}
|
|
2503
|
+
},
|
|
2504
|
+
"Range": {
|
|
2505
|
+
"contents": {
|
|
2506
|
+
"kind": "markdown",
|
|
2507
|
+
"value": "```weidu-baf-tooltip\nRange(O:Object*,I:Range*)\n```\nReturns true only if the specified object is within distance given (in feet) of the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm). Range seems limited to the default visual range (30), and does not bypass objects. Range is affected by foot circle size (e.g. the minimum range for a huge foot circle creature (Dragon) is 8). Melee range is 4. It can detect past visual range if the object used is not itself limited by visual range (Player1 would work, [PC] or NearestEnemyOf() would not)."
|
|
2508
|
+
}
|
|
2509
|
+
},
|
|
2510
|
+
"Reputation": {
|
|
2511
|
+
"contents": {
|
|
2512
|
+
"kind": "markdown",
|
|
2513
|
+
"value": "```weidu-baf-tooltip\nReputation(O:Object*,I:Reputation*)\n```\nReturns true only if the reputation of the specified object is equal to the 2nd parameter."
|
|
2514
|
+
}
|
|
2515
|
+
},
|
|
2516
|
+
"ReputationGT": {
|
|
2517
|
+
"contents": {
|
|
2518
|
+
"kind": "markdown",
|
|
2519
|
+
"value": "```weidu-baf-tooltip\nReputationGT(O:Object*,I:Reputation*)\n```\nReturns true only if the reputation of the specified object is greater than the 2nd parameter."
|
|
2520
|
+
}
|
|
2521
|
+
},
|
|
2522
|
+
"ReputationLT": {
|
|
2523
|
+
"contents": {
|
|
2524
|
+
"kind": "markdown",
|
|
2525
|
+
"value": "```weidu-baf-tooltip\nReputationLT(O:Object*,I:Reputation*)\n```\nReturns true only if the reputation of the specified object is less than the 2nd parameter."
|
|
2526
|
+
}
|
|
2527
|
+
},
|
|
2528
|
+
"See": {
|
|
2529
|
+
"contents": {
|
|
2530
|
+
"kind": "markdown",
|
|
2531
|
+
"value": "```weidu-baf-tooltip\nSee(O:Object*)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) can see the specified object which must not be hidden or invisible."
|
|
2532
|
+
}
|
|
2533
|
+
},
|
|
2534
|
+
"Specifics": {
|
|
2535
|
+
"contents": {
|
|
2536
|
+
"kind": "markdown",
|
|
2537
|
+
"value": "```weidu-baf-tooltip\nSpecifics(O:Object*,I:Specifics*Specific)\n```\nReturns true only if the [specifics](https://gibberlings3.github.io/iesdp/files/ids/bgee/specific.htm) (as set in the [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_0x274) file or by the [ChangeSpecifics()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#157) action) of the specified object is equal to the 2nd parameter.\nDoesn't evaluate object selectors (e.g. [PC])."
|
|
2538
|
+
}
|
|
2539
|
+
},
|
|
2540
|
+
"Time": {
|
|
2541
|
+
"contents": {
|
|
2542
|
+
"kind": "markdown",
|
|
2543
|
+
"value": "```weidu-baf-tooltip\nTime(I:Time*Time)\n```\nReturns true only if the period of day matches the period in the 2nd parameter (taken from [TIME.IDS](https://gibberlings3.github.io/iesdp/files/ids/bgee/time.htm)). Hours are offset by 30 minutes, e.g. Time(1) is true between 00:30 and 01:29."
|
|
2544
|
+
}
|
|
2545
|
+
},
|
|
2546
|
+
"TimeOfDay": {
|
|
2547
|
+
"contents": {
|
|
2548
|
+
"kind": "markdown",
|
|
2549
|
+
"value": "```weidu-baf-tooltip\nTimeOfDay(I:Time Of Day*TimeODay)\n```\nAs above but less specific and uses [TIMEODAY.IDS](https://gibberlings3.github.io/iesdp/files/ids/bgee/timeoday.htm) at the following times: `MORNING`: at 6 hours, `DAY`: from 7 to 20 hours, `DUSK`: at 21 hours, `NIGHT`: from 22 hours to 5 hours."
|
|
2550
|
+
}
|
|
2551
|
+
},
|
|
2552
|
+
"HitBy": {
|
|
2553
|
+
"contents": {
|
|
2554
|
+
"kind": "markdown",
|
|
2555
|
+
"value": "```weidu-baf-tooltip\nHitBy(I:Object*,I:DmgType*Damages)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) was hit by the specified object by the specified [damage type](https://gibberlings3.github.io/iesdp/files/ids/bgee/damages.htm) in the last script round.\nIf the damage type is `CRUSHING` or `0`, then this will return true for ANY damage type.\n`!HitBy()` returns true when the script is first activated (e.g. initial area load) and when hit by any damage type."
|
|
2556
|
+
}
|
|
2557
|
+
},
|
|
2558
|
+
"HotKey": {
|
|
2559
|
+
"contents": {
|
|
2560
|
+
"kind": "markdown",
|
|
2561
|
+
"value": "```weidu-baf-tooltip\nHotKey(I:Key*HotKey)\n```\nReturns true only if the specified [key](https://gibberlings3.github.io/iesdp/files/ids/bgee/hotkey.htm) was pressed in the last script round. Hotkeys defined in keymap.ini take precedence over hotkeys expected by this trigger."
|
|
2562
|
+
}
|
|
2563
|
+
},
|
|
2564
|
+
"TimerExpired": {
|
|
2565
|
+
"contents": {
|
|
2566
|
+
"kind": "markdown",
|
|
2567
|
+
"value": "```weidu-baf-tooltip\nTimerExpired(I:ID*)\n```\nReturns true only if the local [timer](https://gibberlings3.github.io/iesdp/appendices/timers.htm) with the specified ID has expired. This action does not work as a state or response trigger in dialogs."
|
|
2568
|
+
}
|
|
2569
|
+
},
|
|
2570
|
+
"True": {
|
|
2571
|
+
"contents": {
|
|
2572
|
+
"kind": "markdown",
|
|
2573
|
+
"value": "```weidu-baf-tooltip\nTrue()\n```\nAlways returns true."
|
|
2574
|
+
}
|
|
2575
|
+
},
|
|
2576
|
+
"Trigger": {
|
|
2577
|
+
"contents": {
|
|
2578
|
+
"kind": "markdown",
|
|
2579
|
+
"value": "```weidu-baf-tooltip\nTrigger(I:TriggerNum*)\n```\nUsed as a form of script communication, in conjunction with the [SendTrigger()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#62) action. Seems to have the same range as [GiveOrder()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#16), and affects only one creature at once. The [LastTrigger](https://gibberlings3.github.io/iesdp/files/ids/bgee/object.htm#17) object does not get set after receiving a trigger."
|
|
2580
|
+
}
|
|
2581
|
+
},
|
|
2582
|
+
"Die": {
|
|
2583
|
+
"contents": {
|
|
2584
|
+
"kind": "markdown",
|
|
2585
|
+
"value": "```weidu-baf-tooltip\nDie()\n```\nReturns true if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has died in the last script round.\nWhen a block returns true to this trigger, this will be the final block executed in the script, unless it is [Continue()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#36)'d."
|
|
2586
|
+
}
|
|
2587
|
+
},
|
|
2588
|
+
"TargetUnreachable": {
|
|
2589
|
+
"contents": {
|
|
2590
|
+
"kind": "markdown",
|
|
2591
|
+
"value": "```weidu-baf-tooltip\nTargetUnreachable(O:Object*)\n```\nReturns true only if an action from the Attack, Spell or UseItem families that targeted the object specified cannot work with that target any more. That can happen from it not being in the area, deactivation, imprisonment, invisibility and sanctuary (provided true seeing options are not in play)."
|
|
2592
|
+
}
|
|
2593
|
+
},
|
|
2594
|
+
"Delay": {
|
|
2595
|
+
"contents": {
|
|
2596
|
+
"kind": "markdown",
|
|
2597
|
+
"value": "```weidu-baf-tooltip\nDelay(I:Delay*)\n```\nDelays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved."
|
|
2598
|
+
}
|
|
2599
|
+
},
|
|
2600
|
+
"NumCreature": {
|
|
2601
|
+
"contents": {
|
|
2602
|
+
"kind": "markdown",
|
|
2603
|
+
"value": "```weidu-baf-tooltip\nNumCreature(O:Object*,I:Number*)\n```\nReturns true only if the number of creatures of the [type](https://gibberlings3.github.io/iesdp/files/ids/bgee/object.htm) specified in sight of the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) are equal to the 2nd parameter."
|
|
2604
|
+
}
|
|
2605
|
+
},
|
|
2606
|
+
"NumCreatureLT": {
|
|
2607
|
+
"contents": {
|
|
2608
|
+
"kind": "markdown",
|
|
2609
|
+
"value": "```weidu-baf-tooltip\nNumCreatureLT(O:Object*,I:Number*)\n```\nAs above except for less than."
|
|
2610
|
+
}
|
|
2611
|
+
},
|
|
2612
|
+
"NumCreatureGT": {
|
|
2613
|
+
"contents": {
|
|
2614
|
+
"kind": "markdown",
|
|
2615
|
+
"value": "```weidu-baf-tooltip\nNumCreatureGT(O:Object*,I:Number*)\n```\nAs above except for greater than."
|
|
2616
|
+
}
|
|
2617
|
+
},
|
|
2618
|
+
"ActionListEmpty": {
|
|
2619
|
+
"contents": {
|
|
2620
|
+
"kind": "markdown",
|
|
2621
|
+
"value": "```weidu-baf-tooltip\nActionListEmpty()\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has no actions waiting to be performed, i.e. is idle."
|
|
2622
|
+
}
|
|
2623
|
+
},
|
|
2624
|
+
"HPPercent": {
|
|
2625
|
+
"contents": {
|
|
2626
|
+
"kind": "markdown",
|
|
2627
|
+
"value": "```weidu-baf-tooltip\nHPPercent(O:Object*,I:Hit Points*)\n```\nSee [HP()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4010) except this is for a percentage."
|
|
2628
|
+
}
|
|
2629
|
+
},
|
|
2630
|
+
"HPPercentLT": {
|
|
2631
|
+
"contents": {
|
|
2632
|
+
"kind": "markdown",
|
|
2633
|
+
"value": "```weidu-baf-tooltip\nHPPercentLT(O:Object*,I:Hit Points*)\n```\nSee [HPLT()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4012) except this is for a percentage."
|
|
2634
|
+
}
|
|
2635
|
+
},
|
|
2636
|
+
"HPPercentGT": {
|
|
2637
|
+
"contents": {
|
|
2638
|
+
"kind": "markdown",
|
|
2639
|
+
"value": "```weidu-baf-tooltip\nHPPercentGT(O:Object*,I:Hit Points*)\n```\nSee [HPGT()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4011) except this is for a percentage."
|
|
2640
|
+
}
|
|
2641
|
+
},
|
|
2642
|
+
"Heard": {
|
|
2643
|
+
"contents": {
|
|
2644
|
+
"kind": "markdown",
|
|
2645
|
+
"value": "```weidu-baf-tooltip\nHeard(O:Object*,I:ID*SHOUTIDS)\n```\nReturns true only if the active\n[CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm)\nwas within shouting range\n(see [Shout](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#106)/[GlobalShout](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#212))\nof the specified object and the specified object shouted the specified number\n(which does not have to be in [SHOUTIDS.IDS](https://gibberlings3.github.io/iesdp/files/ids/bgee/shoutids.htm))\nin the last script round."
|
|
2646
|
+
}
|
|
2647
|
+
},
|
|
2648
|
+
"False": {
|
|
2649
|
+
"contents": {
|
|
2650
|
+
"kind": "markdown",
|
|
2651
|
+
"value": "```weidu-baf-tooltip\nFalse()\n```\nNever returns true, i.e. is always false. A block of triggers containing this will never return true regardless of the other triggers in the block. The corresponding actions will never take place."
|
|
2652
|
+
}
|
|
2653
|
+
},
|
|
2654
|
+
"HaveSpell": {
|
|
2655
|
+
"contents": {
|
|
2656
|
+
"kind": "markdown",
|
|
2657
|
+
"value": "```weidu-baf-tooltip\nHaveSpell(I:Spell*Spell)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has the specified spell (either as [symbolic](https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm) value or resource string) memorised."
|
|
2658
|
+
}
|
|
2659
|
+
},
|
|
2660
|
+
"HaveSpellRES": {
|
|
2661
|
+
"contents": {
|
|
2662
|
+
"kind": "markdown",
|
|
2663
|
+
"value": "```weidu-baf-tooltip\nHaveSpellRES(S:Spell*)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has the specified spell (either as [symbolic](https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm) value or resource string) memorised."
|
|
2664
|
+
}
|
|
2665
|
+
},
|
|
2666
|
+
"HaveAnySpells": {
|
|
2667
|
+
"contents": {
|
|
2668
|
+
"kind": "markdown",
|
|
2669
|
+
"value": "```weidu-baf-tooltip\nHaveAnySpells()\n```\nReturns true if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has at least one spell memorised."
|
|
2670
|
+
}
|
|
2671
|
+
},
|
|
2672
|
+
"BecameVisible": {
|
|
2673
|
+
"contents": {
|
|
2674
|
+
"kind": "markdown",
|
|
2675
|
+
"value": "```weidu-baf-tooltip\nBecameVisible()\n```\nNT Returns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) turned visible in the last script round."
|
|
2676
|
+
}
|
|
2677
|
+
},
|
|
2678
|
+
"GlobalGT": {
|
|
2679
|
+
"contents": {
|
|
2680
|
+
"kind": "markdown",
|
|
2681
|
+
"value": "```weidu-baf-tooltip\nGlobalGT(S:Name*,S:Area*,I:Value*)\n```\nSee [Global()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x400F) except the [variable](https://gibberlings3.github.io/iesdp/appendices/variables.htm) must be greater than the value specified to be true."
|
|
2682
|
+
}
|
|
2683
|
+
},
|
|
2684
|
+
"GlobalLT": {
|
|
2685
|
+
"contents": {
|
|
2686
|
+
"kind": "markdown",
|
|
2687
|
+
"value": "```weidu-baf-tooltip\nGlobalLT(S:Name*,S:Area*,I:Value*)\n```\nAs above except for less than."
|
|
2688
|
+
}
|
|
2689
|
+
},
|
|
2690
|
+
"OnCreation": {
|
|
2691
|
+
"contents": {
|
|
2692
|
+
"kind": "markdown",
|
|
2693
|
+
"value": "```weidu-baf-tooltip\nOnCreation()\n```\nReturns true if the script is processed for the first time this session, e.g. when a creature is created (for CRE scripts) or when the player enters an area (for ARE scripts)."
|
|
2694
|
+
}
|
|
2695
|
+
},
|
|
2696
|
+
"StateCheck": {
|
|
2697
|
+
"contents": {
|
|
2698
|
+
"kind": "markdown",
|
|
2699
|
+
"value": "```weidu-baf-tooltip\nStateCheck(O:Object*,I:State*State)\n```\nReturns true only if the specified object is in the [state](https://gibberlings3.github.io/iesdp/files/ids/bgee/state.htm) specified."
|
|
2700
|
+
}
|
|
2701
|
+
},
|
|
2702
|
+
"NotStateCheck": {
|
|
2703
|
+
"contents": {
|
|
2704
|
+
"kind": "markdown",
|
|
2705
|
+
"value": "```weidu-baf-tooltip\nNotStateCheck(O:Object*,I:State*State)\n```\nExact opposite of above."
|
|
2706
|
+
}
|
|
2707
|
+
},
|
|
2708
|
+
"NumTimesTalkedTo": {
|
|
2709
|
+
"contents": {
|
|
2710
|
+
"kind": "markdown",
|
|
2711
|
+
"value": "```weidu-baf-tooltip\nNumTimesTalkedTo(I:Num*)\n```\nReturns true only if the player's party has spoken to the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) the exact number of times specified.\n`NumTimesTalkedTo()` seems to increment when a PC initiates conversation with an NPC, or an NPC initiates conversation with a PC. `NumTimesTalkedTo()` does not seem to increment for force-talks, interactions, interjections and self-talking."
|
|
2712
|
+
}
|
|
2713
|
+
},
|
|
2714
|
+
"NumberOfTimesTalkedTo": {
|
|
2715
|
+
"contents": {
|
|
2716
|
+
"kind": "markdown",
|
|
2717
|
+
"value": "```weidu-baf-tooltip\nNumberOfTimesTalkedTo(I:Num*)\n```\nReturns true only if the player's party has spoken to the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) the exact number of times specified.\n`NumTimesTalkedTo()` seems to increment when a PC initiates conversation with an NPC, or an NPC initiates conversation with a PC. `NumTimesTalkedTo()` does not seem to increment for force-talks, interactions, interjections and self-talking."
|
|
2718
|
+
}
|
|
2719
|
+
},
|
|
2720
|
+
"NumTimesTalkedToGT": {
|
|
2721
|
+
"contents": {
|
|
2722
|
+
"kind": "markdown",
|
|
2723
|
+
"value": "```weidu-baf-tooltip\nNumTimesTalkedToGT(I:Num*)\n```\nReturns true only if the player's party has spoken to the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) more than the number of times specified."
|
|
2724
|
+
}
|
|
2725
|
+
},
|
|
2726
|
+
"NumTimesTalkedToLT": {
|
|
2727
|
+
"contents": {
|
|
2728
|
+
"kind": "markdown",
|
|
2729
|
+
"value": "```weidu-baf-tooltip\nNumTimesTalkedToLT(I:Num*)\n```\nReturns true only if the player's party has spoken to the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) less than the number of times specified."
|
|
2730
|
+
}
|
|
2731
|
+
},
|
|
2732
|
+
"Reaction": {
|
|
2733
|
+
"contents": {
|
|
2734
|
+
"kind": "markdown",
|
|
2735
|
+
"value": "```weidu-baf-tooltip\nReaction(O:Object*,I:Value*Reaction)\n```\nReturns true only if the [reaction](https://gibberlings3.github.io/iesdp/files/ids/bgee/reaction.htm) of the object specified (on the friendly-hostile scale) to the player was as specified.\nReaction = 10 + rmodchr + rmodrep (see [rmodchr.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/rmodchr.htm) and [rmodrep.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/rmodrep.htm))."
|
|
2736
|
+
}
|
|
2737
|
+
},
|
|
2738
|
+
"ReactionGT": {
|
|
2739
|
+
"contents": {
|
|
2740
|
+
"kind": "markdown",
|
|
2741
|
+
"value": "```weidu-baf-tooltip\nReactionGT(O:Object*,I:Value*Reaction)\n```\nReturns true only if the [reaction](https://gibberlings3.github.io/iesdp/files/ids/bgee/reaction.htm) of the object specified (on the friendly-hostile scale) to the player was greater than specified.\nReaction = 10 + rmodchr + rmodrep (see [rmodchr.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/rmodchr.htm) and [rmodrep.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/rmodrep.htm))."
|
|
2742
|
+
}
|
|
2743
|
+
},
|
|
2744
|
+
"ReactionLT": {
|
|
2745
|
+
"contents": {
|
|
2746
|
+
"kind": "markdown",
|
|
2747
|
+
"value": "```weidu-baf-tooltip\nReactionLT(O:Object*,I:Value*Reaction)\n```\nReturns true only if the [reaction](https://gibberlings3.github.io/iesdp/files/ids/bgee/reaction.htm) of the object specified (on the friendly-hostile scale) to the player was lower than specified.\nReaction = 10 + rmodchr + rmodrep (see [rmodchr.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/rmodchr.htm) and [rmodrep.2da](https://gibberlings3.github.io/iesdp/files/2da/2da_bgee/rmodrep.htm))."
|
|
2748
|
+
}
|
|
2749
|
+
},
|
|
2750
|
+
"GlobalTimerExact": {
|
|
2751
|
+
"contents": {
|
|
2752
|
+
"kind": "markdown",
|
|
2753
|
+
"value": "```weidu-baf-tooltip\nGlobalTimerExact(S:Name*,S:Area*)\n```\nNT."
|
|
2754
|
+
}
|
|
2755
|
+
},
|
|
2756
|
+
"GlobalTimerExpired": {
|
|
2757
|
+
"contents": {
|
|
2758
|
+
"kind": "markdown",
|
|
2759
|
+
"value": "```weidu-baf-tooltip\nGlobalTimerExpired(S:Name*,S:Area*)\n```\nReturns true only if the [timer](https://gibberlings3.github.io/iesdp/appendices/timers.htm) with the name specified and of the type in the 2nd parameter has run and expired."
|
|
2760
|
+
}
|
|
2761
|
+
},
|
|
2762
|
+
"GlobalTimerNotExpired": {
|
|
2763
|
+
"contents": {
|
|
2764
|
+
"kind": "markdown",
|
|
2765
|
+
"value": "```weidu-baf-tooltip\nGlobalTimerNotExpired(S:Name*,S:Area*)\n```\nReturns true only if the [timer](https://gibberlings3.github.io/iesdp/appendices/timers.htm) with the name specified and of the type in the 2nd parameter is still running.\nIf we use `!GlobalTimerNotExpired(S:Name*,S:Area*)`, this will return true if the timer has never been set OR if it has already expired - very useful... most useful of all the GlobalTimer triggers :)."
|
|
2766
|
+
}
|
|
2767
|
+
},
|
|
2768
|
+
"PartyHasItem": {
|
|
2769
|
+
"contents": {
|
|
2770
|
+
"kind": "markdown",
|
|
2771
|
+
"value": "```weidu-baf-tooltip\nPartyHasItem(S:Item*)\n```\nReturns true if any of the party members have the specified [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in their inventory. This trigger also checks with container items (e.g. Bags of Holding)."
|
|
2772
|
+
}
|
|
2773
|
+
},
|
|
2774
|
+
"InParty": {
|
|
2775
|
+
"contents": {
|
|
2776
|
+
"kind": "markdown",
|
|
2777
|
+
"value": "```weidu-baf-tooltip\nInParty(O:Object*)\n```\nReturns true only if the specified object is in the player's party.\nAlternate object selector (e.g. [PC]) behavior - returns true if a party member matches against the selector."
|
|
2778
|
+
}
|
|
2779
|
+
},
|
|
2780
|
+
"CheckStat": {
|
|
2781
|
+
"contents": {
|
|
2782
|
+
"kind": "markdown",
|
|
2783
|
+
"value": "```weidu-baf-tooltip\nCheckStat(O:Object*,I:Value*,I:StatNum*Stats)\n```\nReturns true only if the specified object has the [statistic](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm) in the 3rd parameter at the value of the 2nd parameter.\nThis trigger looks at the entire value of any [STAT](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm) (16 or 32 bits, depending on the [STAT](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm))."
|
|
2784
|
+
}
|
|
2785
|
+
},
|
|
2786
|
+
"CheckStatGT": {
|
|
2787
|
+
"contents": {
|
|
2788
|
+
"kind": "markdown",
|
|
2789
|
+
"value": "```weidu-baf-tooltip\nCheckStatGT(O:Object*,I:Value*,I:StatNum*Stats)\n```\nReturns true only if the specified object has the [statistic](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm) in the 3rd parameter greater than the value of the 2nd parameter.\nThis trigger looks at the entire value of any [STAT](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm) (16 or 32 bits, depending on the [STAT](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm))."
|
|
2790
|
+
}
|
|
2791
|
+
},
|
|
2792
|
+
"CheckStatLT": {
|
|
2793
|
+
"contents": {
|
|
2794
|
+
"kind": "markdown",
|
|
2795
|
+
"value": "```weidu-baf-tooltip\nCheckStatLT(O:Object*,I:Value*,I:StatNum*Stats)\n```\nReturns true only if the specified object has the [statistic](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm) in the 3rd parameter less than the value of the 2nd parameter.\nThis trigger looks at the entire value of any [STAT](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm) (16 or 32 bits, depending on the [STAT](https://gibberlings3.github.io/iesdp/files/ids/bgee/stats.htm))."
|
|
2796
|
+
}
|
|
2797
|
+
},
|
|
2798
|
+
"RandomNum": {
|
|
2799
|
+
"contents": {
|
|
2800
|
+
"kind": "markdown",
|
|
2801
|
+
"value": "```weidu-baf-tooltip\nRandomNum(I:Range*,I:Value*)\n```\nGenerates a random number between `1` and `Range`. Returns true only if the random number equals the 2nd parameter.\nScripting uses the same random value to seed all [RandomNum()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4047) triggers across a single tick; if you have multiple [RandomNum()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4047) calls with the same parameters, they will all generate the same result."
|
|
2802
|
+
}
|
|
2803
|
+
},
|
|
2804
|
+
"RandomNumGT": {
|
|
2805
|
+
"contents": {
|
|
2806
|
+
"kind": "markdown",
|
|
2807
|
+
"value": "```weidu-baf-tooltip\nRandomNumGT(I:Range*,I:Value*)\n```\nNT As above except returns true only if the random number is greater than the 2nd parameter."
|
|
2808
|
+
}
|
|
2809
|
+
},
|
|
2810
|
+
"RandomNumLT": {
|
|
2811
|
+
"contents": {
|
|
2812
|
+
"kind": "markdown",
|
|
2813
|
+
"value": "```weidu-baf-tooltip\nRandomNumLT(I:Range*,I:Value*)\n```\nNT As above except returns true only if the random number is less than the 2nd parameter."
|
|
2814
|
+
}
|
|
2815
|
+
},
|
|
2816
|
+
"Died": {
|
|
2817
|
+
"contents": {
|
|
2818
|
+
"kind": "markdown",
|
|
2819
|
+
"value": "```weidu-baf-tooltip\nDied(O:Object*)\n```\nReturns true only if the specified object died in the last script round."
|
|
2820
|
+
}
|
|
2821
|
+
},
|
|
2822
|
+
"Killed": {
|
|
2823
|
+
"contents": {
|
|
2824
|
+
"kind": "markdown",
|
|
2825
|
+
"value": "```weidu-baf-tooltip\nKilled(O:Object*)\n```\nNT Returns true if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) killed the specified object in the last script round."
|
|
2826
|
+
}
|
|
2827
|
+
},
|
|
2828
|
+
"Entered": {
|
|
2829
|
+
"contents": {
|
|
2830
|
+
"kind": "markdown",
|
|
2831
|
+
"value": "```weidu-baf-tooltip\nEntered(O:Object*)\n```\nOnly for [trigger regions](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Info) in areas. Returns true only if the specified object entered the trigger region in the last script round."
|
|
2832
|
+
}
|
|
2833
|
+
},
|
|
2834
|
+
"Gender": {
|
|
2835
|
+
"contents": {
|
|
2836
|
+
"kind": "markdown",
|
|
2837
|
+
"value": "```weidu-baf-tooltip\nGender(O:Object*,I:Sex*Gender)\n```\nReturns true only if the [gender](https://gibberlings3.github.io/iesdp/files/ids/bgee/gender.htm) of the specified object is that given in the 2nd parameter.\nDoesn't evaluate object selectors (e.g. [PC])."
|
|
2838
|
+
}
|
|
2839
|
+
},
|
|
2840
|
+
"PartyGold": {
|
|
2841
|
+
"contents": {
|
|
2842
|
+
"kind": "markdown",
|
|
2843
|
+
"value": "```weidu-baf-tooltip\nPartyGold(I:Amount*)\n```\nReturns true only if the player's party has the amount of gold specified in the 2nd parameter."
|
|
2844
|
+
}
|
|
2845
|
+
},
|
|
2846
|
+
"PartyGoldGT": {
|
|
2847
|
+
"contents": {
|
|
2848
|
+
"kind": "markdown",
|
|
2849
|
+
"value": "```weidu-baf-tooltip\nPartyGoldGT(I:Amount*)\n```\nReturns true only if the player's party has more gold than specified in the 2nd parameter."
|
|
2850
|
+
}
|
|
2851
|
+
},
|
|
2852
|
+
"PartyGoldLT": {
|
|
2853
|
+
"contents": {
|
|
2854
|
+
"kind": "markdown",
|
|
2855
|
+
"value": "```weidu-baf-tooltip\nPartyGoldLT(I:Amount*)\n```\nReturns true only if the player's party has less gold than specified in the 2nd parameter."
|
|
2856
|
+
}
|
|
2857
|
+
},
|
|
2858
|
+
"Dead": {
|
|
2859
|
+
"contents": {
|
|
2860
|
+
"kind": "markdown",
|
|
2861
|
+
"value": "```weidu-baf-tooltip\nDead(S:Name*)\n```\nReturns only true if the creature with the specified script name has its death variable set to 1. Not every form of death sets this, but most do. So it's an almost complete test for death. The creature must have existed for this to be true. Note that SPRITE_IS_DEAD variables are not set if the creaure is killed by a neutral creature."
|
|
2862
|
+
}
|
|
2863
|
+
},
|
|
2864
|
+
"Opened": {
|
|
2865
|
+
"contents": {
|
|
2866
|
+
"kind": "markdown",
|
|
2867
|
+
"value": "```weidu-baf-tooltip\nOpened(O:Object*)\n```\nOnly for door scripts. Returns true only if the specified object opened the active door in the last script round."
|
|
2868
|
+
}
|
|
2869
|
+
},
|
|
2870
|
+
"Closed": {
|
|
2871
|
+
"contents": {
|
|
2872
|
+
"kind": "markdown",
|
|
2873
|
+
"value": "```weidu-baf-tooltip\nClosed(O:Object*)\n```\nOnly for door scripts. Returns true only if the specified object closed the active door in the last script round."
|
|
2874
|
+
}
|
|
2875
|
+
},
|
|
2876
|
+
"Detected": {
|
|
2877
|
+
"contents": {
|
|
2878
|
+
"kind": "markdown",
|
|
2879
|
+
"value": "```weidu-baf-tooltip\nDetected(O:Object*)\n```\nOnly for door scripts. Returns true only if the specified object detected this trap in the last script round."
|
|
2880
|
+
}
|
|
2881
|
+
},
|
|
2882
|
+
"Reset": {
|
|
2883
|
+
"contents": {
|
|
2884
|
+
"kind": "markdown",
|
|
2885
|
+
"value": "```weidu-baf-tooltip\nReset(O:Object*)\n```\nNT Only for trap scripts? Returns true only if this trap or trigger was reset in the last script round by the object specified."
|
|
2886
|
+
}
|
|
2887
|
+
},
|
|
2888
|
+
"Disarmed": {
|
|
2889
|
+
"contents": {
|
|
2890
|
+
"kind": "markdown",
|
|
2891
|
+
"value": "```weidu-baf-tooltip\nDisarmed(O:Object*)\n```\nOnly for trap/trigger region scripts. Returns true only if the specified object disarmed this trap in the last script round."
|
|
2892
|
+
}
|
|
2893
|
+
},
|
|
2894
|
+
"Unlocked": {
|
|
2895
|
+
"contents": {
|
|
2896
|
+
"kind": "markdown",
|
|
2897
|
+
"value": "```weidu-baf-tooltip\nUnlocked(O:Object*)\n```\nOnly for door scripts - returns true only if this door was unlocked by the specified object in the last script round.\nAppears to be broken."
|
|
2898
|
+
}
|
|
2899
|
+
},
|
|
2900
|
+
"OutOfAmmo": {
|
|
2901
|
+
"contents": {
|
|
2902
|
+
"kind": "markdown",
|
|
2903
|
+
"value": "```weidu-baf-tooltip\nOutOfAmmo()\n```\nSeems to be broken. Returns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has no ammunition for the current ranged weapon."
|
|
2904
|
+
}
|
|
2905
|
+
},
|
|
2906
|
+
"HaveUsableWeapon": {
|
|
2907
|
+
"contents": {
|
|
2908
|
+
"kind": "markdown",
|
|
2909
|
+
"value": "```weidu-baf-tooltip\nHaveUsableWeapon()\n```\nSeems to be broken. Returns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) has no ammunition for the current ranged weapon."
|
|
2910
|
+
}
|
|
2911
|
+
},
|
|
2912
|
+
"NumTimesInteracted": {
|
|
2913
|
+
"contents": {
|
|
2914
|
+
"kind": "markdown",
|
|
2915
|
+
"value": "```weidu-baf-tooltip\nNumTimesInteracted(I:NPC*NPC,I:Num*)\n```\nNT Returns true only if the specified NPC has interacted with the party a number of times equal to the 2nd parameter."
|
|
2916
|
+
}
|
|
2917
|
+
},
|
|
2918
|
+
"NumTimesInteractedGT": {
|
|
2919
|
+
"contents": {
|
|
2920
|
+
"kind": "markdown",
|
|
2921
|
+
"value": "```weidu-baf-tooltip\nNumTimesInteractedGT(I:NPC*NPC,I:Num*)\n```\nNT Returns true only if the specified NPC has interacted with the party a number of times greater than the 2nd parameter."
|
|
2922
|
+
}
|
|
2923
|
+
},
|
|
2924
|
+
"NumTimesInteractedLT": {
|
|
2925
|
+
"contents": {
|
|
2926
|
+
"kind": "markdown",
|
|
2927
|
+
"value": "```weidu-baf-tooltip\nNumTimesInteractedLT(I:NPC*NPC,I:Num*)\n```\nNT Returns true only if the specified NPC has interacted with the party a number of times less than the 2nd parameter."
|
|
2928
|
+
}
|
|
2929
|
+
},
|
|
2930
|
+
"BreakingPoint": {
|
|
2931
|
+
"contents": {
|
|
2932
|
+
"kind": "markdown",
|
|
2933
|
+
"value": "```weidu-baf-tooltip\nBreakingPoint()\n```\nChecks the current creature's happiness value. Note that this trigger is only evaluated when the happiness value is checked (at all other times this trigger returns false)."
|
|
2934
|
+
}
|
|
2935
|
+
},
|
|
2936
|
+
"PickPocketFailed": {
|
|
2937
|
+
"contents": {
|
|
2938
|
+
"kind": "markdown",
|
|
2939
|
+
"value": "```weidu-baf-tooltip\nPickPocketFailed(O:Object*)\n```\nChecks if a pickpocket attempt on the specified creature has failed in the last script round."
|
|
2940
|
+
}
|
|
2941
|
+
},
|
|
2942
|
+
"StealFailed": {
|
|
2943
|
+
"contents": {
|
|
2944
|
+
"kind": "markdown",
|
|
2945
|
+
"value": "```weidu-baf-tooltip\nStealFailed(O:Object*)\n```\nFor shopkeepers. Returns true if the specified object failed to steal from the shop in the last script round."
|
|
2946
|
+
}
|
|
2947
|
+
},
|
|
2948
|
+
"DisarmFailed": {
|
|
2949
|
+
"contents": {
|
|
2950
|
+
"kind": "markdown",
|
|
2951
|
+
"value": "```weidu-baf-tooltip\nDisarmFailed(O:Object*)\n```\nNT Not used in any existing scripts."
|
|
2952
|
+
}
|
|
2953
|
+
},
|
|
2954
|
+
"PickLockFailed": {
|
|
2955
|
+
"contents": {
|
|
2956
|
+
"kind": "markdown",
|
|
2957
|
+
"value": "```weidu-baf-tooltip\nPickLockFailed(O:Object*)\n```\nNT Not used in any existing scripts."
|
|
2958
|
+
}
|
|
2959
|
+
},
|
|
2960
|
+
"HasItem": {
|
|
2961
|
+
"contents": {
|
|
2962
|
+
"kind": "markdown",
|
|
2963
|
+
"value": "```weidu-baf-tooltip\nHasItem(S:ResRef*,O:Object*)\n```\nReturns true only if the specified object has the specified [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in its inventory. The first form of this trigger also checks within container items (e.g. Bags of Holding)."
|
|
2964
|
+
}
|
|
2965
|
+
},
|
|
2966
|
+
"HasItemType": {
|
|
2967
|
+
"contents": {
|
|
2968
|
+
"kind": "markdown",
|
|
2969
|
+
"value": "```weidu-baf-tooltip\nHasItemType(O:Object*,I:Type*ITEMFLAG,I:IgnoreDestructible*BOOLEAN)\n```\nReturns true only if the specified object has the specified [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in its inventory. The first form of this trigger also checks within container items (e.g. Bags of Holding)."
|
|
2970
|
+
}
|
|
2971
|
+
},
|
|
2972
|
+
"InteractingWith": {
|
|
2973
|
+
"contents": {
|
|
2974
|
+
"kind": "markdown",
|
|
2975
|
+
"value": "```weidu-baf-tooltip\nInteractingWith(O:Object*)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm)'s latest target using the [Interact()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#168) action is the specified object.\nAlternate object selector (e.g. [PC]) behavior - returns true if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm)'s latest target using the [Interact()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#168) action matches against the selector."
|
|
2976
|
+
}
|
|
2977
|
+
},
|
|
2978
|
+
"InWeaponRange": {
|
|
2979
|
+
"contents": {
|
|
2980
|
+
"kind": "markdown",
|
|
2981
|
+
"value": "```weidu-baf-tooltip\nInWeaponRange(O:Object*)\n```\nReturns true only if the specified object is within the range of the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm)'s currently equipped weapon."
|
|
2982
|
+
}
|
|
2983
|
+
},
|
|
2984
|
+
"HasWeaponEquiped": {
|
|
2985
|
+
"contents": {
|
|
2986
|
+
"kind": "markdown",
|
|
2987
|
+
"value": "```weidu-baf-tooltip\nHasWeaponEquiped(O:Object*)\n```\nReturns true only if the specified object has a weapon in a quickslot."
|
|
2988
|
+
}
|
|
2989
|
+
},
|
|
2990
|
+
"Happiness": {
|
|
2991
|
+
"contents": {
|
|
2992
|
+
"kind": "markdown",
|
|
2993
|
+
"value": "```weidu-baf-tooltip\nHappiness(O:Object*,I:Amount*Happy)\n```\nNT Returns true only if the specified object has the specified happiness value."
|
|
2994
|
+
}
|
|
2995
|
+
},
|
|
2996
|
+
"HappinessGT": {
|
|
2997
|
+
"contents": {
|
|
2998
|
+
"kind": "markdown",
|
|
2999
|
+
"value": "```weidu-baf-tooltip\nHappinessGT(O:Object*,I:Amount*Happy)\n```\nNT Returns true only if the happiness of the specified object is greater than the specified value."
|
|
3000
|
+
}
|
|
3001
|
+
},
|
|
3002
|
+
"HappinessLT": {
|
|
3003
|
+
"contents": {
|
|
3004
|
+
"kind": "markdown",
|
|
3005
|
+
"value": "```weidu-baf-tooltip\nHappinessLT(O:Object*,I:Amount*Happy)\n```\nNT Returns true only if the happiness of the specified object is less than the specified value."
|
|
3006
|
+
}
|
|
3007
|
+
},
|
|
3008
|
+
"TimeGT": {
|
|
3009
|
+
"contents": {
|
|
3010
|
+
"kind": "markdown",
|
|
3011
|
+
"value": "```weidu-baf-tooltip\nTimeGT(I:Time*Time)\n```\nReturns true only if the current [time](https://gibberlings3.github.io/iesdp/files/ids/bgee/time.htm) is greater than that specified. Hours are offset by 30 minutes, e.g. TimeGT(1) is true between 01:30 and 02:29."
|
|
3012
|
+
}
|
|
3013
|
+
},
|
|
3014
|
+
"TimeLT": {
|
|
3015
|
+
"contents": {
|
|
3016
|
+
"kind": "markdown",
|
|
3017
|
+
"value": "```weidu-baf-tooltip\nTimeLT(I:Time*Time)\n```\nReturns true only if the current [time](https://gibberlings3.github.io/iesdp/files/ids/bgee/time.htm) is less than that specified. Hours are offset by 30 minutes, e.g. TimeLT(1) is true between 23:30 and 00:29."
|
|
3018
|
+
}
|
|
3019
|
+
},
|
|
3020
|
+
"NumInParty": {
|
|
3021
|
+
"contents": {
|
|
3022
|
+
"kind": "markdown",
|
|
3023
|
+
"value": "```weidu-baf-tooltip\nNumInParty(I:Num*)\n```\nReturns true only if the number of party members (dead ones also count) is equal to the number specified."
|
|
3024
|
+
}
|
|
3025
|
+
},
|
|
3026
|
+
"NumInPartyGT": {
|
|
3027
|
+
"contents": {
|
|
3028
|
+
"kind": "markdown",
|
|
3029
|
+
"value": "```weidu-baf-tooltip\nNumInPartyGT(I:Num*)\n```\nReturns true only if the number of party members (dead ones also count) is greater than the number specified."
|
|
3030
|
+
}
|
|
3031
|
+
},
|
|
3032
|
+
"NumInPartyLT": {
|
|
3033
|
+
"contents": {
|
|
3034
|
+
"kind": "markdown",
|
|
3035
|
+
"value": "```weidu-baf-tooltip\nNumInPartyLT(I:Num*)\n```\nReturns true only if the number of party members (dead ones also count) is less than the number specified."
|
|
3036
|
+
}
|
|
3037
|
+
},
|
|
3038
|
+
"UnselectableVariable": {
|
|
3039
|
+
"contents": {
|
|
3040
|
+
"kind": "markdown",
|
|
3041
|
+
"value": "```weidu-baf-tooltip\nUnselectableVariable(I:Num*)\n```\nReturns true only if the active [creature](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) is for exactly the specified number of ticks (1/15th seconds) left under the effect of the script action [MakeUnselectable()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#182) or [opcode #365](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op365).\nBy default in BG2EE creatures stop processing scripts while under effect of the script action [MakeUnselectable()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#182)."
|
|
3042
|
+
}
|
|
3043
|
+
},
|
|
3044
|
+
"UnselectableVariableGT": {
|
|
3045
|
+
"contents": {
|
|
3046
|
+
"kind": "markdown",
|
|
3047
|
+
"value": "```weidu-baf-tooltip\nUnselectableVariableGT(I:Num*)\n```\nReturns true only if the active [creature](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) is for more than the specified number of ticks (1/15th seconds) left under the effect of the script action [MakeUnselectable()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#182) or [opcode #365](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op365).\nBy default in BG2EE creatures stop processing scripts while under effect of the script action [MakeUnselectable()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#182)."
|
|
3048
|
+
}
|
|
3049
|
+
},
|
|
3050
|
+
"UnselectableVariableLT": {
|
|
3051
|
+
"contents": {
|
|
3052
|
+
"kind": "markdown",
|
|
3053
|
+
"value": "```weidu-baf-tooltip\nUnselectableVariableLT(I:Num*)\n```\nReturns true only if the active [creature](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) is for less than the specified number of ticks (1/15th seconds) left under the effect of the script action [MakeUnselectable()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#182) or [opcode #365](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op365).\nBy default in BG2EE creatures stop processing scripts while under effect of the script action [MakeUnselectable()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#182)."
|
|
3054
|
+
}
|
|
3055
|
+
},
|
|
3056
|
+
"Clicked": {
|
|
3057
|
+
"contents": {
|
|
3058
|
+
"kind": "markdown",
|
|
3059
|
+
"value": "```weidu-baf-tooltip\nClicked(O:Object*)\n```\nOnly for [trigger regions](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Info). Returns true if the specified object clicked on the trigger region running this script."
|
|
3060
|
+
}
|
|
3061
|
+
},
|
|
3062
|
+
"NumDead": {
|
|
3063
|
+
"contents": {
|
|
3064
|
+
"kind": "markdown",
|
|
3065
|
+
"value": "```weidu-baf-tooltip\nNumDead(S:Name*,I:Num*)\n```\nReturns true only if the number of creatures with script name \"Name\" that have been killed is equal to the 2nd parameter."
|
|
3066
|
+
}
|
|
3067
|
+
},
|
|
3068
|
+
"NumDeadGT": {
|
|
3069
|
+
"contents": {
|
|
3070
|
+
"kind": "markdown",
|
|
3071
|
+
"value": "```weidu-baf-tooltip\nNumDeadGT(S:Name*,I:Num*)\n```\nReturns true only if the number of creatures with script name \"Name\" that have been killed is greater than the 2nd parameter."
|
|
3072
|
+
}
|
|
3073
|
+
},
|
|
3074
|
+
"NumDeadLT": {
|
|
3075
|
+
"contents": {
|
|
3076
|
+
"kind": "markdown",
|
|
3077
|
+
"value": "```weidu-baf-tooltip\nNumDeadLT(S:Name*,I:Num*)\n```\nReturns true only if the number of creatures with script name \"Name\" that have been killed is less than the 2nd parameter."
|
|
3078
|
+
}
|
|
3079
|
+
},
|
|
3080
|
+
"Detect": {
|
|
3081
|
+
"contents": {
|
|
3082
|
+
"kind": "markdown",
|
|
3083
|
+
"value": "```weidu-baf-tooltip\nDetect(O:Object*)\n```\nReturns true if the the specified object is detected by the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) in any way (hearing or sight). Neither Move Silently nor Hide in Shadows prevent creatures from being detected via Detect(). Detect ignores [Protection from Creature Type](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op100) effects for static objects."
|
|
3084
|
+
}
|
|
3085
|
+
},
|
|
3086
|
+
"Contains": {
|
|
3087
|
+
"contents": {
|
|
3088
|
+
"kind": "markdown",
|
|
3089
|
+
"value": "```weidu-baf-tooltip\nContains(S:ResRef*,O:Object*)\n```\nReturns true only if the [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) specified in parameter 1 is in the [container](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Container) specified in parameter 2."
|
|
3090
|
+
}
|
|
3091
|
+
},
|
|
3092
|
+
"OpenState": {
|
|
3093
|
+
"contents": {
|
|
3094
|
+
"kind": "markdown",
|
|
3095
|
+
"value": "```weidu-baf-tooltip\nOpenState(O:Object*,I:Open*BOOLEAN)\n```\nNT Returns true only if the open state of the specified [door](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Door) matches the state specified in the 2nd parameter."
|
|
3096
|
+
}
|
|
3097
|
+
},
|
|
3098
|
+
"NumItems": {
|
|
3099
|
+
"contents": {
|
|
3100
|
+
"kind": "markdown",
|
|
3101
|
+
"value": "```weidu-baf-tooltip\nNumItems(S:ResRef*,O:Object*,I:Num*)\n```\nReturns true only if the specified object has the number of [items](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in the 3rd parameter of the type specified in the 1st parameter in its inventory."
|
|
3102
|
+
}
|
|
3103
|
+
},
|
|
3104
|
+
"NumItemsGT": {
|
|
3105
|
+
"contents": {
|
|
3106
|
+
"kind": "markdown",
|
|
3107
|
+
"value": "```weidu-baf-tooltip\nNumItemsGT(S:ResRef*,O:Object*,I:Num*)\n```\nReturns true only if the specified object has more than the number of [items](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in the 3rd parameter of the type specified in the 1st parameter in its inventory."
|
|
3108
|
+
}
|
|
3109
|
+
},
|
|
3110
|
+
"NumItemsLT": {
|
|
3111
|
+
"contents": {
|
|
3112
|
+
"kind": "markdown",
|
|
3113
|
+
"value": "```weidu-baf-tooltip\nNumItemsLT(S:ResRef*,O:Object*,I:Num*)\n```\nReturns true only if the specified object has fewer than the number of [items](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) in the 3rd parameter of the type specified in the 1st parameter in its inventory."
|
|
3114
|
+
}
|
|
3115
|
+
},
|
|
3116
|
+
"NumItemsParty": {
|
|
3117
|
+
"contents": {
|
|
3118
|
+
"kind": "markdown",
|
|
3119
|
+
"value": "```weidu-baf-tooltip\nNumItemsParty(S:ResRef*,I:Num*)\n```\nReturns true only if the party has a total number of [items](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) of the type specified equal to the 2nd parameter."
|
|
3120
|
+
}
|
|
3121
|
+
},
|
|
3122
|
+
"NumItemsPartyGT": {
|
|
3123
|
+
"contents": {
|
|
3124
|
+
"kind": "markdown",
|
|
3125
|
+
"value": "```weidu-baf-tooltip\nNumItemsPartyGT(S:ResRef*,I:Num*)\n```\nReturns true only if the party has a total number of [items](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) of the type specified greater than the 2nd parameter."
|
|
3126
|
+
}
|
|
3127
|
+
},
|
|
3128
|
+
"NumItemsPartyLT": {
|
|
3129
|
+
"contents": {
|
|
3130
|
+
"kind": "markdown",
|
|
3131
|
+
"value": "```weidu-baf-tooltip\nNumItemsPartyLT(S:ResRef*,I:Num*)\n```\nReturns true only if the party has a total number of [items](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) of the type specified less than the 2nd parameter."
|
|
3132
|
+
}
|
|
3133
|
+
},
|
|
3134
|
+
"IsOverMe": {
|
|
3135
|
+
"contents": {
|
|
3136
|
+
"kind": "markdown",
|
|
3137
|
+
"value": "```weidu-baf-tooltip\nIsOverMe(O:Object*)\n```\nOnly for [trigger](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Info) regions. Returns true only if the specified object is over the trigger running the script."
|
|
3138
|
+
}
|
|
3139
|
+
},
|
|
3140
|
+
"AreaCheck": {
|
|
3141
|
+
"contents": {
|
|
3142
|
+
"kind": "markdown",
|
|
3143
|
+
"value": "```weidu-baf-tooltip\nAreaCheck(S:ResRef*)\n```\nReturns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) is in the [area](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm) specified."
|
|
3144
|
+
}
|
|
3145
|
+
},
|
|
3146
|
+
"HasItemEquiped": {
|
|
3147
|
+
"contents": {
|
|
3148
|
+
"kind": "markdown",
|
|
3149
|
+
"value": "```weidu-baf-tooltip\nHasItemEquiped(S:ResRef*,O:Object*)\n```\nReturns true if the specified object has the specified [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) outside the general inventory slots (does not\ncheck for equipped status). This trigger does not work for Melf's Minute Meteors or other magically created\nweapons."
|
|
3150
|
+
}
|
|
3151
|
+
},
|
|
3152
|
+
"NumCreatureVsParty": {
|
|
3153
|
+
"contents": {
|
|
3154
|
+
"kind": "markdown",
|
|
3155
|
+
"value": "```weidu-baf-tooltip\nNumCreatureVsParty(O:Object*,I:Number*)\n```\nReturns true if the number of hostile creatures of the type specified in the 1st parameter that are currently in fighting range of the party, minus the number of party members, is equal to the 2nd parameter."
|
|
3156
|
+
}
|
|
3157
|
+
},
|
|
3158
|
+
"NumCreatureVsPartyLT": {
|
|
3159
|
+
"contents": {
|
|
3160
|
+
"kind": "markdown",
|
|
3161
|
+
"value": "```weidu-baf-tooltip\nNumCreatureVsPartyLT(O:Object*,I:Number*)\n```\nReturns true if the number of hostile creatures of the type specified in the 1st parameter that are currently in fighting range of the party, minus the number of party members, is less than the 2nd parameter."
|
|
3162
|
+
}
|
|
3163
|
+
},
|
|
3164
|
+
"NumCreatureVsPartyGT": {
|
|
3165
|
+
"contents": {
|
|
3166
|
+
"kind": "markdown",
|
|
3167
|
+
"value": "```weidu-baf-tooltip\nNumCreatureVsPartyGT(O:Object*,I:Number*)\n```\nReturns true if the number of hostile creatures of the type specified in the 1st parameter that are currently in fighting range of the party, minus the number of party members, is greater than the 2nd parameter."
|
|
3168
|
+
}
|
|
3169
|
+
},
|
|
3170
|
+
"CombatCounter": {
|
|
3171
|
+
"contents": {
|
|
3172
|
+
"kind": "markdown",
|
|
3173
|
+
"value": "```weidu-baf-tooltip\nCombatCounter(I:Number*)\n```\nThis trigger may not work as expected.\nReturns true only if the combat counter (counts down from 150 after each attack) is of the value specified. CombatCounter(0) returns true only if there is no combat in the active area at the moment. CombatCounter() can give false results after dialog has been completed or after a Hide in Shadows check has been failed."
|
|
3174
|
+
}
|
|
3175
|
+
},
|
|
3176
|
+
"CombatCounterLT": {
|
|
3177
|
+
"contents": {
|
|
3178
|
+
"kind": "markdown",
|
|
3179
|
+
"value": "```weidu-baf-tooltip\nCombatCounterLT(I:Number*)\n```\nReturns true only if the combat counter (counts down from 150 after each attack) is less than the value specified."
|
|
3180
|
+
}
|
|
3181
|
+
},
|
|
3182
|
+
"CombatCounterGT": {
|
|
3183
|
+
"contents": {
|
|
3184
|
+
"kind": "markdown",
|
|
3185
|
+
"value": "```weidu-baf-tooltip\nCombatCounterGT(I:Number*)\n```\nThis trigger does not work as expected.\nReturns true only if the combat counter (counts down from 150 after each attack) is greater than the value specified. CombatCounterGT(0) returns true if there is any combat going on in the active area."
|
|
3186
|
+
}
|
|
3187
|
+
},
|
|
3188
|
+
"AreaType": {
|
|
3189
|
+
"contents": {
|
|
3190
|
+
"kind": "markdown",
|
|
3191
|
+
"value": "```weidu-baf-tooltip\nAreaType(I:Number*AREATYPE)\n```\nReturns true only if the [area](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm) in which the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) is, has the specified [type flag](https://gibberlings3.github.io/iesdp/files/ids/bgee/areatype.htm) set. Note that the value is OR'd. This trigger can cause a crash if it evaluates to true and is used as the first trigger in a dead NPCs dream script."
|
|
3192
|
+
}
|
|
3193
|
+
},
|
|
3194
|
+
"TrapTriggered": {
|
|
3195
|
+
"contents": {
|
|
3196
|
+
"kind": "markdown",
|
|
3197
|
+
"value": "```weidu-baf-tooltip\nTrapTriggered(O:Triggerer*)\n```\nNT Only for trigger [regions/traps](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Info). Returns true if this trap was triggered by the object specified."
|
|
3198
|
+
}
|
|
3199
|
+
},
|
|
3200
|
+
"PartyMemberDied": {
|
|
3201
|
+
"contents": {
|
|
3202
|
+
"kind": "markdown",
|
|
3203
|
+
"value": "```weidu-baf-tooltip\nPartyMemberDied(O:Object*)\n```\nNT Returns true only if the party member specified died in the last script round."
|
|
3204
|
+
}
|
|
3205
|
+
},
|
|
3206
|
+
"OR": {
|
|
3207
|
+
"contents": {
|
|
3208
|
+
"kind": "markdown",
|
|
3209
|
+
"value": "```weidu-baf-tooltip\nOR(I:OrCount*)\n```\nReturns true if any (i.e., at least one) of the next 'OrCount' triggers returns true."
|
|
3210
|
+
}
|
|
3211
|
+
},
|
|
3212
|
+
"InPartySlot": {
|
|
3213
|
+
"contents": {
|
|
3214
|
+
"kind": "markdown",
|
|
3215
|
+
"value": "```weidu-baf-tooltip\nInPartySlot(O:Object*,I:Slot*)\n```\nReturns true only if the specified object is in the party and in the slot specified (slots are 0-5). Party slots are based on join order; Player1 is in slot 0, Player2 in slot 1 etc.\nAlternate object selector (e.g. [PC]) behavior - returns true if the party member in the specified slot matches against the selector."
|
|
3216
|
+
}
|
|
3217
|
+
},
|
|
3218
|
+
"SpellCast": {
|
|
3219
|
+
"contents": {
|
|
3220
|
+
"kind": "markdown",
|
|
3221
|
+
"value": "```weidu-baf-tooltip\nSpellCast(O:Object*,I:Spell*Spell)\n```\nReturns true only if the specified object cast the spell in the 2nd paramater in the last script round. If the `Spell` parameter is `0`, then this will return true for ANY spell cast."
|
|
3222
|
+
}
|
|
3223
|
+
},
|
|
3224
|
+
"SpellCastRES": {
|
|
3225
|
+
"contents": {
|
|
3226
|
+
"kind": "markdown",
|
|
3227
|
+
"value": "```weidu-baf-tooltip\nSpellCastRES(S:Spell*,O:Object*)\n```\nReturns true only if the specified object cast the spell in the 2nd paramater in the last script round. If the `Spell` parameter is `0`, then this will return true for ANY spell cast."
|
|
3228
|
+
}
|
|
3229
|
+
},
|
|
3230
|
+
"InLine": {
|
|
3231
|
+
"contents": {
|
|
3232
|
+
"kind": "markdown",
|
|
3233
|
+
"value": "```weidu-baf-tooltip\nInLine(S:Target*,O:Object*)\n```\nSeems to have no effect.\n`InLine(O:Object*)` returns true if the active creature can see the target creature."
|
|
3234
|
+
}
|
|
3235
|
+
},
|
|
3236
|
+
"PartyRested": {
|
|
3237
|
+
"contents": {
|
|
3238
|
+
"kind": "markdown",
|
|
3239
|
+
"value": "```weidu-baf-tooltip\nPartyRested()\n```\nReturns true if the party has just finished resting."
|
|
3240
|
+
}
|
|
3241
|
+
},
|
|
3242
|
+
"Level": {
|
|
3243
|
+
"contents": {
|
|
3244
|
+
"kind": "markdown",
|
|
3245
|
+
"value": "```weidu-baf-tooltip\nLevel(O:Object*,I:Level*)\n```\nReturns true only if the experience level of the specified object equals the 2nd parameter."
|
|
3246
|
+
}
|
|
3247
|
+
},
|
|
3248
|
+
"LevelGT": {
|
|
3249
|
+
"contents": {
|
|
3250
|
+
"kind": "markdown",
|
|
3251
|
+
"value": "```weidu-baf-tooltip\nLevelGT(O:Object*,I:Level*)\n```\nReturns true only if the experience level of the specified object is greater than the 2nd parameter."
|
|
3252
|
+
}
|
|
3253
|
+
},
|
|
3254
|
+
"LevelLT": {
|
|
3255
|
+
"contents": {
|
|
3256
|
+
"kind": "markdown",
|
|
3257
|
+
"value": "```weidu-baf-tooltip\nLevelLT(O:Object*,I:Level*)\n```\nReturns true only if the experience level of the specified object is less than the 2nd parameter."
|
|
3258
|
+
}
|
|
3259
|
+
},
|
|
3260
|
+
"Summoned": {
|
|
3261
|
+
"contents": {
|
|
3262
|
+
"kind": "markdown",
|
|
3263
|
+
"value": "```weidu-baf-tooltip\nSummoned(O:Object*)\n```\nNT Returns true only if the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) summoned the specified object in the last script round."
|
|
3264
|
+
}
|
|
3265
|
+
},
|
|
3266
|
+
"GlobalsEqual": {
|
|
3267
|
+
"contents": {
|
|
3268
|
+
"kind": "markdown",
|
|
3269
|
+
"value": "```weidu-baf-tooltip\nGlobalsEqual(S:Name1*,S:Name2*)\n```\nReturns true only if the 2 global [variables](https://gibberlings3.github.io/iesdp/appendices/variables.htm) specified have equal values."
|
|
3270
|
+
}
|
|
3271
|
+
},
|
|
3272
|
+
"GlobalsGT": {
|
|
3273
|
+
"contents": {
|
|
3274
|
+
"kind": "markdown",
|
|
3275
|
+
"value": "```weidu-baf-tooltip\nGlobalsGT(S:Name1*,S:Name2*)\n```\nReturns true only if the 1st global [variable](https://gibberlings3.github.io/iesdp/appendices/variables.htm) has a value greater than the 2nd one."
|
|
3276
|
+
}
|
|
3277
|
+
},
|
|
3278
|
+
"GlobalsLT": {
|
|
3279
|
+
"contents": {
|
|
3280
|
+
"kind": "markdown",
|
|
3281
|
+
"value": "```weidu-baf-tooltip\nGlobalsLT(S:Name1*,S:Name2*)\n```\nReturns true only if the 1st global [variable](https://gibberlings3.github.io/iesdp/appendices/variables.htm) has a value less than the 2nd one."
|
|
3282
|
+
}
|
|
3283
|
+
},
|
|
3284
|
+
"LocalsEqual": {
|
|
3285
|
+
"contents": {
|
|
3286
|
+
"kind": "markdown",
|
|
3287
|
+
"value": "```weidu-baf-tooltip\nLocalsEqual(S:Name1*,S:Name2*)\n```\nReturns true only if the 2 local [variables](https://gibberlings3.github.io/iesdp/appendices/variables.htm) specified have equal values."
|
|
3288
|
+
}
|
|
3289
|
+
},
|
|
3290
|
+
"LocalsGT": {
|
|
3291
|
+
"contents": {
|
|
3292
|
+
"kind": "markdown",
|
|
3293
|
+
"value": "```weidu-baf-tooltip\nLocalsGT(S:Name1*,S:Name2*)\n```\nReturns true only if the 1st local [variable](https://gibberlings3.github.io/iesdp/appendices/variables.htm) has a value greater than the 2nd one."
|
|
3294
|
+
}
|
|
3295
|
+
},
|
|
3296
|
+
"LocalsLT": {
|
|
3297
|
+
"contents": {
|
|
3298
|
+
"kind": "markdown",
|
|
3299
|
+
"value": "```weidu-baf-tooltip\nLocalsLT(S:Name1*,S:Name2*)\n```\nReturns true only if the 1st local [variable](https://gibberlings3.github.io/iesdp/appendices/variables.htm) has a value less than the 2nd one."
|
|
3300
|
+
}
|
|
3301
|
+
},
|
|
3302
|
+
"ObjectActionListEmpty": {
|
|
3303
|
+
"contents": {
|
|
3304
|
+
"kind": "markdown",
|
|
3305
|
+
"value": "```weidu-baf-tooltip\nObjectActionListEmpty(O:Object*)\n```\nReturns true only if the specified object has no actions waiting to be performed."
|
|
3306
|
+
}
|
|
3307
|
+
},
|
|
3308
|
+
"OnScreen": {
|
|
3309
|
+
"contents": {
|
|
3310
|
+
"kind": "markdown",
|
|
3311
|
+
"value": "```weidu-baf-tooltip\nOnScreen(O:Object*)\n```\nReturns true only if the specified object is on the screen."
|
|
3312
|
+
}
|
|
3313
|
+
},
|
|
3314
|
+
"InActiveArea": {
|
|
3315
|
+
"contents": {
|
|
3316
|
+
"kind": "markdown",
|
|
3317
|
+
"value": "```weidu-baf-tooltip\nInActiveArea(O:Object*)\n```\nReturns true only if specified object is in the active [area](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm). The active area is that in which Player1 is. This trigger will crash the game if the specified creature is not in the active area and is not a global object."
|
|
3318
|
+
}
|
|
3319
|
+
},
|
|
3320
|
+
"SpellCastOnMe": {
|
|
3321
|
+
"contents": {
|
|
3322
|
+
"kind": "markdown",
|
|
3323
|
+
"value": "```weidu-baf-tooltip\nSpellCastOnMe(O:Caster*,I:Spell*Spell)\n```\nReturns true only if the specified object cast the specified spell on the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) in the last script round. If the `Spell` parameter is `0` (or `\"\"` for the RES version), then this will return true for ANY spell cast.\nReturns false for spells whose [Ability target](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/spl_v1.htm#splv1_Extended_Header_0xC) is [4](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/spl_v1.htm#splv1_Extended_Header_0xC_4) (Any point within range)."
|
|
3324
|
+
}
|
|
3325
|
+
},
|
|
3326
|
+
"SpellCastOnMeRES": {
|
|
3327
|
+
"contents": {
|
|
3328
|
+
"kind": "markdown",
|
|
3329
|
+
"value": "```weidu-baf-tooltip\nSpellCastOnMeRES(S:Spell*,O:Caster*)\n```\nReturns true only if the specified object cast the specified spell on the active [CRE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm) in the last script round. If the `Spell` parameter is `0` (or `\"\"` for the RES version), then this will return true for ANY spell cast.\nReturns false for spells whose [Ability target](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/spl_v1.htm#splv1_Extended_Header_0xC) is [4](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/spl_v1.htm#splv1_Extended_Header_0xC_4) (Any point within range)."
|
|
3330
|
+
}
|
|
3331
|
+
},
|
|
3332
|
+
"CalanderDay": {
|
|
3333
|
+
"contents": {
|
|
3334
|
+
"kind": "markdown",
|
|
3335
|
+
"value": "```weidu-baf-tooltip\nCalanderDay(I:Day*)\n```\nNT Returns true only if the current day is the day specified."
|
|
3336
|
+
}
|
|
3337
|
+
},
|
|
3338
|
+
"CalanderDayGT": {
|
|
3339
|
+
"contents": {
|
|
3340
|
+
"kind": "markdown",
|
|
3341
|
+
"value": "```weidu-baf-tooltip\nCalanderDayGT(I:Day*)\n```\nNT Returns true only if the current day is after the day specified."
|
|
3342
|
+
}
|
|
3343
|
+
},
|
|
3344
|
+
"CalanderDayLT": {
|
|
3345
|
+
"contents": {
|
|
3346
|
+
"kind": "markdown",
|
|
3347
|
+
"value": "```weidu-baf-tooltip\nCalanderDayLT(I:Day*)\n```\nNT Returns true only if the current day is before the day specified."
|
|
3348
|
+
}
|
|
3349
|
+
},
|
|
3350
|
+
"Name": {
|
|
3351
|
+
"contents": {
|
|
3352
|
+
"kind": "markdown",
|
|
3353
|
+
"value": "```weidu-baf-tooltip\nName(S:Name*,O:Object*)\n```\nReturns true only if the object in the 2nd parameter has the script name specified."
|
|
3354
|
+
}
|
|
3355
|
+
},
|
|
3356
|
+
"SpellCastPriest": {
|
|
3357
|
+
"contents": {
|
|
3358
|
+
"kind": "markdown",
|
|
3359
|
+
"value": "```weidu-baf-tooltip\nSpellCastPriest(O:Object*,I:Spell*Spell)\n```\nReturns true only if the specified object cast the specified priest spell in the last script round."
|
|
3360
|
+
}
|
|
3361
|
+
},
|
|
3362
|
+
"SpellCastPriestRES": {
|
|
3363
|
+
"contents": {
|
|
3364
|
+
"kind": "markdown",
|
|
3365
|
+
"value": "```weidu-baf-tooltip\nSpellCastPriestRES(S:Spell*,O:Object*)\n```\nReturns true only if the specified object cast the specified priest spell in the last script round."
|
|
3366
|
+
}
|
|
3367
|
+
},
|
|
3368
|
+
"SpellCastInnate": {
|
|
3369
|
+
"contents": {
|
|
3370
|
+
"kind": "markdown",
|
|
3371
|
+
"value": "```weidu-baf-tooltip\nSpellCastInnate(O:Object*,I:Spell*Spell)\n```\nReturns true only if the specified object cast the specified innate spell in the last script round.\nThe spell level must match the spell's definition (in [SPELL.IDS](https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm)) for the trigger to return true."
|
|
3372
|
+
}
|
|
3373
|
+
},
|
|
3374
|
+
"SpellCastInnateRES": {
|
|
3375
|
+
"contents": {
|
|
3376
|
+
"kind": "markdown",
|
|
3377
|
+
"value": "```weidu-baf-tooltip\nSpellCastInnateRES(S:Spell*,O:Object*)\n```\nReturns true only if the specified object cast the specified innate spell in the last script round.\nThe spell level must match the spell's definition (in [SPELL.IDS](https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm)) for the trigger to return true."
|
|
3378
|
+
}
|
|
3379
|
+
},
|
|
3380
|
+
"IsValidForPartyDialog": {
|
|
3381
|
+
"contents": {
|
|
3382
|
+
"kind": "markdown",
|
|
3383
|
+
"value": "```weidu-baf-tooltip\nIsValidForPartyDialog(O:Object*)\n```\nReturns true only if that specified party member can take part in party dialogue."
|
|
3384
|
+
}
|
|
3385
|
+
},
|
|
3386
|
+
"IfValidForPartyDialog": {
|
|
3387
|
+
"contents": {
|
|
3388
|
+
"kind": "markdown",
|
|
3389
|
+
"value": "```weidu-baf-tooltip\nIfValidForPartyDialog(O:Object*)\n```\nReturns true only if that specified party member can take part in party dialogue."
|
|
3390
|
+
}
|
|
3391
|
+
},
|
|
3392
|
+
"IsValidForPartyDialogue": {
|
|
3393
|
+
"contents": {
|
|
3394
|
+
"kind": "markdown",
|
|
3395
|
+
"value": "```weidu-baf-tooltip\nIsValidForPartyDialogue(O:Object*)\n```\nReturns true only if that specified party member can take part in party dialogue."
|
|
3396
|
+
}
|
|
3397
|
+
},
|
|
3398
|
+
"IfValidForPartyDialogue": {
|
|
3399
|
+
"contents": {
|
|
3400
|
+
"kind": "markdown",
|
|
3401
|
+
"value": "```weidu-baf-tooltip\nIfValidForPartyDialogue(O:Object*)\n```\nReturns true only if that specified party member can take part in party dialogue."
|
|
3402
|
+
}
|
|
3403
|
+
},
|
|
3404
|
+
"PartyHasItemIdentified": {
|
|
3405
|
+
"contents": {
|
|
3406
|
+
"kind": "markdown",
|
|
3407
|
+
"value": "```weidu-baf-tooltip\nPartyHasItemIdentified(S:ResRef*)\n```\nReturns true only if the party has the [item](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm) specified and it is identified."
|
|
3408
|
+
}
|
|
3409
|
+
},
|
|
3410
|
+
"HasBounceEffects": {
|
|
3411
|
+
"contents": {
|
|
3412
|
+
"kind": "markdown",
|
|
3413
|
+
"value": "```weidu-baf-tooltip\nHasBounceEffects(O:Object*)\n```\nReturns true if any of the specified object is currently affected by any of the listed effects:\n[Bounce Projectile](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op197)\n[Bounce Opcode](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op198)\n[Bounce Spell Level](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op199)\n[Decrementing Bounce Spells](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op200)\n[Bounce Spell School](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op202)\n[Bounce Secondary Type](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op203)\n[Bounce Specified Spell](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op207)\n[Bounce School Decrement](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op227)\n[Bounce Secondary Type Decrement](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op228)"
|
|
3414
|
+
}
|
|
3415
|
+
},
|
|
3416
|
+
"HasImmunityEffects": {
|
|
3417
|
+
"contents": {
|
|
3418
|
+
"kind": "markdown",
|
|
3419
|
+
"value": "```weidu-baf-tooltip\nHasImmunityEffects(O:Object*)\n```\nReturns true if any of the specified object is currently affected by any of the listed effects:\n[Protection from projectiles](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op83)\n[Protection from effects](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op101)\n[Protection from portrait icon](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op169)\n[Protection from display string](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op267)\n[Protection from visual effect](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op296)\n[Immunity to spell level](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op102)\n[Decrementing spell level immunity](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op201)\n[Immunity to primary type (school)](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op204)\n[Immunity to secondary type](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op205)\n[Decrementing immunity to primary type](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op223)\n[Decrementing immunity to secondary type](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op226)"
|
|
3420
|
+
}
|
|
3421
|
+
},
|
|
3422
|
+
"HasItemSlot": {
|
|
3423
|
+
"contents": {
|
|
3424
|
+
"kind": "markdown",
|
|
3425
|
+
"value": "```weidu-baf-tooltip\nHasItemSlot(O:Object*,I:Slot*SLOTS)\n```\nNT Returns true only if the specified object has an item in the specified slot. This trigger does not work for items created by [opcode #111](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op111) (such as Melf's Minute Meteors)."
|
|
3426
|
+
}
|
|
3427
|
+
},
|
|
3428
|
+
"PersonalSpaceDistance": {
|
|
3429
|
+
"contents": {
|
|
3430
|
+
"kind": "markdown",
|
|
3431
|
+
"value": "```weidu-baf-tooltip\nPersonalSpaceDistance(O:Object*,I:Range*)\n```\nNT Returns true if the specified object is exactly as far away from the active CRE as the 2nd parameter specifies.\nThis trigger is [Range()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4018) reduced by the creatures' circle sizes."
|
|
3432
|
+
}
|
|
3433
|
+
},
|
|
3434
|
+
"InMyGroup": {
|
|
3435
|
+
"contents": {
|
|
3436
|
+
"kind": "markdown",
|
|
3437
|
+
"value": "```weidu-baf-tooltip\nInMyGroup(O:Object*)\n```\nReturns true only if the [specifics](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_0x274) value of the specified object is the same as that of the active CRE."
|
|
3438
|
+
}
|
|
3439
|
+
},
|
|
3440
|
+
"RealGlobalTimerExact": {
|
|
3441
|
+
"contents": {
|
|
3442
|
+
"kind": "markdown",
|
|
3443
|
+
"value": "```weidu-baf-tooltip\nRealGlobalTimerExact(S:Name*,S:Area*)\n```\nNT"
|
|
3444
|
+
}
|
|
3445
|
+
},
|
|
3446
|
+
"RealGlobalTimerExpired": {
|
|
3447
|
+
"contents": {
|
|
3448
|
+
"kind": "markdown",
|
|
3449
|
+
"value": "```weidu-baf-tooltip\nRealGlobalTimerExpired(S:Name*,S:Area*)\n```\nNT Returns true only if the timer with the specified name of the specified area has been set at least once and has now expired."
|
|
3450
|
+
}
|
|
3451
|
+
},
|
|
3452
|
+
"RealGlobalTimerNotExpired": {
|
|
3453
|
+
"contents": {
|
|
3454
|
+
"kind": "markdown",
|
|
3455
|
+
"value": "```weidu-baf-tooltip\nRealGlobalTimerNotExpired(S:Name*,S:Area*)\n```\nNT Returns true only if the timer with the specified name of the specified area has been set and has not yet expired."
|
|
3456
|
+
}
|
|
3457
|
+
},
|
|
3458
|
+
"NumInPartyAlive": {
|
|
3459
|
+
"contents": {
|
|
3460
|
+
"kind": "markdown",
|
|
3461
|
+
"value": "```weidu-baf-tooltip\nNumInPartyAlive(I:Num*)\n```\nReturns true only if the number of party members alive is equal to the number specified."
|
|
3462
|
+
}
|
|
3463
|
+
},
|
|
3464
|
+
"NumInPartyAliveGT": {
|
|
3465
|
+
"contents": {
|
|
3466
|
+
"kind": "markdown",
|
|
3467
|
+
"value": "```weidu-baf-tooltip\nNumInPartyAliveGT(I:Num*)\n```\nReturns true only if the number of party members alive is greater than the number specified."
|
|
3468
|
+
}
|
|
3469
|
+
},
|
|
3470
|
+
"NumInPartyAliveLT": {
|
|
3471
|
+
"contents": {
|
|
3472
|
+
"kind": "markdown",
|
|
3473
|
+
"value": "```weidu-baf-tooltip\nNumInPartyAliveLT(I:Num*)\n```\nReturns true only if the number of party members alive is less than the number specified."
|
|
3474
|
+
}
|
|
3475
|
+
},
|
|
3476
|
+
"Kit": {
|
|
3477
|
+
"contents": {
|
|
3478
|
+
"kind": "markdown",
|
|
3479
|
+
"value": "```weidu-baf-tooltip\nKit(O:Object*,I:Kit*KIT)\n```\nNT Returns true only if the specified object is of the kit specified."
|
|
3480
|
+
}
|
|
3481
|
+
},
|
|
3482
|
+
"IsGabber": {
|
|
3483
|
+
"contents": {
|
|
3484
|
+
"kind": "markdown",
|
|
3485
|
+
"value": "```weidu-baf-tooltip\nIsGabber(O:Object*)\n```\nReturns true only if the specified object is the current speaker (in a dialog)."
|
|
3486
|
+
}
|
|
3487
|
+
},
|
|
3488
|
+
"IsActive": {
|
|
3489
|
+
"contents": {
|
|
3490
|
+
"kind": "markdown",
|
|
3491
|
+
"value": "```weidu-baf-tooltip\nIsActive(O:Object*)\n```\nReturns true if the specified creature is active and false if it is deactivated. A creature will continue to execute script blocks even while deactivated - this trigger can be used to restrict this behaviour."
|
|
3492
|
+
}
|
|
3493
|
+
},
|
|
3494
|
+
"CharName": {
|
|
3495
|
+
"contents": {
|
|
3496
|
+
"kind": "markdown",
|
|
3497
|
+
"value": "```weidu-baf-tooltip\nCharName(S:Name*,O:Object*)\n```\nNT Returns true only if the specified object has the character name."
|
|
3498
|
+
}
|
|
3499
|
+
},
|
|
3500
|
+
"FallenRanger": {
|
|
3501
|
+
"contents": {
|
|
3502
|
+
"kind": "markdown",
|
|
3503
|
+
"value": "```weidu-baf-tooltip\nFallenRanger(O:Object*)\n```\nNT Returns true only if the specified object is a [fallen ranger](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_Flags_BIT10)."
|
|
3504
|
+
}
|
|
3505
|
+
},
|
|
3506
|
+
"FallenPaladin": {
|
|
3507
|
+
"contents": {
|
|
3508
|
+
"kind": "markdown",
|
|
3509
|
+
"value": "```weidu-baf-tooltip\nFallenPaladin(O:Object*)\n```\nNT Returns true only if the specified object is a [fallen paladin](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_Flags_BIT9)."
|
|
3510
|
+
}
|
|
3511
|
+
},
|
|
3512
|
+
"InventoryFull": {
|
|
3513
|
+
"contents": {
|
|
3514
|
+
"kind": "markdown",
|
|
3515
|
+
"value": "```weidu-baf-tooltip\nInventoryFull(O:Object*)\n```\nReturns true only if the specified object can carry no more items."
|
|
3516
|
+
}
|
|
3517
|
+
},
|
|
3518
|
+
"HasItemEquipedReal": {
|
|
3519
|
+
"contents": {
|
|
3520
|
+
"kind": "markdown",
|
|
3521
|
+
"value": "```weidu-baf-tooltip\nHasItemEquipedReal(S:ResRef*,O:Object*)\n```\nReturns true if the specified object has the specified item outside the general inventory slots. Unlike H\nasItemEquiped it only checks the equipped weapon slot, not all of them. This trigger does not work for items created by [opcode #111](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op111) (such as Melf's Minute Meteors)."
|
|
3522
|
+
}
|
|
3523
|
+
},
|
|
3524
|
+
"XP": {
|
|
3525
|
+
"contents": {
|
|
3526
|
+
"kind": "markdown",
|
|
3527
|
+
"value": "```weidu-baf-tooltip\nXP(O:Object*,I:XP)\n```\nReturns true if the specified object has [experience points](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_XP) equal to the number specified."
|
|
3528
|
+
}
|
|
3529
|
+
},
|
|
3530
|
+
"XPGT": {
|
|
3531
|
+
"contents": {
|
|
3532
|
+
"kind": "markdown",
|
|
3533
|
+
"value": "```weidu-baf-tooltip\nXPGT(O:Object*,I:XP)\n```\nReturns true if the specified object has [experience points](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_XP) greater than the number specified."
|
|
3534
|
+
}
|
|
3535
|
+
},
|
|
3536
|
+
"XPLT": {
|
|
3537
|
+
"contents": {
|
|
3538
|
+
"kind": "markdown",
|
|
3539
|
+
"value": "```weidu-baf-tooltip\nXPLT(O:Object*,I:XP)\n```\nReturns true if the specified object has [experience points](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_XP) less than the number specified."
|
|
3540
|
+
}
|
|
3541
|
+
},
|
|
3542
|
+
"G": {
|
|
3543
|
+
"contents": {
|
|
3544
|
+
"kind": "markdown",
|
|
3545
|
+
"value": "```weidu-baf-tooltip\nG(S:ResRef*,I:Num*)\n```\nThis trigger acts as a shortcut for [Global()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x400F). The trigger can only check global variables."
|
|
3546
|
+
}
|
|
3547
|
+
},
|
|
3548
|
+
"GGT": {
|
|
3549
|
+
"contents": {
|
|
3550
|
+
"kind": "markdown",
|
|
3551
|
+
"value": "```weidu-baf-tooltip\nGGT(S:ResRef*,I:Num*)\n```\nThis trigger acts as a shortcut for [GlobalGT()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4034). The trigger can only check global variables."
|
|
3552
|
+
}
|
|
3553
|
+
},
|
|
3554
|
+
"GLT": {
|
|
3555
|
+
"contents": {
|
|
3556
|
+
"kind": "markdown",
|
|
3557
|
+
"value": "```weidu-baf-tooltip\nGLT(S:ResRef*,I:Num*)\n```\nThis trigger acts as a shortcut for [GlobalLT()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4035). The trigger can only check global variables."
|
|
3558
|
+
}
|
|
3559
|
+
},
|
|
3560
|
+
"ModalState": {
|
|
3561
|
+
"contents": {
|
|
3562
|
+
"kind": "markdown",
|
|
3563
|
+
"value": "```weidu-baf-tooltip\nModalState(I:State*MODAL)\n```\nReturns true only if the active CRE is in the [state/mode](https://gibberlings3.github.io/iesdp/files/ids/bgee/modal.htm) specified. e.g. detecting traps."
|
|
3564
|
+
}
|
|
3565
|
+
},
|
|
3566
|
+
"InMyArea": {
|
|
3567
|
+
"contents": {
|
|
3568
|
+
"kind": "markdown",
|
|
3569
|
+
"value": "```weidu-baf-tooltip\nInMyArea(O:Object*)\n```\nReturns true only if the specified object is in the same area as the active CRE, object or in the area itself (depending on the script/dialog with the trigger)."
|
|
3570
|
+
}
|
|
3571
|
+
},
|
|
3572
|
+
"TookDamage": {
|
|
3573
|
+
"contents": {
|
|
3574
|
+
"kind": "markdown",
|
|
3575
|
+
"value": "```weidu-baf-tooltip\nTookDamage()\n```\nReturns true if some type of damage was caused to the active CRE (and HP were lost) in the last script round."
|
|
3576
|
+
}
|
|
3577
|
+
},
|
|
3578
|
+
"DamageTaken": {
|
|
3579
|
+
"contents": {
|
|
3580
|
+
"kind": "markdown",
|
|
3581
|
+
"value": "```weidu-baf-tooltip\nDamageTaken(I:Amount*)\n```\nReturns true if the total damage taken by the active CRE is of the amount specified. Think of this as the reverse of testing for HP. See [HP()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4010)."
|
|
3582
|
+
}
|
|
3583
|
+
},
|
|
3584
|
+
"DamageTakenGT": {
|
|
3585
|
+
"contents": {
|
|
3586
|
+
"kind": "markdown",
|
|
3587
|
+
"value": "```weidu-baf-tooltip\nDamageTakenGT(I:Amount*)\n```\nSee above and [HPGT()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4011).\nThis trigger may not act correctly until the active creature has dropped below their maximum base HP (i.e. without CON bonus taken into account)."
|
|
3588
|
+
}
|
|
3589
|
+
},
|
|
3590
|
+
"DamageTakenLT": {
|
|
3591
|
+
"contents": {
|
|
3592
|
+
"kind": "markdown",
|
|
3593
|
+
"value": "```weidu-baf-tooltip\nDamageTakenLT(I:Amount*)\n```\nSee above and [HPLT()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4012)."
|
|
3594
|
+
}
|
|
3595
|
+
},
|
|
3596
|
+
"Difficulty": {
|
|
3597
|
+
"contents": {
|
|
3598
|
+
"kind": "markdown",
|
|
3599
|
+
"value": "```weidu-baf-tooltip\nDifficulty(I:Amount*DIFFLEV)\n```\nNT Returns true only if the game difficulty setting is of the level specified. Values are taken from [difflev.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/difflev.htm)."
|
|
3600
|
+
}
|
|
3601
|
+
},
|
|
3602
|
+
"DifficultyGT": {
|
|
3603
|
+
"contents": {
|
|
3604
|
+
"kind": "markdown",
|
|
3605
|
+
"value": "```weidu-baf-tooltip\nDifficultyGT(I:Amount*DIFFLEV)\n```\nNT Returns true only if the game difficulty setting is greater than the level specified. Values are taken from [difflev.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/difflev.htm)."
|
|
3606
|
+
}
|
|
3607
|
+
},
|
|
3608
|
+
"DifficultyLT": {
|
|
3609
|
+
"contents": {
|
|
3610
|
+
"kind": "markdown",
|
|
3611
|
+
"value": "```weidu-baf-tooltip\nDifficultyLT(I:Amount*DIFFLEV)\n```\nNT Returns true only if the game difficulty setting is less than the level specified. Values are taken from [difflev.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/difflev.htm)."
|
|
3612
|
+
}
|
|
3613
|
+
},
|
|
3614
|
+
"InPartyAllowDead": {
|
|
3615
|
+
"contents": {
|
|
3616
|
+
"kind": "markdown",
|
|
3617
|
+
"value": "```weidu-baf-tooltip\nInPartyAllowDead(O:Object*)\n```\nReturns true only if the specified object, which can be dead or alive, is in the player's party.\nAlternate object selector (e.g. [PC]) behavior - returns true if a party member, which can be dead or alive, matches against the selector."
|
|
3618
|
+
}
|
|
3619
|
+
},
|
|
3620
|
+
"AreaCheckObject": {
|
|
3621
|
+
"contents": {
|
|
3622
|
+
"kind": "markdown",
|
|
3623
|
+
"value": "```weidu-baf-tooltip\nAreaCheckObject(S:ResRef*,O:Object*)\n```\nReturns true if the specified object is in the area specified."
|
|
3624
|
+
}
|
|
3625
|
+
},
|
|
3626
|
+
"ActuallyInCombat": {
|
|
3627
|
+
"contents": {
|
|
3628
|
+
"kind": "markdown",
|
|
3629
|
+
"value": "```weidu-baf-tooltip\nActuallyInCombat()\n```\nReturns true if combat counter is greater than 0.\nConfirmed as working in SoA."
|
|
3630
|
+
}
|
|
3631
|
+
},
|
|
3632
|
+
"WalkedToTrigger": {
|
|
3633
|
+
"contents": {
|
|
3634
|
+
"kind": "markdown",
|
|
3635
|
+
"value": "```weidu-baf-tooltip\nWalkedToTrigger(O:Object*)\n```\nNT Only for trigger regions. Returns true if the specified object has walked to this trigger."
|
|
3636
|
+
}
|
|
3637
|
+
},
|
|
3638
|
+
"LevelParty": {
|
|
3639
|
+
"contents": {
|
|
3640
|
+
"kind": "markdown",
|
|
3641
|
+
"value": "```weidu-baf-tooltip\nLevelParty(I:Num*)\n```\nReturns true only if the average level of the party is equal to the number specified. Only the highest level of dual/multi-class characters is taken into account."
|
|
3642
|
+
}
|
|
3643
|
+
},
|
|
3644
|
+
"LevelPartyGT": {
|
|
3645
|
+
"contents": {
|
|
3646
|
+
"kind": "markdown",
|
|
3647
|
+
"value": "```weidu-baf-tooltip\nLevelPartyGT(I:Num*)\n```\nReturns true only if the average level of the party is greater than the number specified. Only the highest level of dual/multi-class characters is taken into account."
|
|
3648
|
+
}
|
|
3649
|
+
},
|
|
3650
|
+
"LevelPartyLT": {
|
|
3651
|
+
"contents": {
|
|
3652
|
+
"kind": "markdown",
|
|
3653
|
+
"value": "```weidu-baf-tooltip\nLevelPartyLT(I:Num*)\n```\nReturns true only if the average level of the party is less than the number specified. Only the highest level of dual/multi-class characters is taken into account."
|
|
3654
|
+
}
|
|
3655
|
+
},
|
|
3656
|
+
"HaveSpellParty": {
|
|
3657
|
+
"contents": {
|
|
3658
|
+
"kind": "markdown",
|
|
3659
|
+
"value": "```weidu-baf-tooltip\nHaveSpellParty(I:Spell*Spell)\n```\nReturns true if any of the party members have the specified spell memorised. Values are taken from [spell.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm)."
|
|
3660
|
+
}
|
|
3661
|
+
},
|
|
3662
|
+
"AmIInWatchersKeepPleaseIgnoreTheLackOfApostophe": {
|
|
3663
|
+
"contents": {
|
|
3664
|
+
"kind": "markdown",
|
|
3665
|
+
"value": "```weidu-baf-tooltip\nAmIInWatchersKeepPleaseIgnoreTheLackOfApostophe()\n```\nReturns true only if the active CRE is in a Watcher's Keep (i.e. the current area begins with `AR30`)."
|
|
3666
|
+
}
|
|
3667
|
+
},
|
|
3668
|
+
"InWatchersKeep": {
|
|
3669
|
+
"contents": {
|
|
3670
|
+
"kind": "markdown",
|
|
3671
|
+
"value": "```weidu-baf-tooltip\nInWatchersKeep()\n```\nReturns true only if the active CRE is in a Watcher's Keep (i.e. the current area begins with `AR30`)."
|
|
3672
|
+
}
|
|
3673
|
+
},
|
|
3674
|
+
"AreaCheckAllegiance": {
|
|
3675
|
+
"contents": {
|
|
3676
|
+
"kind": "markdown",
|
|
3677
|
+
"value": "```weidu-baf-tooltip\nAreaCheckAllegiance(I:Allegience*EA)\n```\nThis trigger will check if any creatures of the specified allegiance are present in the current area. Values are taken from [ea.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/ea.htm)."
|
|
3678
|
+
}
|
|
3679
|
+
},
|
|
3680
|
+
"IsTouchGUI": {
|
|
3681
|
+
"contents": {
|
|
3682
|
+
"kind": "markdown",
|
|
3683
|
+
"value": "```weidu-baf-tooltip\nIsTouchGUI()\n```\nReturns true only if the current device has touch screen capability."
|
|
3684
|
+
}
|
|
3685
|
+
},
|
|
3686
|
+
"HasDLC": {
|
|
3687
|
+
"contents": {
|
|
3688
|
+
"kind": "markdown",
|
|
3689
|
+
"value": "```weidu-baf-tooltip\nHasDLC(S:DLCName*)\n```\nReturns true if the DLC specified by the `DLCName` parameter has been purchased.\nReturns true on PC/Mac/Linux as all DLCs are automatically available."
|
|
3690
|
+
}
|
|
3691
|
+
},
|
|
3692
|
+
"BeenInParty": {
|
|
3693
|
+
"contents": {
|
|
3694
|
+
"kind": "markdown",
|
|
3695
|
+
"value": "```weidu-baf-tooltip\nBeenInParty(S:Name*)\n```\nReturns true if the creature with the specified script name has joined the party at some point. More specifically, this trigger returns whether bit 15 of the [creature flags](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_0x10) has been set."
|
|
3696
|
+
}
|
|
3697
|
+
},
|
|
3698
|
+
"NextTriggerObject": {
|
|
3699
|
+
"contents": {
|
|
3700
|
+
"kind": "markdown",
|
|
3701
|
+
"value": "```weidu-baf-tooltip\nNextTriggerObject(O:Object*)\n```\nDefines the object that the next trigger will be evaluated in reference to. This trigger does not evaluate\nand does not count as a trigger in an [OR()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4089) block. If the object cannot be found, the next trigger will evaluate to\nfalse. It will even\nbreak the OR() trigger if you don't put it in there last in the entire condition section. WeiDU adds a\nshorthand notation in the form of `TriggerOverride(object, trigger)` that merges this and the target\ntrigger into a single line."
|
|
3702
|
+
}
|
|
3703
|
+
},
|
|
3704
|
+
"ExtendedStateCheck": {
|
|
3705
|
+
"contents": {
|
|
3706
|
+
"kind": "markdown",
|
|
3707
|
+
"value": "```weidu-baf-tooltip\nExtendedStateCheck(O:Object*,I:State*extstate)\n```\nReturns true only if the specified object is in the state specified (uses [extstate.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/extstate.htm))."
|
|
3708
|
+
}
|
|
3709
|
+
},
|
|
3710
|
+
"CheckSpellState": {
|
|
3711
|
+
"contents": {
|
|
3712
|
+
"kind": "markdown",
|
|
3713
|
+
"value": "```weidu-baf-tooltip\nCheckSpellState(O:Object*,I:State*splstate)\n```\nReturns true only if the specified object is in the state specified (uses [splstate.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/splstate.htm)). Spell states can be set via [opcode 328](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op328)."
|
|
3714
|
+
}
|
|
3715
|
+
},
|
|
3716
|
+
"NearLocation": {
|
|
3717
|
+
"contents": {
|
|
3718
|
+
"kind": "markdown",
|
|
3719
|
+
"value": "```weidu-baf-tooltip\nNearLocation(O:Object*,I:PointX*,I:PointY*,I:Range*)\n```\nReturns true if the specified object is within the range of the specified point. Works similar to [Range()](https://gibberlings3.github.io/iesdp/scripting/triggers/bgeetriggers.htm#0x4018), but with a point instead of an object."
|
|
3720
|
+
}
|
|
3721
|
+
},
|
|
3722
|
+
"NearSavedLocation": {
|
|
3723
|
+
"contents": {
|
|
3724
|
+
"kind": "markdown",
|
|
3725
|
+
"value": "```weidu-baf-tooltip\nNearSavedLocation(O:Object*,S:Global*,I:Range*)\n```\nReturns true if the object is near its home location (in case the specified variable doesn't exist) or near a point marked by a variable. The default home location for creatures is equal to their default position in the [ARE](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Actor) file."
|
|
3726
|
+
}
|
|
3727
|
+
},
|
|
3728
|
+
"Switch": {
|
|
3729
|
+
"contents": {
|
|
3730
|
+
"kind": "markdown",
|
|
3731
|
+
"value": "```weidu-baf-tooltip\nSwitch(S:Global*,S:Area*)\n```\nIt causes the first RESPONSE with the given weight (pulled from the GLOBAL) to be selected\nThe switch trigger can be used to change how the `RESPONSE #` sections are evaluated.\nUsing this trigger causes the `RESPONSE` section to not be picked randomly according\nto their weights. Instead it selects the first section with the weight matching the evaluated\nglobal specified by the 1st parameter in the scope defined by the 2nd parameter."
|
|
3732
|
+
}
|
|
3733
|
+
},
|
|
3734
|
+
"IsWeaponRanged": {
|
|
3735
|
+
"contents": {
|
|
3736
|
+
"kind": "markdown",
|
|
3737
|
+
"value": "```weidu-baf-tooltip\nIsWeaponRanged(O:Object*)\n```\nReturns true if a ranged weapon (i.e. bow or thrown axe) is currently equipped and selected on the specified object."
|
|
3738
|
+
}
|
|
3739
|
+
},
|
|
3740
|
+
"ButtonDisabled": {
|
|
3741
|
+
"contents": {
|
|
3742
|
+
"kind": "markdown",
|
|
3743
|
+
"value": "```weidu-baf-tooltip\nButtonDisabled(I:Button*BUTTON)\n```\nReturns true if the specified interface button is disabled. Values are taken from [button.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/button.htm)."
|
|
3744
|
+
}
|
|
3745
|
+
},
|
|
3746
|
+
"HasItemCategory": {
|
|
3747
|
+
"contents": {
|
|
3748
|
+
"kind": "markdown",
|
|
3749
|
+
"value": "```weidu-baf-tooltip\nHasItemCategory(O:Object*,I:Itemtype*ITEMCAT,I:Equipped*BOOLEAN)\n```\nReturns true if the target object has one or more items of the specified [item category](https://gibberlings3.github.io/iesdp/files/ids/bgee/itemcat.htm) in their inventory. The 3rd parameter defines whether the item has to be equipped as well (values are taken from [boolean.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/boolean.htm))."
|
|
3750
|
+
}
|
|
3751
|
+
},
|
|
3752
|
+
"NightmareModeOn": {
|
|
3753
|
+
"contents": {
|
|
3754
|
+
"kind": "markdown",
|
|
3755
|
+
"value": "```weidu-baf-tooltip\nNightmareModeOn()\n```\nReturns true if [Nightmare Mode](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_Header_NightmareMode) is active (aka \"Legacy of Bhaal\" mode in BGEE/BG2EE or \"Heart of Fury\" mode in IWDEE)."
|
|
3756
|
+
}
|
|
3757
|
+
},
|
|
3758
|
+
"OriginalClass": {
|
|
3759
|
+
"contents": {
|
|
3760
|
+
"kind": "markdown",
|
|
3761
|
+
"value": "```weidu-baf-tooltip\nOriginalClass(O:Object*,I:Class*CLASS)\n```\nReturns true if the original class of a dual-classed creature equals the class specified in the 2nd parameter."
|
|
3762
|
+
}
|
|
3763
|
+
},
|
|
3764
|
+
"CutSceneBroken": {
|
|
3765
|
+
"contents": {
|
|
3766
|
+
"kind": "markdown",
|
|
3767
|
+
"value": "```weidu-baf-tooltip\nCutSceneBroken()\n```\nReturns true if a breakable cutscene has been terminated by the user."
|
|
3768
|
+
}
|
|
3769
|
+
},
|
|
3770
|
+
"WeaponEffectiveVs": {
|
|
3771
|
+
"contents": {
|
|
3772
|
+
"kind": "markdown",
|
|
3773
|
+
"value": "```weidu-baf-tooltip\nWeaponEffectiveVs(O:Object*,I:Hand*HAND)\n```\nReturns true if the weapon equipped in the [hand](https://gibberlings3.github.io/iesdp/files/ids/bgee/hand.htm) defined by the 2nd parameter of the active creature can hit the target object specified in the 1st parameter."
|
|
3774
|
+
}
|
|
3775
|
+
},
|
|
3776
|
+
"INI": {
|
|
3777
|
+
"contents": {
|
|
3778
|
+
"kind": "markdown",
|
|
3779
|
+
"value": "```weidu-baf-tooltip\nINI(S:Name*,I:Number*)\n```\nReturns true if `baldur.lua` contains the entry SetPrivateProfileString('Script','Name','Number'). 'Script' is the fixed section name. 'Name' and 'Number' are checked by the script trigger."
|
|
3780
|
+
}
|
|
3781
|
+
},
|
|
3782
|
+
"ModalStateObject": {
|
|
3783
|
+
"contents": {
|
|
3784
|
+
"kind": "markdown",
|
|
3785
|
+
"value": "```weidu-baf-tooltip\nModalStateObject(O:Object*,I:ModalState*Modal)\n```\nReturns true only if the specified object is in the [state/mode](https://gibberlings3.github.io/iesdp/files/ids/bgee/modal.htm)) specified. e.g. detecting traps."
|
|
3786
|
+
}
|
|
3787
|
+
},
|
|
3788
|
+
"WeaponCanDamage": {
|
|
3789
|
+
"contents": {
|
|
3790
|
+
"kind": "markdown",
|
|
3791
|
+
"value": "```weidu-baf-tooltip\nWeaponCanDamage(O:Object*,I:Hand*HAND)\n```\nReturns true if the weapon equipped in the [hand](https://gibberlings3.github.io/iesdp/files/ids/bgee/hand.htm) defined by the 2nd parameter of the active creature can cause non-zero damage to the target object specified in the 1st parameter."
|
|
3792
|
+
}
|
|
3793
|
+
},
|
|
3794
|
+
"NumKilledByParty": {
|
|
3795
|
+
"contents": {
|
|
3796
|
+
"kind": "markdown",
|
|
3797
|
+
"value": "```weidu-baf-tooltip\nNumKilledByParty(I:Number*)\n```\nReturns true if the total count of killed creatures by the party equals the specified number."
|
|
3798
|
+
}
|
|
3799
|
+
},
|
|
3800
|
+
"NumKilledByPartyGT": {
|
|
3801
|
+
"contents": {
|
|
3802
|
+
"kind": "markdown",
|
|
3803
|
+
"value": "```weidu-baf-tooltip\nNumKilledByPartyGT(I:Number*)\n```\nReturns true if the total count of killed creatures by the party is greater than the specified number."
|
|
3804
|
+
}
|
|
3805
|
+
},
|
|
3806
|
+
"NumKilledByPartyLT": {
|
|
3807
|
+
"contents": {
|
|
3808
|
+
"kind": "markdown",
|
|
3809
|
+
"value": "```weidu-baf-tooltip\nNumKilledByPartyLT(I:Number*)\n```\nReturns true if the total count of killed creatures by the party is less than the specified number."
|
|
3810
|
+
}
|
|
3811
|
+
},
|
|
3812
|
+
"CanTurn": {
|
|
3813
|
+
"contents": {
|
|
3814
|
+
"kind": "markdown",
|
|
3815
|
+
"value": "```weidu-baf-tooltip\nCanTurn(O:Object*,I:Difference*)\n```\nReturns true if the active CRE can turn the (undead) target object with a level difference equal to or greater than the value specified in the 2nd parameter."
|
|
3816
|
+
}
|
|
3817
|
+
},
|
|
3818
|
+
"BitCheck": {
|
|
3819
|
+
"contents": {
|
|
3820
|
+
"kind": "markdown",
|
|
3821
|
+
"value": "```weidu-baf-tooltip\nBitCheck(S:Name*,S:Area*,I:Bit*Bits)\n```\nReturns true if at least one bit from the given variable is in common with the [bits](https://gibberlings3.github.io/iesdp/files/ids/bgee/bits.htm) defined in the third parameter.\nString parameters are incorrectly matched by the engine which causes the trigger to always return false in dialog conditions."
|
|
3822
|
+
}
|
|
3823
|
+
},
|
|
3824
|
+
"CanEquipRanged": {
|
|
3825
|
+
"contents": {
|
|
3826
|
+
"kind": "markdown",
|
|
3827
|
+
"value": "```weidu-baf-tooltip\nCanEquipRanged()\n```\nReturns true only if the active creature can switch to a ranged weapon that is ready for use (e.g. a throwing weapon, such as darts, or a launcher with corresponding ammo, such as bow and arrow)."
|
|
3828
|
+
}
|
|
3829
|
+
},
|
|
3830
|
+
"ImmuneToSpellLevel": {
|
|
3831
|
+
"contents": {
|
|
3832
|
+
"kind": "markdown",
|
|
3833
|
+
"value": "```weidu-baf-tooltip\nImmuneToSpellLevel(O:Object*,I:Level*)\n```\nReturns true if the specified object is immune to spells of the level specified by the 2nd parameter."
|
|
3834
|
+
}
|
|
3835
|
+
},
|
|
3836
|
+
"StoryModeOn": {
|
|
3837
|
+
"contents": {
|
|
3838
|
+
"kind": "markdown",
|
|
3839
|
+
"value": "```weidu-baf-tooltip\nStoryModeOn()\n```\nReturns true if Story Mode is active."
|
|
3840
|
+
}
|
|
3841
|
+
},
|
|
3842
|
+
"IsForcedRandomEncounterActive": {
|
|
3843
|
+
"contents": {
|
|
3844
|
+
"kind": "markdown",
|
|
3845
|
+
"value": "```weidu-baf-tooltip\nIsForcedRandomEncounterActive(S:Area*)\n```\nReturns true only if a random encounter to the specified area has been initialized by a preceding call of [ForceRandomEncounter()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#357) or [ForceRandomEncounterEntry()](https://gibberlings3.github.io/iesdp/scripting/actions/bgeeactions.htm#357). Specifying an empty area string returns true if a forced random encounter has been initialized with any areas."
|
|
3846
|
+
}
|
|
3847
|
+
},
|
|
3848
|
+
"ClassLevel": {
|
|
3849
|
+
"contents": {
|
|
3850
|
+
"kind": "markdown",
|
|
3851
|
+
"value": "```weidu-baf-tooltip\nClassLevel(O:Object*,I:Category*CLASSCAT,I:Value*)\n```\nReturns true only if the experience level of the specified object in the [class](https://gibberlings3.github.io/iesdp/files/ids/bgee/classcat.htm) denoted by the 2nd parameter equals the 3rd parameter."
|
|
3852
|
+
}
|
|
3853
|
+
},
|
|
3854
|
+
"ClassLevelGT": {
|
|
3855
|
+
"contents": {
|
|
3856
|
+
"kind": "markdown",
|
|
3857
|
+
"value": "```weidu-baf-tooltip\nClassLevelGT(O:Object*,I:Category*CLASSCAT,I:Value*)\n```\nReturns true only if the experience level of the specified object in the [class](https://gibberlings3.github.io/iesdp/files/ids/bgee/classcat.htm) denoted by the 2nd parameter is greater than the 3rd parameter."
|
|
3858
|
+
}
|
|
3859
|
+
},
|
|
3860
|
+
"ClassLevelLT": {
|
|
3861
|
+
"contents": {
|
|
3862
|
+
"kind": "markdown",
|
|
3863
|
+
"value": "```weidu-baf-tooltip\nClassLevelLT(O:Object*,I:Category*CLASSCAT,I:Value*)\n```\nReturns true only if the experience level of the specified object in the [class](https://gibberlings3.github.io/iesdp/files/ids/bgee/classcat.htm) denoted by the 2nd parameter is less than the 3rd parameter."
|
|
3864
|
+
}
|
|
3865
|
+
},
|
|
3866
|
+
"SecretDoorDetected": {
|
|
3867
|
+
"contents": {
|
|
3868
|
+
"kind": "markdown",
|
|
3869
|
+
"value": "```weidu-baf-tooltip\nSecretDoorDetected(O:Object*,I:Open*BOOLEAN)\n```\nReturns true only if the hidden door specified by the 1st parameter has been detected, and its opened state equals the 2nd parameter."
|
|
3870
|
+
}
|
|
3871
|
+
},
|
|
3872
|
+
"HaveKnownSpell": {
|
|
3873
|
+
"contents": {
|
|
3874
|
+
"kind": "markdown",
|
|
3875
|
+
"value": "```weidu-baf-tooltip\nHaveKnownSpell(I:Spell*Spell)\n```\nReturns true if the active CRE has the specified spell scribed in their [spellbook](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_KnownSpell). It does not have to be memorised."
|
|
3876
|
+
}
|
|
3877
|
+
},
|
|
3878
|
+
"HaveKnownSpellRES": {
|
|
3879
|
+
"contents": {
|
|
3880
|
+
"kind": "markdown",
|
|
3881
|
+
"value": "```weidu-baf-tooltip\nHaveKnownSpellRES(S:Spell*)\n```\nReturns true if the active CRE has the specified spell scribed in their [spellbook](https://gibberlings3.github.io/iesdp/file_formats/ie_formats/cre_v1.htm#CREV1_0_KnownSpell). It does not have to be memorised."
|
|
3882
|
+
}
|
|
3883
|
+
},
|
|
3884
|
+
"CheckItemSlot": {
|
|
3885
|
+
"contents": {
|
|
3886
|
+
"kind": "markdown",
|
|
3887
|
+
"value": "```weidu-baf-tooltip\nCheckItemSlot(O:Object*,S:Item*,I:Slot*SLOTS)\n```\nReturns true only if the item specified in the 2nd parameter can be found in the inventory slot (taken from [slots.ids](https://gibberlings3.github.io/iesdp/files/ids/bgee/slots.htm)) of the specified object."
|
|
3888
|
+
}
|
|
3889
|
+
},
|
|
3890
|
+
"CurrentAmmo": {
|
|
3891
|
+
"contents": {
|
|
3892
|
+
"kind": "markdown",
|
|
3893
|
+
"value": "```weidu-baf-tooltip\nCurrentAmmo(S:ResRef*,O:Object*)\n```\nReturns true only if the specified object has a ranged weapon with the ammo specified by `ResRef` equipped."
|
|
3894
|
+
}
|
|
3895
|
+
},
|
|
3896
|
+
"Proficiency": {
|
|
3897
|
+
"contents": {
|
|
3898
|
+
"kind": "markdown",
|
|
3899
|
+
"value": "```weidu-baf-tooltip\nProficiency(O:Object*,I:Slot*WProf,I:Value*)\n```\nReturns true only if the proficiency level of the specified object in the weapon denoted by the second parameter is equal to the third parameter.\nThis trigger looks at just the first 3 bits (active proficiency) of stats `89 - 134` (see also [opcode #233](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op233)).\n`0 - 7` correspond to old BG1 proficiency:\n0 -> LARGE_SWORD\n1 -> SMALL_SWORD\n2 -> BOW\n3 -> SPEAR\n4 -> BLUNT\n5 -> SPIKED\n6 -> AXE\n7 -> MISSILE"
|
|
3900
|
+
}
|
|
3901
|
+
},
|
|
3902
|
+
"ProficiencyGT": {
|
|
3903
|
+
"contents": {
|
|
3904
|
+
"kind": "markdown",
|
|
3905
|
+
"value": "```weidu-baf-tooltip\nProficiencyGT(O:Object*,I:Slot*WProf,I:Value*)\n```\nReturns true only if the proficiency level of the specified object in the weapon denoted by the second parameter is greater than the third parameter.\nThis trigger looks at just the first 3 bits (active proficiency) of stats `89 - 134` (see also [opcode #233](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op233)).\n`0 - 7` correspond to old BG1 proficiency:\n0 -> LARGE_SWORD\n1 -> SMALL_SWORD\n2 -> BOW\n3 -> SPEAR\n4 -> BLUNT\n5 -> SPIKED\n6 -> AXE\n7 -> MISSILE"
|
|
3906
|
+
}
|
|
3907
|
+
},
|
|
3908
|
+
"ProficiencyLT": {
|
|
3909
|
+
"contents": {
|
|
3910
|
+
"kind": "markdown",
|
|
3911
|
+
"value": "```weidu-baf-tooltip\nProficiencyLT(O:Object*,I:Slot*WProf,I:Value*)\n```\nReturns true only if the proficiency level of the specified object in the weapon denoted by the second parameter is less than the third parameter.\nThis trigger looks at just the first 3 bits (active proficiency) of stats `89 - 134` (see also [opcode #233](https://gibberlings3.github.io/iesdp/opcodes/bgee.htm#op233)).\n`0 - 7` correspond to old BG1 proficiency:\n0 -> LARGE_SWORD\n1 -> SMALL_SWORD\n2 -> BOW\n3 -> SPEAR\n4 -> BLUNT\n5 -> SPIKED\n6 -> AXE\n7 -> MISSILE"
|
|
3912
|
+
}
|
|
3913
|
+
},
|
|
2372
3914
|
"FIRE_RING": {
|
|
2373
3915
|
"contents": {
|
|
2374
3916
|
"kind": "markdown",
|