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Scripting Update


Will Project X be a good game?  

56 members have voted

  1. 1. Will Project X be a good game?

    • Yes
      27
    • Maybe but I am unsure
      25
    • No
      4

Rich Taylor brings us another look at what's happening on his end:

 

Here's a list many of the scripting changes made in 1.06 so far. Most of them come from the 1.67 and 1.68 updates of NWN1.

 

ActionRest() - The bIgnoreNoRestFlag wasn't actually doing anything. It will now force rest even if the area is flagged NoRest or there are monsters nearby. If the character is still in combat, it will not force rest.

 

CreateItemOnObject() - Added new string parameter to provide the newly created object a new tag.

 

EffectHeal() now works on doors and placeables.

 

GetAbilityScore() now takes a 'nBaseAttribute' parameter to allow querying just the base attribute.

 

OnClick event for placeables that fires whether or not the player can actually path to them.

 

SpeakConversationOneLiner() now takes a parameter to determine if the spoken line should have whisper, talk, or shout volume.

 

Added:

CreateTrapAtLocation()

CreateTrapOnObject()

GetAreaSize()

GetInfiniteFlag()

GetKeyRequiredFeedback()

GetPickpocketableFlag()

GetPlaceableLastClickedBy()

GetTrapActive() - (Now works on doors and placeables too)

GetTrapRecoverable()

SetFortitudeSavingThrow()

SetReflexSavingThrow()

SetWillSavingThrow()

SetHardness

SetInfiniteFlag()

SetKeyRequiredFeedback()

SetLockKeyRequired()

SetLockKeyTag()

SetLockLockable()

SetLockLockDC()

SetLockUnlockDC()

SetModuleXPScale()

SetPickpocketableFlag()

SetTrapDetectable()

SetTrapDetectDC()

SetTrapDisarmable()

SetTrapDisarmDC()

SetTrapKeyTag()

SetTrapOneShot()

SetTrapRecoverable()

SetUseableFlag()

 

 

I also added a couple console commands to help with GUI debugging

openuiscreen []

closeuiscreen

unloaduiscreen

 

Also added a console command:

guidebug [MOUSEINPUT] [MOUSEOVER] [CALLBACKS]

 

This brings up an extra 'chat' window and will provide engine-level debugging info about mouse-overs, mouseinput, or callback execution. This feature isn't really finished as of this post, but I hope to spend some more time polishing it up for 1.06.

 

There are some new toolset features and bug fixes. The bug with seams showing up between tiles has been fixed as well as issues with Specular lighting not looking right. There is also now 5-level terrain undo for grass, water, and terrain adjustment and some improvements to some of the brushes.

 

There's some other things as well, but this is a pretty good sampling of the new things that will be in 1.06.

 

Also, be prepared for more 1.06 information in the near future. - Rob

5 Comments


Recommended Comments

Jasperre

Posted

Looks good rich, bringing it up to NWN1s level is great.

 

Hope to see some stuff which is missing specific to NWN2 for manipulating properties though :) maybe that'll be in the "more information" :D

 

(I'd kill for a NPC "ActionUseItem" function among other things...heh)

Patcha

Posted

Just a question: when (and if...) the 1.69 for NWN1 will be release, you'll line up NWN2 with its features, too?

JasonMel

Posted

Yeah, it occurs to me that most of the requests from the 1.69 threads are just as applicable to NWN2 as to NWN. I know mine certainly are.

Skar

Posted

That sounds great!

But what about functionality behind SetName, SetDescription (and the get-functions) and ActionCastSpellAtObject()? That functions don't seem to work at the moment. Will they be implemented in 1.06?

Baron Rosencheck1

Posted

Scripting is great...however as a tileset artist...will Tiles.2da and tilesets.2da be able to be read from within a hak in either 1.05 or 1.06? will the Label line be read from a 2da if the StrRef line is left blank in either?

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