Property | Type | Description | |
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AbilityDamaged | bool | ||
AbilityDrained | bool | ||
Blinded | bool | ||
Charmed | bool | ||
CleanUpNeeded | bool | ||
Confused | bool | ||
Cursed | bool | ||
Darkness | bool | ||
Dazed | bool | ||
Deaf | bool | ||
Diseased | bool | ||
Dominated | bool | ||
Entangled | bool | ||
Frightened | bool | ||
HasCombatRoundProcess | bool | ||
Insane | bool | ||
LevelDrain | bool | ||
MoveDown | bool | ||
OverrideTarget | uint | ||
Paralyzed | bool | ||
Petrified | bool | ||
Poisoned | bool | ||
Silenced | bool | ||
Sleeping | bool | ||
Slowed | bool | ||
Stunned | bool | ||
TacticsType | AIParty.AIType | ||
Turned | bool | ||
UsingEndCombatRound | bool | ||
Wounded | bool |
Method | Description | |
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CanAct ( ) : bool |
This determines if the creature has any negative status effects which prevent actions in combat.
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CreatureObject ( uint ObjectId, |
Construct a creature object and insert it into the object table.
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DropParty ( ) : void | ||
GetAlliesInMelee ( ) : int |
This returns the number of allies who are near hostile opponents.
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OnAttacked ( uint AttackerObjectId ) : void |
Called when the creature is attacked.
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OnBlocked ( uint BlockerObjectId ) : void |
Called when the creature's movement is blocked.
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OnConversation ( ) : void |
Called when someone attempts to open a static conversation with the creature.
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OnDamaged ( uint DamagerObjectId, int TotalDamageDealt ) : void |
Called when the creature is damaged.
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OnDeath ( uint KillerObjectId ) : void |
Called when the creature dies.
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OnEndCombatRound ( ) : void |
Called at the end of a combat round, when direction for the next round of combat is necessary. This managed the bulk of action in combat.
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OnHeartbeat ( ) : void |
Called approximately every six seconds on an NPC, regardless of whether or not the NPC is in combat.
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OnInventoryDisturbed ( ) : void |
Called when a creature picks up or loses an item.
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OnPerception ( uint PerceivedObjectId, bool Heard, bool Inaudible, bool Seen, bool Vanished ) : void |
Called when the perception state of the creature changes.
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OnRested ( ) : void |
Called after a creature rests.
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OnRundown ( ) : void |
Called when the C# object state is being run down because the game engine half of the object has been deleted. This might occur after the fact.
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OnSpawn ( ) : void |
Called when the creature is spawned, immediately after the class' constructors are run. Responsible for establishing party membership.
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OnSpellCastAt ( uint CasterObjectId, int SpellId ) : void |
Called when a spell is cast on the creature.
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OnUserDefined ( int UserDefinedEventNumber ) : void |
Called whenever a builder invokes an event by script.
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RefreshNegativeStatuses ( ) : void |
This refreshes the public variables which track status afflictions on the creature.
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SelectCombatRoundAction ( bool fromAllyCall ) : void |
This function is the primary means by which actions are selected for a given combat round.
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TryRemoveStatusAfflictions ( CreatureObject HealTarget ) : bool |
This will look for status afflictions that need healing.
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TryRemoveUrgentStatusAfflictions ( CreatureObject HealTarget ) : bool |
This will look for the most-urgent disabling status afflictions on HealTarget and attempt to cure them.
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TryToAttackMelee ( bool PrioritizeSoftTargets = false, bool DistributeAttacks = false ) : bool | ||
TryToAttackRanged ( ) : bool |
This function causes Creature to switch to ranged weapons, if the weapon wielded isn't already ranged, and attack from a distance.
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TryToBuffAll ( ) : bool |
This will search for an ability to buff an ally, or oneself, which is not already applied to its target.
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TryToDebuffAll ( ) : bool |
This attempts to find a valid place to put down large field-altering effects, and destructive (but dangerous and indiscriminate) spells. It will attempt to avoid friendly fire, but might hit allies who just happen to be within the area of effect anyway.
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TryToDebuffCareful ( ) : bool |
This attempts to find a place to send an attack which either only harms enemies or which only harms single targets.
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TryToHeal ( CreatureObject HealTarget, int HitPoints ) : bool |
This will search for an ability that will directly restore about HitPoints of hit points and use it on HealTarget
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TryToHealAll ( ) : bool |
This will look for an action that will improve the condition of the party.
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_AttackWrapper ( CreatureObject AttackTarget ) : bool |
This serves as a wrapper about calls to ActionAttack, to apply things like the uncanny dodge modifiers
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Method | Description | |
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CallToFriends ( ) : void |
This method speaks a string of the creature calling out to its friends that it has spotted trouble.
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OnPerceptionHeardObject ( uint PerceivedObjectId, bool InitialDetection ) : void |
Called when an object first hears an object.
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OnPerceptionLostHearingObject ( uint PerceivedObjectId, bool LastDetection ) : void |
Called when an object loses hearing of another object.
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OnPerceptionLostSightObject ( uint PerceivedObjectId, bool LastDetection ) : void |
Called when an object loses sight of another object.
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OnPerceptionSeenObject ( uint PerceivedObjectId, bool InitialDetection ) : void |
Called when an object first sees an object.
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SetAbberationEffects ( ) : void | ||
SetAngelEffects ( ) : void | ||
SetAnimalEffects ( ) : void | ||
SetArchonEffects ( ) : void | ||
SetColdEffects ( ) : void | ||
SetConstructEffects ( ) : void | ||
SetDragonEffects ( ) : void | ||
SetElementalEffects ( ) : void | ||
SetExtraAttacks ( int Attacks ) : void | ||
SetFeyEffects ( ) : void | ||
SetFireEffects ( ) : void | ||
SetGiantEffects ( ) : void | ||
SetIncorporealEffects ( ) : void | ||
SetMagicalBeastEffects ( ) : void | ||
SetMonstrousHumanoidEffects ( ) : void | ||
SetOozeEffects ( ) : void | ||
SetPlantEffects ( ) : void | ||
SetUndeadEffects ( ) : void | ||
SetVerminEffects ( ) : void | ||
TryToCallForHelp ( ) : bool | ||
TryToCleanUp ( ) : bool | ||
_AmbientBehavior ( ) : void |
This orders this creature to perform whatever it's supposed to perform when not engaged in something else.
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_BashObject ( uint Target ) : void |
This orders Creature to bash Target until it is destroyed.
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_EquipWeapon ( bool meleeWeapon = true ) : void | ||
_FindTargetForBuff ( NWScript.NWScriptEngineStructure3 Buff ) : uint |
This seeks a target for a buff talent, prioritizing on high-risk allies, but only selecting one who doesn't already have the effect.
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_FindTargetForDebuff ( NWScript.NWScriptEngineStructure3 Debuff ) : uint |
This seeks a target for for large terrain-altering or wide effect spells meant to sway battles. It prioritizes distant and high-danger targets.
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_FindTargetForDispel ( ) : uint |
This seeks an enemy target with the most visual effects present, which would imply an in-character motivation to dispel.
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_GetIsMeleeWeapon ( int baseItemType ) : bool | ||
_GetIsProficient ( CLRScriptBase script, uint item ) : bool | ||
_GetKnownFieldAlteringEffect ( ) : NWScript.NWScriptEngineStructure3 | ||
_GetKnownPartyBuff ( ) : NWScript.NWScriptEngineStructure3 |
This seeks a known talent which can provide benefit to the party.
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_GetKnownSelfBuff ( ) : NWScript.NWScriptEngineStructure3 |
This seeks a known talent which can provide benefit to oneself.
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_GetKnownSingleBuff ( ) : NWScript.NWScriptEngineStructure3 |
This seeks a known talent which can provide benefit to one ally.
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_GetKnownUnfriendlyDebuff ( ) : NWScript.NWScriptEngineStructure3 | ||
_IsFriendlyFire ( int nTargetArea ) : bool |
This function attempts to determine if the spell just cast on this creature was plausibly friendly fire, based on the locations of nearby enemies.
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_IsMindMagiced ( uint CreatureId ) : bool |
Determines if Creature has effects which would typically cause targeting problems, and might result in attacking a friendly person.
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_SetMutualEnemies ( uint Creature1, uint Creature2 ) : void |
This function causes Creature1 and Creature2 to be flagged as temporary enemies of one another, with no specified decay time. They, thus, will fight until killed or separated, but will not break the rest of their factions.
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_TemporaryRangedCombat ( uint Reason, bool WaitForDeath = false ) : void |
This function causes Creature to switch to change to ranged weapons temporarily. It should be used when ranged combat is only a good idea for a moment, because of battlefield conditions.
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public CreatureObject ( uint ObjectId, |
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ObjectId | uint | Supplies the creature object id. |
ObjectManager | Supplies the object manager. | |
return | System |
public OnAttacked ( uint AttackerObjectId ) : void | ||
AttackerObjectId | uint | Supplies the attacker object id. /// |
return | void |
public OnBlocked ( uint BlockerObjectId ) : void | ||
BlockerObjectId | uint | Supplies the blocker object /// id. |
return | void |
public OnDamaged ( uint DamagerObjectId, int TotalDamageDealt ) : void | ||
DamagerObjectId | uint | Supplies the damager object id. /// |
TotalDamageDealt | int | Supplies the total damage dealt. /// |
return | void |
public OnDeath ( uint KillerObjectId ) : void | ||
KillerObjectId | uint | Supplies the killer object id. |
return | void |
public OnPerception ( uint PerceivedObjectId, bool Heard, bool Inaudible, bool Seen, bool Vanished ) : void | ||
PerceivedObjectId | uint | Supplies the perceived object id. /// |
Heard | bool | True if the object is now heard. |
Inaudible | bool | True if the object is now not /// heard. |
Seen | bool | True if the object is now seen. |
Vanished | bool | True if the object is now not seen. |
return | void |
public OnSpellCastAt ( uint CasterObjectId, int SpellId ) : void | ||
CasterObjectId | uint | Supplies the spell caster object id. /// |
SpellId | int | Supplies the spell id. |
return | void |
public OnUserDefined ( int UserDefinedEventNumber ) : void | ||
UserDefinedEventNumber | int | Supplies the user-defined /// event number associated with the event request. |
return | void |
public SelectCombatRoundAction ( bool fromAllyCall ) : void | ||
fromAllyCall | bool | |
return | void |
public TryRemoveStatusAfflictions ( CreatureObject HealTarget ) : bool | ||
HealTarget | CreatureObject | The target to be healed |
return | bool |
public TryRemoveUrgentStatusAfflictions ( CreatureObject HealTarget ) : bool | ||
HealTarget | CreatureObject | The target to be healed |
return | bool |
public TryToAttackMelee ( bool PrioritizeSoftTargets = false, bool DistributeAttacks = false ) : bool | ||
PrioritizeSoftTargets | bool | |
DistributeAttacks | bool | |
return | bool |
public TryToHeal ( CreatureObject HealTarget, int HitPoints ) : bool | ||
HealTarget | CreatureObject | The one to receive healing. |
HitPoints | int | The amount to heal. |
return | bool |
public _AttackWrapper ( CreatureObject AttackTarget ) : bool | ||
AttackTarget | CreatureObject | |
return | bool |