/// @addtogroup player /// @brief Functions exposing additional player properties. /// @{ /// @file nwnx_player.nss const string NWNX_Player = "NWNX_Player"; ///< @private /// @brief A quickbar slot. struct NWNX_Player_QuickBarSlot { object oItem; ///< @todo Describe object oSecondaryItem; ///< @todo Describe int nObjectType; ///< @todo Describe int nMultiClass; ///< @todo Describe string sResRef; ///< @todo Describe string sCommandLabel; ///< @todo Describe string sCommandLine; ///< @todo Describe string sToolTip; ///< @todo Describe int nINTParam1; ///< @todo Describe int nMetaType; ///< @todo Describe int nDomainLevel; ///< @todo Describe int nAssociateType; ///< @todo Describe object oAssociate; ///< @todo Describe }; /// @brief A journal entry. struct NWNX_Player_JournalEntry { string sName;///< @todo Describe string sText;///< @todo Describe string sTag;///< @todo Describe int nState;///< @todo Describe int nPriority;///< @todo Describe int nQuestCompleted;///< @todo Describe int nQuestDisplayed;///< @todo Describe int nUpdated;///< @todo Describe int nCalendarDay;///< @todo Describe int nTimeOfDay;///< @todo Describe }; /// @name Timing Bar Types /// @anchor timing_bar_types /// /// The various types of timing bars. /// @{ const int NWNX_PLAYER_TIMING_BAR_TRAP_FLAG = 1; const int NWNX_PLAYER_TIMING_BAR_TRAP_RECOVER = 2; const int NWNX_PLAYER_TIMING_BAR_TRAP_DISARM = 3; const int NWNX_PLAYER_TIMING_BAR_TRAP_EXAMINE = 4; const int NWNX_PLAYER_TIMING_BAR_TRAP_SET = 5; const int NWNX_PLAYER_TIMING_BAR_REST = 6; const int NWNX_PLAYER_TIMING_BAR_UNLOCK = 7; const int NWNX_PLAYER_TIMING_BAR_LOCK = 8; const int NWNX_PLAYER_TIMING_BAR_CUSTOM = 10; /// @} /// @name Platform IDs /// @anchor platform_ids /// @{ const int NWNX_PLAYER_PLATFORM_INVALID = 0; const int NWNX_PLAYER_PLATFORM_WINDOWS_X86 = 1; const int NWNX_PLAYER_PLATFORM_WINDOWS_X64 = 2; const int NWNX_PLAYER_PLATFORM_LINUX_X86 = 10; const int NWNX_PLAYER_PLATFORM_LINUX_X64 = 11; const int NWNX_PLAYER_PLATFORM_LINUX_ARM32 = 12; const int NWNX_PLAYER_PLATFORM_LINUX_ARM64 = 13; const int NWNX_PLAYER_PLATFORM_MAC_X86 = 20; const int NWNX_PLAYER_PLATFORM_MAC_X64 = 21; const int NWNX_PLAYER_PLATFORM_IOS = 30; const int NWNX_PLAYER_PLATFORM_ANDROID_ARM32 = 40; const int NWNX_PLAYER_PLATFORM_ANDROID_ARM64 = 41; const int NWNX_PLAYER_PLATFORM_ANDROID_X64 = 42; const int NWNX_PLAYER_PLATFORM_NINTENDO_SWITCH = 50; const int NWNX_PLAYER_PLATFORM_MICROSOFT_XBOXONE = 60; const int NWNX_PLAYER_PLATFORM_SONY_PS4 = 70; /// @} /// @brief Force display placeable examine window for player /// @note If used on a placeable in a different area than the player, the portait will not be shown. /// @param player The player object. /// @param placeable The placeable object. void NWNX_Player_ForcePlaceableExamineWindow(object player, object placeable); /// @brief Force opens the target object's inventory for the player. /// @note /// * If the placeable is in a different area than the player, the portrait will not be shown /// * The placeable's open/close animations will be played /// * Clicking the 'close' button will cause the player to walk to the placeable If the placeable is in a /// different area, the player will just walk to the edge of the current area and stop. /// This action can be cancelled manually. /// * Walking will close the placeable automatically. /// @param player The player object. /// @param placeable The placeable object. void NWNX_Player_ForcePlaceableInventoryWindow(object player, object placeable); /// @brief Starts displaying a timing bar. /// @param player The player object. /// @param seconds The length of time the timing bar will complete. /// @param script The script to run at the bar's completion. /// @param type The @ref timing_bar_types "Timing Bar Type" /// @remark Only one timing bar can be ran at the same time. void NWNX_Player_StartGuiTimingBar(object player, float seconds, string script = "", int type = NWNX_PLAYER_TIMING_BAR_CUSTOM); /// @brief Stop displaying a timing bar. /// @param player The player object. /// @param script The script to run when stopped. void NWNX_Player_StopGuiTimingBar(object player, string script = ""); /// @brief Sets whether the player should always walk when given movement commands. /// @param player The player object. /// @param bWalk TRUE to set the player to always walk. /// @remark Clicking on the ground or using WASD will trigger walking instead of running. void NWNX_Player_SetAlwaysWalk(object player, int bWalk=TRUE); /// @brief Gets the player's quickbar slot info /// @param player The player object. /// @param slot Slot ID 0-35 /// @return An NWNX_Player_QuickBarSlot struct. struct NWNX_Player_QuickBarSlot NWNX_Player_GetQuickBarSlot(object player, int slot); /// @brief Sets the player's quickbar slot info /// @param player The player object. /// @param slot Slot ID 0-35 /// @param qbs An NWNX_Player_QuickBarSlot struct. void NWNX_Player_SetQuickBarSlot(object player, int slot, struct NWNX_Player_QuickBarSlot qbs); /// @brief Get the name of the .bic file associated with the player's character. /// @param player The player object. /// @return The filename for this player's bic. (Not including the ".bic") string NWNX_Player_GetBicFileName(object player); /// @brief Plays the VFX at the target position in current area for the given player only /// @param player The player object. /// @param effectId The effect id. /// @param position The position to play the visual effect. /// @param scale The scale of the effect /// @param translate A translation vector to offset the position of the effect /// @param rotate A rotation vector to rotate the effect void NWNX_Player_ShowVisualEffect(object player, int effectId, vector position, float scale=1.0f, vector translate=[], vector rotate=[]); /// @brief Changes the daytime music track for the given player only /// @param player The player object. /// @param track The track id to play. void NWNX_Player_MusicBackgroundChangeDay(object player, int track); /// @brief Changes the nighttime music track for the given player only /// @param player The player object. /// @param track The track id to play. void NWNX_Player_MusicBackgroundChangeNight(object player, int track); /// @brief Starts the background music for the given player only /// @param player The player object. void NWNX_Player_MusicBackgroundStart(object player); /// @brief Stops the background music for the given player only /// @param player The player object. void NWNX_Player_MusicBackgroundStop(object player); /// @brief Changes the battle music track for the given player only /// @param player The player object. /// @param track The track id to play. void NWNX_Player_MusicBattleChange(object player, int track); /// @brief Starts the battle music for the given player only /// @param player The player object. void NWNX_Player_MusicBattleStart(object player); /// @brief Stops the battle music for the given player only /// @param player The player object. void NWNX_Player_MusicBattleStop(object player); /// @brief Play a sound at the location of target for the given player only /// @param player The player object. /// @param sound The sound resref. /// @param target The target object for the sound to originate. If target OBJECT_INVALID the sound /// will play at the location of the player. void NWNX_Player_PlaySound(object player, string sound, object target = OBJECT_INVALID); /// @brief Toggle a placeable's usable flag for the given player only /// @param player The player object. /// @param placeable The placeable object. /// @param usable TRUE for usable. void NWNX_Player_SetPlaceableUsable(object player, object placeable, int usable); /// @brief Override player's rest duration /// @param player The player object. /// @param duration The duration of rest in milliseconds, 1000 = 1 second. Minimum duration of 10ms. -1 clears the override. void NWNX_Player_SetRestDuration(object player, int duration); /// @brief Apply visualeffect to target that only player can see /// @param player The player object. /// @param target The target object to play the effect upon. /// @param visualeffect The visual effect id. /// @param scale The scale of the effect /// @param translate A translation vector to offset the position of the effect /// @param rotate A rotation vector to rotate the effect /// @note Only works with instant effects: VFX_COM_*, VFX_FNF_*, VFX_IMP_* void NWNX_Player_ApplyInstantVisualEffectToObject(object player, object target, int visualeffect, float scale=1.0f, vector translate=[], vector rotate=[]); /// @brief Refreshes the players character sheet /// @param player The player object. /// @note You may need to use DelayCommand if you're manipulating values /// through nwnx and forcing a UI refresh, 0.5s seemed to be fine void NWNX_Player_UpdateCharacterSheet(object player); /// @brief Allows player to open target's inventory /// @param player The player object. /// @param target The target object, must be a creature or another player. /// @param open TRUE to open. /// @remark Only works if player and target are in the same area. void NWNX_Player_OpenInventory(object player, object target, int open = TRUE); /// @brief Get player's area exploration state /// @param player The player object. /// @param area The area object. /// @return A string representation of the tiles explored for that area. string NWNX_Player_GetAreaExplorationState(object player, object area); /// @brief Set player's area exploration state. /// @param player The player object. /// @param area The area object. /// @param str An encoded string obtained with NWNX_Player_GetAreaExplorationState() void NWNX_Player_SetAreaExplorationState(object player, object area, string str); /// @brief Override player's rest animation. /// @param oPlayer The player object. /// @param nAnimation The NWNX animation id. This does not take ANIMATION_LOOPING_* or /// ANIMATION_FIREFORGET_* constants. Instead use NWNX_Consts_TranslateNWScriptAnimation() to get /// the NWNX equivalent. -1 to clear the override. void NWNX_Player_SetRestAnimation(object oPlayer, int nAnimation); /// @brief Override a visual transform on the given object that only player will see. /// @param oPlayer The player object. /// @param oObject The target object. Can be any valid Creature, Placeable, Item or Door. /// @param nTransform One of OBJECT_VISUAL_TRANSFORM_* or -1 to remove the override. /// @param fValue Depends on the transformation to apply. void NWNX_Player_SetObjectVisualTransformOverride(object oPlayer, object oObject, int nTransform, float fValue); /// @brief Apply a looping visualeffect to a target that only player can see /// @param player The player object. /// @param target The target object. /// @param visualeffect A VFX_DUR_*. Calling again will remove an applied effect. -1 to remove all effects /// @note Only really works with looping effects: VFX_DUR_*. Other types *kind* of work, they'll play when /// reentering the area and the object is in view or when they come back in view range. void NWNX_Player_ApplyLoopingVisualEffectToObject(object player, object target, int visualeffect); /// @brief Override the name of placeable for player only /// @param player The player object. /// @param placeable The placeable object. /// @param name The name for the placeable for this player, "" to clear the override. void NWNX_Player_SetPlaceableNameOverride(object player, object placeable, string name); /// @brief Gets whether a quest has been completed by a player /// @param player The player object. /// @param sQuestName The name identifier of the quest from the Journal Editor. /// @return TRUE if the quest has been completed. -1 if the player does not have the journal entry. int NWNX_Player_GetQuestCompleted(object player, string sQuestName); /// @brief Place waypoints on module load representing where a PC should start /// /// This will require storing the PC's cd key or community name (depending on how you store in your vault) /// and bic_filename along with routinely updating their location in some persistent method like OnRest, /// OnAreaEnter and OnClentExit. /// /// @param sCDKeyOrCommunityName The Public CD Key or Community Name of the player, this will depend on your vault type. /// @param sBicFileName The filename for the character. Retrieved with NWNX_Player_GetBicFileName(). /// @param oWP The waypoint object to place where the PC should start. /// @param bFirstConnectOnly Set to FALSE if you would like the PC to go to this location every time they login instead /// of just every server restart. void NWNX_Player_SetPersistentLocation(string sCDKeyOrCommunityName, string sBicFileName, object oWP, int bFirstConnectOnly = TRUE); /// @brief Force an item name to be updated. /// @note This is a workaround for bug that occurs when updating item names in open containers. /// @param oPlayer The player object. /// @param oItem The item object. void NWNX_Player_UpdateItemName(object oPlayer, object oItem); /// @brief Possesses a creature by temporarily making them a familiar /// @details This command allows a PC to possess an NPC by temporarily adding them as a familiar. It will work /// if the player already has an existing familiar. The creatures must be in the same area. Unpossession can be /// done with the regular @nwn{UnpossessFamiliar} commands. /// @note The possessed creature will send automap data back to the possessor. /// If you wish to prevent this you may wish to use NWNX_Player_GetAreaExplorationState() and /// NWNX_Player_SetAreaExplorationState() before and after the possession. /// @note The possessing creature will be left wherever they were when beginning the possession. You may wish /// to use @nwn{EffectCutsceneImmobilize} and @nwn{EffectCutsceneGhost} to hide them. /// @param oPossessor The possessor player object. /// @param oPossessed The possessed creature object. Only works on NPCs. /// @param bMindImmune If FALSE will remove the mind immunity effect on the possessor. /// @param bCreateDefaultQB If TRUE will populate the quick bar with default buttons. /// @return TRUE if possession succeeded. int NWNX_Player_PossessCreature(object oPossessor, object oPossessed, int bMindImmune = TRUE, int bCreateDefaultQB = FALSE); /// @brief Returns the platform ID of the given player (NWNX_PLAYER_PLATFORM_*) /// @param oPlayer The player object. int NWNX_Player_GetPlatformId(object oPlayer); /// @brief Returns the game language of the given player (uses NWNX_DIALOG_LANGUAGE_*) /// @details This function returns the ID of the game language displayed to the player. /// Uses the same constants as nwnx_dialog. /// @param oPlayer The player object. int NWNX_Player_GetLanguage(object oPlayer); /// @brief Override sOldResName with sNewResName of nResType for oPlayer. /// @warning If sNewResName does not exist on oPlayer's client it will crash their game. /// @param oPlayer The player object. /// @param nResType The res type, see nwnx_util.nss for constants. /// @param sOldResName The old res name, 16 characters or less. /// @param sNewResName The new res name or "" to clear a previous override, 16 characters or less. void NWNX_Player_SetResManOverride(object oPlayer, int nResType, string sOldResName, string sNewResName); /// @brief Set nCustomTokenNumber to sTokenValue for oPlayer only. /// @note The basegame SetCustomToken() will override any personal tokens. /// @param oPlayer The player object. /// @param nCustomTokenNumber The token number. /// @param sTokenValue The token text. void NWNX_Player_SetCustomToken(object oPlayer, int nCustomTokenNumber, string sTokenValue); /// @brief Override the name of creature for player only /// @param oPlayer The player object. /// @param oCreature The creature object. /// @param sName The name for the creature for this player, "" to clear the override. void NWNX_Player_SetCreatureNameOverride(object oPlayer, object oCreature, string sName); /// @brief Display floaty text above oCreature for oPlayer only. /// @note This will also display the floaty text above creatures that are not part of oPlayer's faction. /// @param oPlayer The player to display the text to. /// @param oCreature The creature to display the text above. /// @param sText The text to display. /// @param bChatWindow If TRUE, sText will be displayed in oPlayer's chat window. void NWNX_Player_FloatingTextStringOnCreature(object oPlayer, object oCreature, string sText, int bChatWindow = TRUE); /// @brief Toggle oPlayer's PlayerDM status. /// @note This function does nothing for actual DMClient DMs or players with a client version < 8193.14 /// @param oPlayer The player. /// @param bIsDM TRUE to toggle dm mode on, FALSE for off. void NWNX_Player_ToggleDM(object oPlayer, int bIsDM); /// @brief Override the mouse cursor of oObject for oPlayer only /// @param oPlayer The player object. /// @param oObject The object. /// @param nCursor The cursor, one of MOUSECURSOR_*. -1 to clear the override. void NWNX_Player_SetObjectMouseCursorOverride(object oPlayer, object oObject, int nCursor); /// @brief Override the hilite color of oObject for oPlayer only /// @param oPlayer The player object. /// @param oObject The object. /// @param nColor The color in 0xRRGGBB format, -1 to clear the override. void NWNX_Player_SetObjectHiliteColorOverride(object oPlayer, object oObject, int nColor); /// @brief Remove effects with sEffectTag from oPlayer's TURD /// @note This function should be called in the NWNX_ON_CLIENT_DISCONNECT_AFTER event, OnClientLeave is too early for the TURD to exist. /// @param oPlayer The player object. /// @param sEffectTag The effect tag. void NWNX_Player_RemoveEffectFromTURD(object oPlayer, string sEffectTag); /// @brief Set the location oPlayer will spawn when logging in to the server. /// @note This function is best called in the NWNX_ON_ELC_VALIDATE_CHARACTER_BEFORE event, OnClientEnter will be too late. /// @param oPlayer The player object. /// @param locSpawn The location. void NWNX_Player_SetSpawnLocation(object oPlayer, location locSpawn); /// @brief Resends palettes to a DM. /// @param oPlayer - the DM to send them to. void NWNX_Player_SendDMAllCreatorLists(object oPlayer); /// @brief Give a custom journal entry to oPlayer. /// @warning Custom entries are wiped on client enter - they must be reapplied. /// @param oPlayer The player object. /// @param journalEntry The journal entry in the form of a struct. /// @param nSilentUpdate 0 = Notify player via sound effects and feedback message, 1 = Suppress sound effects and feedback message /// @return a positive number to indicate the new amount of journal entries on the player. /// @note In contrast to conventional nwn journal entries - this method will overwrite entries with the same tag, so the index / count of entries /// will only increase if you add new entries with unique tags int NWNX_Player_AddCustomJournalEntry(object oPlayer, struct NWNX_Player_JournalEntry journalEntry, int nSilentUpdate = 0); /// @brief Returns a struct containing a journal entry that can then be modified. /// @param oPlayer The player object. /// @param questTag The quest tag you wish to get the journal entry for. /// @return a struct containing the journal entry data. /// @note This method will return -1 for the Updated field in the event that no matching journal entry was found, /// only the last matching quest tag will be returned. Eg: If you add 3 journal updates to a player, only the 3rd one will be returned as /// that is the active one that the player currently sees. struct NWNX_Player_JournalEntry NWNX_Player_GetJournalEntry(object oPlayer, string questTag); /// @brief Closes any store oPlayer may have open. /// @param oPlayer The player object. void NWNX_Player_CloseStore(object oPlayer); /// @brief Override nStrRef from the TlkTable with sOverride for oPlayer only. /// @param oPlayer The player. /// @param nStrRef The StrRef. /// @param sOverride The new value for nStrRef or "" to remove the override. /// @param bRestoreGlobal If TRUE, when removing a personal override it will attempt to restore the global override if it exists. /// @note Overrides will not persist through relogging. void NWNX_Player_SetTlkOverride(object oPlayer, int nStrRef, string sOverride, int bRestoreGlobal = TRUE); /// @brief Make the player reload it's TlkTable. /// @param oPlayer The player. void NWNX_Player_ReloadTlk(object oPlayer); /// @brief Update wind for oPlayer only. /// @param oPlayer The player. /// @param vDirection The Wind's direction. /// @param fMagnitude The Wind's magnitude. /// @param fYaw The Wind's yaw. /// @param fPitch The Wind's pitch. void NWNX_Player_UpdateWind(object oPlayer, vector vDirection, float fMagnitude, float fYaw, float fPitch); /// @brief Update the SkyBox for oPlayer only. /// @param oPlayer The player. /// @param nSkyBox The Skybox ID. void NWNX_Player_UpdateSkyBox(object oPlayer, int nSkyBox); /// @brief Update Sun and Moon Fog Color for oPlayer only. /// @param oPlayer The player. /// @param nSunFogColor The int value of Sun Fog color. /// @param nMoonFogColor The int value of Moon Fog color. void NWNX_Player_UpdateFogColor(object oPlayer, int nSunFogColor, int nMoonFogColor); /// @brief Update Sun and Moon Fog Amount for oPlayer only. /// @param oPlayer The player. /// @param nSunFogAmount The int value of Sun Fog amount (range 0-255). /// @param nMoonFogAmount The int value of Moon Fog amount (range 0-255). void NWNX_Player_UpdateFogAmount(object oPlayer, int nSunFogAmount, int nMoonFogAmount); /// @brief Return's the currently-possessed game object of a player. /// @param oPlayer The player object (e.g. from GetFirst/NextPC()). /// @return the actual game object of oPlayer, or OBJECT_INVALID on error. object NWNX_Player_GetGameObject(object oPlayer); /// @brief Override the ui discovery mask of oObject for oPlayer only /// @param oPlayer The player object. /// @param oObject The target object. /// @param nMask A mask of OBJECT_UI_DISCOVERY_*, or -1 to clear the override void NWNX_Player_SetObjectUiDiscoveryMaskOverride(object oPlayer, object oObject, int nMask); /// @brief Send a party invite from oInviter to oPlayer /// @param oPlayer The player to invite /// @param oInviter The one inviting the player /// @param bForceInvite TRUE: Sends the invite even if the target ignores invites /// @param bHideDialog TRUE: Does not show the party invitation dialog void NWNX_Player_SendPartyInvite(object oPlayer, object oInviter, int bForceInvite = FALSE, int bHideDialog = FALSE); /// @brief Get the TURD for oPlayer /// @param oPlayer The offline player to get the TURD from /// @return the TURD object of oPlayer, or OBJECT_INVALID if no TURD exists object NWNX_Player_GetTURD(object oPlayer); /// @brief Reloads the color palettes for oPlayer /// @param oPlayer The player to reload the color palette for void NWNX_Player_ReloadColorPalettes(object oPlayer); /// @} void NWNX_Player_ForcePlaceableExamineWindow(object player, object placeable) { NWNXPushObject(placeable); NWNXPushObject(player); NWNXCall(NWNX_Player, "ForcePlaceableExamineWindow"); } void NWNX_Player_ForcePlaceableInventoryWindow(object player, object placeable) { NWNXPushObject(placeable); NWNXPushObject(player); NWNXCall(NWNX_Player, "ForcePlaceableInventoryWindow"); } void NWNX_Player_INTERNAL_StopGuiTimingBar(object player, string script = "", int id = -1) ///< @private { int activeId = GetLocalInt(player, "NWNX_PLAYER_GUI_TIMING_ACTIVE"); // Either the timing event was never started, or it already finished. if (activeId == 0) return; // If id != -1, we ended up here through DelayCommand. Make sure it's for the right ID if (id != -1 && id != activeId) return; DeleteLocalInt(player, "NWNX_PLAYER_GUI_TIMING_ACTIVE"); NWNXPushObject(player); NWNXCall(NWNX_Player, "StopGuiTimingBar"); if(script != "") { ExecuteScript(script, player); } } void NWNX_Player_StartGuiTimingBar(object player, float seconds, string script = "", int type = NWNX_PLAYER_TIMING_BAR_CUSTOM) { if (GetLocalInt(player, "NWNX_PLAYER_GUI_TIMING_ACTIVE")) return; NWNXPushInt(type); NWNXPushFloat(seconds); NWNXPushObject(player); NWNXCall(NWNX_Player, "StartGuiTimingBar"); int id = GetLocalInt(player, "NWNX_PLAYER_GUI_TIMING_ID") + 1; SetLocalInt(player, "NWNX_PLAYER_GUI_TIMING_ACTIVE", id); SetLocalInt(player, "NWNX_PLAYER_GUI_TIMING_ID", id); DelayCommand(seconds, NWNX_Player_INTERNAL_StopGuiTimingBar(player, script, id)); } void NWNX_Player_StopGuiTimingBar(object player, string script = "") { NWNX_Player_INTERNAL_StopGuiTimingBar(player, script, -1); } void NWNX_Player_SetAlwaysWalk(object player, int bWalk=TRUE) { NWNXPushInt(bWalk); NWNXPushObject(player); NWNXCall(NWNX_Player, "SetAlwaysWalk"); } struct NWNX_Player_QuickBarSlot NWNX_Player_GetQuickBarSlot(object player, int slot) { struct NWNX_Player_QuickBarSlot qbs; NWNXPushInt(slot); NWNXPushObject(player); NWNXCall(NWNX_Player, "GetQuickBarSlot"); qbs.oAssociate = NWNXPopObject(); qbs.nAssociateType = NWNXPopInt(); qbs.nDomainLevel = NWNXPopInt(); qbs.nMetaType = NWNXPopInt(); qbs.nINTParam1 = NWNXPopInt(); qbs.sToolTip = NWNXPopString(); qbs.sCommandLine = NWNXPopString(); qbs.sCommandLabel = NWNXPopString(); qbs.sResRef = NWNXPopString(); qbs.nMultiClass = NWNXPopInt(); qbs.nObjectType = NWNXPopInt(); qbs.oSecondaryItem = NWNXPopObject(); qbs.oItem = NWNXPopObject(); return qbs; } void NWNX_Player_SetQuickBarSlot(object player, int slot, struct NWNX_Player_QuickBarSlot qbs) { NWNXPushObject(qbs.oItem); NWNXPushObject(qbs.oSecondaryItem); NWNXPushInt(qbs.nObjectType); NWNXPushInt(qbs.nMultiClass); NWNXPushString(qbs.sResRef); NWNXPushString(qbs.sCommandLabel); NWNXPushString(qbs.sCommandLine); NWNXPushString(qbs.sToolTip); NWNXPushInt(qbs.nINTParam1); NWNXPushInt(qbs.nMetaType); NWNXPushInt(qbs.nDomainLevel); NWNXPushInt(qbs.nAssociateType); NWNXPushObject(qbs.oAssociate); NWNXPushInt(slot); NWNXPushObject(player); NWNXCall(NWNX_Player, "SetQuickBarSlot"); } string NWNX_Player_GetBicFileName(object player) { NWNXPushObject(player); NWNXCall(NWNX_Player, "GetBicFileName"); return NWNXPopString(); } void NWNX_Player_ShowVisualEffect(object player, int effectId, vector position, float scale=1.0f, vector translate=[], vector rotate=[]) { NWNXPushVector(rotate); NWNXPushVector(translate); NWNXPushFloat(scale); NWNXPushVector(position); NWNXPushInt(effectId); NWNXPushObject(player); NWNXCall(NWNX_Player, "ShowVisualEffect"); } void NWNX_Player_MusicBackgroundChangeDay(object player, int track) { NWNXPushInt(track); NWNXPushInt(TRUE); NWNXPushObject(player); NWNXCall(NWNX_Player, "ChangeBackgroundMusic"); } void NWNX_Player_MusicBackgroundChangeNight(object player, int track) { NWNXPushInt(track); NWNXPushInt(FALSE); NWNXPushObject(player); NWNXCall(NWNX_Player, "ChangeBackgroundMusic"); } void NWNX_Player_MusicBackgroundStart(object player) { NWNXPushInt(TRUE); NWNXPushObject(player); NWNXCall(NWNX_Player, "PlayBackgroundMusic"); } void NWNX_Player_MusicBackgroundStop(object player) { NWNXPushInt(FALSE); NWNXPushObject(player); NWNXCall(NWNX_Player, "PlayBackgroundMusic"); } void NWNX_Player_MusicBattleChange(object player, int track) { NWNXPushInt(track); NWNXPushObject(player); NWNXCall(NWNX_Player, "ChangeBattleMusic"); } void NWNX_Player_MusicBattleStart(object player) { NWNXPushInt(TRUE); NWNXPushObject(player); NWNXCall(NWNX_Player, "PlayBattleMusic"); } void NWNX_Player_MusicBattleStop(object player) { NWNXPushInt(FALSE); NWNXPushObject(player); NWNXCall(NWNX_Player, "PlayBattleMusic"); } void NWNX_Player_PlaySound(object player, string sound, object target = OBJECT_INVALID) { NWNXPushObject(target); NWNXPushString(sound); NWNXPushObject(player); NWNXCall(NWNX_Player, "PlaySound"); } void NWNX_Player_SetPlaceableUsable(object player, object placeable, int usable) { NWNXPushInt(usable); NWNXPushObject(placeable); NWNXPushObject(player); NWNXCall(NWNX_Player, "SetPlaceableUsable"); } void NWNX_Player_SetRestDuration(object player, int duration) { NWNXPushInt(duration); NWNXPushObject(player); NWNXCall(NWNX_Player, "SetRestDuration"); } void NWNX_Player_ApplyInstantVisualEffectToObject(object player, object target, int visualeffect, float scale=1.0f, vector translate=[], vector rotate=[]) { NWNXPushVector(rotate); NWNXPushVector(translate); NWNXPushFloat(scale); NWNXPushInt(visualeffect); NWNXPushObject(target); NWNXPushObject(player); NWNXCall(NWNX_Player, "ApplyInstantVisualEffectToObject"); } void NWNX_Player_UpdateCharacterSheet(object player) { NWNXPushObject(player); NWNXCall(NWNX_Player, "UpdateCharacterSheet"); } void NWNX_Player_OpenInventory(object player, object target, int open = TRUE) { NWNXPushInt(open); NWNXPushObject(target); NWNXPushObject(player); NWNXCall(NWNX_Player, "OpenInventory"); } string NWNX_Player_GetAreaExplorationState(object player, object area) { NWNXPushObject(area); NWNXPushObject(player); NWNXCall(NWNX_Player, "GetAreaExplorationState"); return NWNXPopString(); } void NWNX_Player_SetAreaExplorationState(object player, object area, string str) { NWNXPushString(str); NWNXPushObject(area); NWNXPushObject(player); NWNXCall(NWNX_Player, "SetAreaExplorationState"); } void NWNX_Player_SetRestAnimation(object oPlayer, int nAnimation) { NWNXPushInt(nAnimation); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetRestAnimation"); } void NWNX_Player_SetObjectVisualTransformOverride(object oPlayer, object oObject, int nTransform, float fValue) { NWNXPushFloat(fValue); NWNXPushInt(nTransform); NWNXPushObject(oObject); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetObjectVisualTransformOverride"); } void NWNX_Player_ApplyLoopingVisualEffectToObject(object player, object target, int visualeffect) { NWNXPushInt(visualeffect); NWNXPushObject(target); NWNXPushObject(player); NWNXCall(NWNX_Player, "ApplyLoopingVisualEffectToObject"); } void NWNX_Player_SetPlaceableNameOverride(object player, object placeable, string name) { NWNXPushString(name); NWNXPushObject(placeable); NWNXPushObject(player); NWNXCall(NWNX_Player, "SetPlaceableNameOverride"); } int NWNX_Player_GetQuestCompleted(object player, string sQuestName) { NWNXPushString(sQuestName); NWNXPushObject(player); NWNXCall(NWNX_Player, "GetQuestCompleted"); return NWNXPopInt(); } void NWNX_Player_SetPersistentLocation(string sCDKeyOrCommunityName, string sBicFileName, object oWP, int bFirstConnectOnly = TRUE) { NWNXPushInt(bFirstConnectOnly); NWNXPushObject(oWP); NWNXPushString(sBicFileName); NWNXPushString(sCDKeyOrCommunityName); NWNXCall(NWNX_Player, "SetPersistentLocation"); } void NWNX_Player_UpdateItemName(object oPlayer, object oItem) { NWNXPushObject(oItem); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "UpdateItemName"); } int NWNX_Player_PossessCreature(object oPossessor, object oPossessed, int bMindImmune = TRUE, int bCreateDefaultQB = FALSE) { NWNXPushInt(bCreateDefaultQB); NWNXPushInt(bMindImmune); NWNXPushObject(oPossessed); NWNXPushObject(oPossessor); NWNXCall(NWNX_Player, "PossessCreature"); return NWNXPopInt(); } int NWNX_Player_GetPlatformId(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "GetPlatformId"); return NWNXPopInt(); } int NWNX_Player_GetLanguage(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "GetLanguage"); return NWNXPopInt(); } void NWNX_Player_SetResManOverride(object oPlayer, int nResType, string sOldResName, string sNewResName) { NWNXPushString(sNewResName); NWNXPushString(sOldResName); NWNXPushInt(nResType); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetResManOverride"); } void NWNX_Player_SetCustomToken(object oPlayer, int nCustomTokenNumber, string sTokenValue) { NWNXPushString(sTokenValue); NWNXPushInt(nCustomTokenNumber); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetCustomToken"); } void NWNX_Player_SetCreatureNameOverride(object oPlayer, object oCreature, string sName) { NWNXPushString(sName); NWNXPushObject(oCreature); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetCreatureNameOverride"); } void NWNX_Player_FloatingTextStringOnCreature(object oPlayer, object oCreature, string sText, int bChatWindow = TRUE) { NWNXPushInt(bChatWindow); NWNXPushString(sText); NWNXPushObject(oCreature); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "FloatingTextStringOnCreature"); } void NWNX_Player_ToggleDM(object oPlayer, int bIsDM) { NWNXPushInt(bIsDM); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "ToggleDM"); } void NWNX_Player_SetObjectMouseCursorOverride(object oPlayer, object oObject, int nCursor) { NWNXPushInt(nCursor); NWNXPushObject(oObject); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetObjectMouseCursorOverride"); } void NWNX_Player_SetObjectHiliteColorOverride(object oPlayer, object oObject, int nColor) { NWNXPushInt(nColor); NWNXPushObject(oObject); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetObjectHiliteColorOverride"); } void NWNX_Player_RemoveEffectFromTURD(object oPlayer, string sEffectTag) { NWNXPushString(sEffectTag); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "RemoveEffectFromTURD"); } void NWNX_Player_SetSpawnLocation(object oPlayer, location locSpawn) { NWNXPushLocation(locSpawn); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetSpawnLocation"); } void NWNX_Player_SendDMAllCreatorLists(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SendDMAllCreatorLists"); } int NWNX_Player_AddCustomJournalEntry(object oPlayer, struct NWNX_Player_JournalEntry journalEntry, int nSilentUpdate = 0) { NWNXPushInt(nSilentUpdate); NWNXPushInt(journalEntry.nTimeOfDay); NWNXPushInt(journalEntry.nCalendarDay); NWNXPushInt(journalEntry.nUpdated); NWNXPushInt(journalEntry.nQuestDisplayed); NWNXPushInt(journalEntry.nQuestCompleted); NWNXPushInt(journalEntry.nPriority); NWNXPushInt(journalEntry.nState); NWNXPushString(journalEntry.sTag); NWNXPushString(journalEntry.sText); NWNXPushString(journalEntry.sName); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "AddCustomJournalEntry"); return NWNXPopInt(); } struct NWNX_Player_JournalEntry NWNX_Player_GetJournalEntry(object oPlayer, string questTag) { struct NWNX_Player_JournalEntry entry; NWNXPushString(questTag); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "GetJournalEntry"); entry.nUpdated = NWNXPopInt(); if(entry.nUpdated == -1) // -1 set as an indicator to say that the entry was not found { return entry; } entry.nQuestDisplayed = NWNXPopInt(); entry.nQuestCompleted = NWNXPopInt(); entry.nPriority = NWNXPopInt(); entry.nState = NWNXPopInt(); entry.nTimeOfDay = NWNXPopInt(); entry.nCalendarDay = NWNXPopInt(); entry.sName = NWNXPopString(); entry.sText = NWNXPopString(); entry.sTag = questTag; return entry; } void NWNX_Player_CloseStore(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "CloseStore"); } void NWNX_Player_SetTlkOverride(object oPlayer, int nStrRef, string sOverride, int bRestoreGlobal = TRUE) { NWNXPushInt(bRestoreGlobal); NWNXPushString(sOverride); NWNXPushInt(nStrRef); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetTlkOverride"); } void NWNX_Player_ReloadTlk(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "ReloadTlk"); } void NWNX_Player_UpdateWind(object oPlayer, vector vDirection, float fMagnitude, float fYaw, float fPitch) { NWNXPushFloat(fPitch); NWNXPushFloat(fYaw); NWNXPushFloat(fMagnitude); NWNXPushVector(vDirection); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "UpdateWind"); } void NWNX_Player_UpdateSkyBox(object oPlayer, int nSkyBox) { NWNXPushInt(nSkyBox); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "UpdateSkyBox"); } void NWNX_Player_UpdateFogColor(object oPlayer, int nSunFogColor, int nMoonFogColor) { NWNXPushInt(nMoonFogColor); NWNXPushInt(nSunFogColor); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "UpdateFogColor"); } void NWNX_Player_UpdateFogAmount(object oPlayer, int nSunFogAmount, int nMoonFogAmount) { NWNXPushInt(nMoonFogAmount); NWNXPushInt(nSunFogAmount); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "UpdateFogAmount"); } object NWNX_Player_GetGameObject(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "GetGameObject"); return NWNXPopObject(); } void NWNX_Player_SetObjectUiDiscoveryMaskOverride(object oPlayer, object oObject, int nMask) { NWNXPushInt(nMask); NWNXPushObject(oObject); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SetObjectUiDiscoveryMaskOverride"); } void NWNX_Player_SendPartyInvite(object oPlayer, object oInviter, int bForceInvite = FALSE, int bHideDialog = FALSE) { NWNXPushInt(bHideDialog); NWNXPushInt(bForceInvite); NWNXPushObject(oInviter); NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "SendPartyInvite"); } object NWNX_Player_GetTURD(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "GetTURD"); return NWNXPopObject(); } void NWNX_Player_ReloadColorPalettes(object oPlayer) { NWNXPushObject(oPlayer); NWNXCall(NWNX_Player, "ReloadColorPalettes"); }