http://datoolset.net/mw/api.php?action=feedcontributions&user=BryanDerksen&feedformat=atomDragon Age Toolset Wiki - User contributions [en]2024-03-28T23:07:01ZUser contributionsMediaWiki 1.25.6http://datoolset.net/mw/index.php?title=User_talk:Sunjammer&diff=16121User talk:Sunjammer2011-05-11T21:56:06Z<p>BryanDerksen: Group membership updated</p>
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<div>I've give you admin and bureaucrat group membership, hope this will finally break the logjam we've been stuck in for so long now. Use them wisely! [[User:BryanDerksen|BryanDerksen]] 21:56, 11 May 2011 (UTC)</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Process_camera_for_line&diff=12524Process camera for line2010-03-13T00:13:44Z<p>BryanDerksen: </p>
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<div>[[File:Conversation convert to cutscene.png|thumb|The edit menu]]<br />
<br />
When you run the "Process camera for line" or "Process camera for children" command in the conversation editor, either from the toolbar (the [[File:Icon process cameras.png]] button) or the edit menu, the toolset will attempt to automatically assign cameras to make the conversation more active.<br />
<br />
Cameras will be chosen from the conversation's [[stage]]. Specifically, from the [[Stage#Place_properties|place properties]]. Make sure you set the "close", "default" and "wide" cameras for each place to an appropriate camera.<br />
<br />
[[Category:Conversations]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Stage&diff=12523Stage2010-03-13T00:11:26Z<p>BryanDerksen: /* Place properties */ links</p>
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<div>{| style="float:right;"<br />
|-<br />
| {{Resource palette}}<br />
|}<br />
<br />
Stages are used in [[conversation]]s that take place in a predefined location. They are like the direction of a stage play, allowing the activities of the conversation's participants and the positioning of the camera to be controlled while the lines are being spoken.<br />
<br />
The default The "face to face" conversations will occur whenever a stage isn't specified for the conversation<br />
<br />
A stage '''template''' can be created using DA's stage editor. The setup includes the following:<br />
* Setting the player's position (position includes also initial orientation)<br />
* Setting all NPC actors' positions<br />
* Setting party members' positions<br />
* Placing one or more cameras overlooking the stage<br />
* Defining the focal length and clipping plane of the camera <br />
* The ability to import and edit existing stages to allow for template usability. <br />
* Ability to define/import/edit functional shots (see below) for a stage.<br />
* Ability to compensate cameras procedurally, for varying heights from speaker to listener, to account for racial height difference and terrain differences. <br />
* Defining the stages borders. This will be used to prevent creatures from stepping into the stage. (Otherwise we'll have to manually prevent creatures from walking in, and that's very likely to fail).<br />
* Saving the stage object as a one defined structure. The main aspect that defines the stage is the number of NPC actors involved, but there may be more than one template for the same number of NPCs actors.<br />
<br />
[[Image:Stage tutorial 1.png|600px|thumb|center|A simple stage with two places and one camera]]<br />
<br />
== Using a stage ==<br />
The stage then appears in the toolset in the stage palette and can be placed inside an area. The user orients the stage and gives it a tag. In the toolset, it should be possible to view placed objects in and around the stage area. <br />
<br />
[[Image:Stage tutorial 2.png|thumb|300px|center|The above stage placed using the [[area]] editor. Note how one of the places overlaps the NPC assigned to it, so that the NPC won't suddenly move to a new position when the stage is used.]]<br />
<br />
The user then adjusts the following setting on the stage <b>instance</b>:<br />
* Select a position for the player (default is node #1)<br />
* Select a position for the conversation owner (default is node #2)<br />
* Select follower positions (default nodes #3, #4 and #5). Note: the player can not select a specific follower in a specific node &mdash; he just selects what positions will be used for followers, and the engine places them depending on current party arrangement.<br />
* Select a position for all other actors (random assignment by default). This is done by assigning a creature or placeable tag into a position marker.<br />
* For each actor position: specify if the actor is active or not. If a position is active then the actor is visible when the dialog is triggered. If the actor is inactive, then he is invisible when the dialog triggers. Functional shots can be used later to show actors entering or leaving dialog. These functional shots will need to use stage cameras and turn actors visible or invisible.<br />
<br />
Later, if someone updates a stage template, only the global data is updated on instances. For example: actor assignments and cameras that have been manually moved should remain the same; Actor positions and other cameras might change.<br />
<br />
The next step is for the designer to assign a specific stage tag (of instances) for dialog trees. Note that a single dialog file usually has more than one tree, and each one might be assigned a different stage.<br />
When placing a stage, the toolset associates a stage camera for each line in the tree. The toolset will assign cameras if adding new lines into a tree which already has a stage associated with it. This way the user can preview a camera shot of each line.<br />
<br />
== The stage in the game ==<br />
Whenever the player clicks on a character to initiate dialog and the initiated dialog is associated with a stage, the game immediately snaps all actors into their positions (with a possible quick fade, we'll first try with no fade), and might turn some of them invisible, if they are inactive.<br />
The game also cleans up the stage area from any other objects that might be inside at the moment by turning them invisible for the duration of the dialog (optional: we may not allow path-finding into stages at all). Then, the game plays each dialog line with the camera that was automatically associated by the toolset.<br />
Note that the dialog is played in-game &mdash; ambient creatures that are in the area are still visible and walk around, but they can not enter the stage boundaries. This applies only for creatures that are non-hostile towards any actor in the stage. Hostile creatures (towards actors) are frozen and invisible during the entire dialog.<br />
Designers should still try to avoid having dialogs and combat clash at all.<br />
<br />
== Functional Shots ==<br />
<br />
=== What is a functional shot? ===<br />
A functional shot is a cinematic procedure that may be attached to a single dialog line. This cinematic procedure has parameters, including at least the participating actor/s. The functional shots are used to display small sections of cinematics that might happen several times during the game. For example: shaking hands, drawing weapons etc'.<br />
The functional shots are also used to control actors getting in and out of stages. For example: we'll have a functional shot called ‘1 actor enters dialog' and when running, it will communicate with the staging system to make the actor visible and use one of the stage cameras to display the actor coming into the stage.<br />
Functional shots should also be used to override the automatic camera selection of the staging system. For example: if the user wants to change a camera's orientation or zoom level.<br />
<br />
=== Creating a functional shot ===<br />
Functional shots can be created inside DA's cutscene editor tool. In it, the user creates the cutscene and specifies what aspects of the cutscene should be a parameter:<br />
* All actors are considered parameters always. The user should only number the actors.<br />
* Camera: when flagged as a parameter, the toolset selects a stage camera instead when the functional shot is selected for a line. There can be only 1 camera parameter per functional shot.<br />
* Dialog line: can include up to 1 dialog line, and it will always be considered a parameter. The user will be able to attach a functional shot with a dialog parameter only to dialog line that have spoken text in them.<br />
* Interactive Placeable: for example: if an actor steps through a door.<br />
These shots are supposed to be short and simple (up to 5 seconds). Anything more than that should be considered a full-fledged cutscene.<br />
<br />
=== Using a functional shot ===<br />
Functional shots appear in their own palette in the toolset.<br />
The user first selects the name of the functional shot, and then selects the parameters. The toolset automatically picks the speaker as actor #1 and the listener as actor #2, but the user may change these selections. Note that a placeable may also be an actor.<br />
A single functional shot can be associated with any single dialog line that belongs to a staged dialog tree.<br />
A functional shot should know how to communicate with the staging system in order to activate disabled actors and use stage cameras. <br />
<br />
<br />
==Stage properties==<br />
{{inspector start}}<br />
{{inspector section|General}}<br />
{{inspector row|Comment| }}<br />
{{inspector row|Resource Name| }}<br />
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}<br />
{{inspector section|Area}}<br />
{{inspector row|Area| Select an existing area and the stage editor will have that area displayed in it, making it easier to place actors and cameras with respect to the scenery. Works best with a stage that's only used in one spot.}}<br />
{{inspector row|Position in Area| Defines the position in the area that the stage's center is located at. The easiest way to find the coordinates of a location is to open the area in the area editor and copy them from an object or waypoint located there. When placing the stage in the area editor, copy these position and orientation properties to make the stage line up exactly the same as it does in the stage editor.}}<br />
{{inspector row|Yaw in Area| The orientation of the stage in the area. }}<br />
{{inspector end}}<br />
<br />
==Camera properties==<br />
{{inspector start}}<br />
{{inspector section|General}}<br />
{{inspector row|FOV| The field of view for the camera}}<br />
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}<br />
<br />
{{inspector section|Camera Adjustment}}<br />
{{inspector row|Look At Type| The type of look at adjustment. "None" means that no camera adjustment will be performed (the primary look at target is still used by DOF.) "Simple" adjustment just adjusts the camera up or down based on the average change in height between all its look at targets. "Over-the-shoulder" adjustment adjusts the height based on the looking from place, and the angle based on the primary looking at place. !!"Terrain" isn't mentioned in the tooltip!!}}<br />
{{inspector row|Looking At (Primary)| The primary place that this camera is looking at. This is used by both over-the-shoulder and simple look at. It is also used when applying depth of field. }}<br />
{{inspector row|Looking At (Secondary)| A list of all places being looked at. This is only used by simple look at. }}<br />
{{inspector row|Looking From| This field is used by over-the-shoulder camera adjustment. This is the place whose shoulder is being looked over. }}<br />
<br />
{{inspector section|DOF}}<br />
{{inspector row|00.Apply DOF| Whether depth of field will be applied to this camera. }}<br />
{{inspector row|00.Override DOF| If true this camera specifies DOF settings that override the default procedural settings. Otherwise the procedural system will generate reasonable settings based on its parameters.}}<br />
<br />
{{inspector section|Location}}<br />
{{inspector row|Orientation| }}<br />
{{inspector row|Position| }}<br />
{{inspector end}}<br />
<br />
==Place properties==<br />
<br />
{{inspector start}}<br />
{{inspector section|General}}<br />
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource.}}<br />
<br />
<br />
{{inspector section|Cameras}}<br />
{{inspector row|Close Up Camera| This camera will be used for automatic close-up shoots of actors standing on this place. See [[Process camera for line]]}}<br />
{{inspector row|Default Camera| This camera will be used by default to look at actors standing on this place. See [[Process camera for line]]}}<br />
{{inspector row|Wide Camera| This camera will be used for automatic wide shots of actors standing on this place. See [[Process camera for line]]}}<br />
<br />
{{inspector section|Location}}<br />
{{inspector row|Orientation| }}<br />
{{inspector row|Position| }}<br />
<br />
{{inspector section|Visualization}}<br />
{{inspector row|Source| The source object to display in this place for visualization. This property is for visualization only; it is not used beyond the stage editor. }}<br />
{{inspector end}}<br />
<br />
[[Category:Stages]]<br />
[[Category:Conversations]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Process_camera_for_line&diff=12522Process camera for line2010-03-13T00:10:48Z<p>BryanDerksen: Created page with 'When you run the "Process camera for line" or "Process camera for children" command in the conversation editor, either from the toolbar (the File:Icon process cameras.png but...'</p>
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<div>When you run the "Process camera for line" or "Process camera for children" command in the conversation editor, either from the toolbar (the [[File:Icon process cameras.png]] button) or the tree view's right-click menu, the toolset will attempt to automatically assign cameras to make the conversation more active.<br />
<br />
Cameras will be chosen from the conversation's [[stage]]. Specifically, from the [[Stage#Place_properties|place properties]]. Make sure you set the "close", "default" and "wide" cameras for each place to an appropriate camera.<br />
<br />
[[Category:Conversations]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=File:Icon_process_cameras.png&diff=12521File:Icon process cameras.png2010-03-13T00:10:21Z<p>BryanDerksen: Category:Icons</p>
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<div>[[Category:Icons]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Conversation_cinematics_and_animation&diff=12520Conversation cinematics and animation2010-03-13T00:05:16Z<p>BryanDerksen: /* Preview */ formatting and links</p>
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<div>{{Infobox conversation}}<br />
== Cinematics ==<br />
<br />
[[Image:Conversation cinematics.png]]<br />
<br />
Conversations that take place in a specific predefined location can be set up to use cinematics that define where the camera is positioned and how the various participants in the conversation are acting, much like a detailed stage play. This is where the [[stage]] object type comes into play. Conversations that can occur at any of a variety of different locations cannot have stages set and instead use a generic "over the shoulder" style of presentation.<br />
<br />
Select a stage to use in the "Stage" dropdown menu (or with the "..." button if it wasn't recently used and so doesn't appear here). If you need to edit the stage, clicking the "open" button opens the selected stage in the stage editor.<br />
<br />
"helmet" and "weapons" can be set to force the actor to have their helmet removed or weapon sheathed during the conversation. "body look" and "head look" determines who the actor's body or head is facing, respectively (note that body look 'snaps' instantly to the target whereas the head will turn smoothly when switching from target to target). "pose" has a list of various poses the actor can be placed in. "Active" can make the actor visible or invisible.<br />
<br />
It is possible to switch from one stage camera to another in the middle of the line by setting a "2nd Camera". The "Delay" parameter determines the delay in seconds before switching from the first camera to the second camera. If you need more camera movement than this you'll need to turn the cinematics into a full-blown cutscene for further editing.<br />
<br />
=== Emotion Filters ===<br />
<br />
An Emotion Filter (or Emotion) modifies the gestures and facial animations the toolset generates for this line. <br />
For example, a character who's set to an "angry" emotion filter will have more vigorous and aggressive gestures generated for him.<br />
<br />
When [[FaceFX]] generates lip-synching, the emotion filter will also be used by the RoboBrad subsystem to add emotional cues to the character's facial expression. For example, an angry character could have a scowl added. You can disable RoboBrad with the "lock RoboBrad" checkbox. This is useful when you've generated a facial performance you're satisfied with, as it prevents RoboBrad from being re-run and replacing it should you later want to generate a new facial performance for the entire conversation.<br />
<br />
== Custom Line Cinematics ==<br />
<br />
[[Image:Conversation convert to cutscene.png|right|]]<br />
<br />
This functionality should be used by cinematic designers. It allows them to export a complete dialog line, along with emotions, staging cameras and functional shots, into the DA [[cutscene]] editor.<br />
<br />
At this point the line is considered a normal cutscene and every aspect of it can be edited. You can add subsequent lines from the dialogue to the cutscene as well, marking them "Skip" in the conversation editor (checkbox in the upper right corner of the cinematics tab) to ensure that they won't be played twice. This allows lengthy dialogue between non-player characters to be scripted more naturally and reduces the number of times the player needs to press a key to continue the conversation.<br />
<br />
Once this new cutscene is saved, the dialog line is flagged as 'custom' and all other cinematic control fields in it are grayed out and disabled. The only way for the user to re-enable them is to disable the custom cinematics for that specific line.<br />
<br />
You can also attach a pre-existing cutscene to a dialogue node using "Associate Cutscene with Line". In this case, you can only attach a cutscene if it has exactly one speakline in it that matches the speakline of the dialogue node it's being attached to. This restriction is for technical reasons, to ensure that the starting point for the custom line cinematic is similar to what would be generated automatically for it. Once you've attached a pre-existing cutscene, you can edit it freely and add additional speak line actions if you wish.<br />
<br />
If you're combining several lines in a conversation into a single cutscene, make sure to set the other lines you're combining to "skip". The checkbox for this is in the upper right corner of the cinematics tab.<br />
<br />
'''Note:''' When you convert a conversation line into a cutscene, the default name of the cutscene will be the string ID of the line in question. If you then export the cutscene with [[builder to builder]] tools and import it again, the string ID will be changed to link up properly but the name of the cutscene will be left the same. This won't cause problems for the game or toolset - the name is just an arbitrary label as far as the game is concnerned - but it could be confusing for a human builder to have a cutscene named after one string ID but hooked up to a different one. Use a non-default name for these cutscenes to avoid this hassle.<br />
<br />
<br clear="all" \><br />
<br />
== Animation ==<br />
<br />
[[Image:Conversation animation.png]]<br />
<br />
Animation is where you can add gestures for the actors in the conversation to make during the line, such as angrily shaking their fist. Select which actor you want to set animations for from the "tag" dropdown, then right-click on the animation list to select "add animation". This adds a new row where you can select an animation from the available resources. You can then set various parameters such as when the animation starts, whether the built-in sounds some animations have will be audible, and so forth.<br />
<br />
*Lock tag: <br />
*Lock all:<br />
*Play sound effects: some animations have sound effects built into them (for example, an animation of collapsing to the ground may be accompanied by the sound of impact). This selects whether the sound effects are played.<br />
*Use animation duration:<br />
<br />
{| border="1"<br />
|-<br />
| Animation || Name of the animation, selected from the [[Conversation Animation List|existing library of animation resources]]. When an animation runs longer than the recorded voice-over it is shown in red text. Note that this is always the case when there is no voice over recorded.<br />
|-<br />
| Start Time || Number of seconds into the line when the animation should start<br />
|-<br />
| Weight || How "vigorous" the animation should be.<br />
|-<br />
| Speed || How quickly the animation should be executed.<br />
|-<br />
| Start Offset ||<br />
|-<br />
| End Offset ||<br />
|-<br />
| Blend In ||<br />
|-<br />
| Blend Out ||<br />
|}<br />
<br />
== Preview ==<br />
<br />
Before previewing a line cinematic, you'll need to do the following:<br />
*[[Generate poses for children]]<br />
*[[Generate/clear gestures for line]]<br />
*[[Process camera for line]]<br />
<br />
To preview a conversation you may need to set some defaults in the preview tab to assign an area and an identity for certain speakers that may be undefined in the conversation itself. The command to generate a preview is availble under the "Tools" menu.<br />
<br />
Designers should be able to preview dialog lines inside the toolset. The area the dialog takes place in can be set, with the stage location either being explicitly set or defaulting to the first match.<br />
<br />
There are 2 preview types:<br />
*Single line preview:<br />
**This is for playing a single dialog line including all cinematics and voice, as it would appear in the game.<br />
<br />
*Tree preview:<br />
**This is for playing a complete dialog tree, until the end. The designer should have the option of choosing scripted NPC lines if more than 1 line is supposed to be displayed. Otherwise, this is the same as a single line preview.<br />
<br />
[[Category:Conversations]]<br />
[[Category:Cutscenes]]<br />
[[Category:Animations]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=RestorePartyInventory&diff=12408RestorePartyInventory2010-03-03T18:55:02Z<p>BryanDerksen: looks okay, removing tag</p>
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<div>{{dafunction<br />
|name=RestorePartyInventory<br />
|brief=Restore the party inventory from a placeable<br />
|param1type=object<br />
|param1name=oPlaceable<br />
|param1desc=Source placeable<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Restore the party inventory from a placeable (previously set by [[StorePartyInventory]])<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=ResetReaction&diff=12407ResetReaction2010-03-03T18:54:42Z<p>BryanDerksen: looks okay, removing tag</p>
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<div>{{dafunction<br />
|name=ResetReaction<br />
|brief=Resets the reaction of the specified object.<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=The object to reset the reaction on<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
This function resets the reaction of the specified object, returning it to whatever base group hostility it should be at. This function is normally used in conjunction with [[SetReactionOverride]]() to return an object to their group's hostility.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[SetReactionOverride]]<br />
[[Category: Reaction functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=ResetAtmosphere&diff=12406ResetAtmosphere2010-03-03T18:54:16Z<p>BryanDerksen: looks okay, removing tag. Needs a brief, though/</p>
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<div>{{dafunction<br />
|name=ResetAtmosphere<br />
|brief={{undocumented}}<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Party and group control]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=RemoveNonPartyFollower&diff=12405RemoveNonPartyFollower2010-03-03T18:53:39Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=RemoveNonPartyFollower<br />
|brief=Removes a non party follower<br />
|param1type=object<br />
|param1name=oFollower<br />
|param1desc=Creature to remove as a follower<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Party and group control]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=RemoveEffectsByParameters&diff=12404RemoveEffectsByParameters2010-03-03T18:53:02Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=RemoveEffectsByParameters<br />
|brief=Remove effects based on certain parameters<br />
|param1type=object<br />
|param1name=oTarget<br />
|param1desc=The object to remove the effect from<br />
|param1default=<br />
|param2type=int<br />
|param2name=nType<br />
|param2desc=Only remove effects of this type (setting [[EFFECT_TYPE_INVALID]] will remove all types of effects)<br />
|param2default=EFFECT_TYPE_INVALID<br />
|param3type=int<br />
|param3name=nAbilityId<br />
|param3desc=Only remove effects of with this ability id (setting [[ABILITY_INVALID]] will remove effects due to any ability)<br />
|param3default=ABILITY_INVALID<br />
|param4type=object<br />
|param4name=oCreator<br />
|param4desc=Only remove effects created by this object (setting [[OBJECT_INVALID]] will remove effects created by anything)<br />
|param4default=OBJECT_INVALID<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Removes a group of effects that have the specified values from the object it's applied to<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Effect access functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=RemoveCommandByIndex&diff=12403RemoveCommandByIndex2010-03-03T18:52:27Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=RemoveCommandByIndex<br />
|brief=Remove a command from the command queue by the specified index. Excludes the currently active command.<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=the object in which to remove the command from<br />
|param2type=int<br />
|param2name=nIndex<br />
|param2desc=the index in the command queue from which to remove the command<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Commands functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=SetTournamentScoreboardEntry&diff=12402SetTournamentScoreboardEntry2010-03-03T18:47:16Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=SetTournamentScoreboardEntry<br />
|brief=Sets an entry in the Tournament Scoreboard GUI<br />
|param1type=int<br />
|param1name=nEntryID<br />
|param1desc=ID of the entry to set (0-13 first seven rounds, 14 champion)<br />
|param2type=string<br />
|param2name=sName<br />
|param2desc=Name of contestant<br />
|param3type=int<br />
|param3name=bDefeated<br />
|param3desc=1 if the contestant has been defeated, 0 otherwise<br />
|param4type=int<br />
|param4name=bIsPlayer<br />
|param4desc=1 if this contestant is the player, 0 otherwise<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Probe&diff=12401Probe2010-03-03T18:46:38Z<p>BryanDerksen: looks okay, removing tag.</p>
<hr />
<div>{{dafunction<br />
|name=Probe<br />
|brief=Sends a string to the probe system.<br />
|param1type=string<br />
|param1name=sOutput<br />
|param1desc=name of the stat to track<br />
|param1default=<br />
|param2type=float<br />
|param2name=fValue<br />
|param2desc=(optional) The value of stat to track<br />
|param2default=0<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Sends a string to the [[probe system]].<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Print & log functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=DoAutoSave&diff=12383DoAutoSave2010-03-03T00:02:26Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=DoAutoSave<br />
|brief=Performs the AutoSave functionality<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Performs the AutoSave functionality<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Players functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=DoAreaTransition&diff=12382DoAreaTransition2010-03-03T00:02:14Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=DoAreaTransition<br />
|brief=Moves the entire party into an area<br />
|param1type=string<br />
|param1name=sArea<br />
|param1desc=tag of the target area<br />
|param2type=string<br />
|param2name=sWaypointTag<br />
|param2desc=tag of the target waypoint<br />
|returntype=int<br />
|returndesc=1 for success, 0 for failure (area list does not exist or area does not exist)<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
This function will do an area transtion if the target area is within the same area list of the current area OR if the target area is in a different area list then it will unload the current area list and load into memory (with a loading bar) a new area list. The party will then be jumped to the specified waypoint (if it exists)<br />
<br />
== Remarks ==<br />
<!-- This section contains additional comments, observations and known issues. --><br />
this function will jump ALL party members<br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Area functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=DisplayPortraitMessage&diff=12381DisplayPortraitMessage2010-03-03T00:01:55Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=DisplayPortraitMessage<br />
|brief=Displays a text message over a Players portrait<br />
|param1type=object<br />
|param1name=oPlayerCreature<br />
|param1desc=The creature to display the floaty over<br />
|param1default=<br />
|param2type=string<br />
|param2name=sMessage<br />
|param2desc=The text of the message<br />
|param2default=<br />
|param3type=int<br />
|param3name=nColour<br />
|param3desc=The text colour, in hex (eg. 0xff0000 is red)<br />
|param3default=16777215<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Displays a text message or number over a player portrait<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=DisplayFloatyMessage&diff=12380DisplayFloatyMessage2010-03-03T00:01:37Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=DisplayFloatyMessage<br />
|brief=Displays a floating message over a creature<br />
|param1type=object<br />
|param1name=oCreature<br />
|param1desc=The creature to display the floaty over<br />
|param1default=<br />
|param2type=string<br />
|param2name=sMessage<br />
|param2desc=The text of the message<br />
|param2default=<br />
|param3type=int<br />
|param3name=nStyle<br />
|param3desc=The visual style of the floaty. See [[FLOATY*]].<br />
|param3default=FLOATY_MESSAGE<br />
|param4type=int<br />
|param4name=nColour<br />
|param4desc=The text colour, in hex (eg. 0xff0000 is red)<br />
|param4default=16777215<br />
|param5type=float<br />
|param5name=nDuration<br />
|param5desc=If specified, the floaty will be displayed for the indicated seconds. Note: If the time is zero, the floaty message is still displayed momentarily, as there is a fade in and fade out animation. Also If the floaty message sports a style of "FLOATY_HIT" or "FLOATY_CRITICAL_HIT" the duration is completely ignored, this is controlled through ActionScript!<br />
|param5default=0.5<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Displays an animated message or number floating over a creature<br />
indicating damage taken, critical hits, etc.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=CommandUseObject&diff=12379CommandUseObject2010-03-02T23:52:44Z<p>BryanDerksen: looks okay. Removing tag</p>
<hr />
<div>{{dafunction<br />
|name=CommandUseObject<br />
|brief=Create a command to use an object.<br />
|param1type=object<br />
|param1name=oTarget<br />
|param1desc=the object to use<br />
|param2type=int<br />
|param2name=nAction<br />
|param2desc=the action to use on the object<br />
|returntype=command<br />
|returndesc=a valid command<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
This will create a command to use an object. Sub commands include:<br />
# move to use point<br />
# face object<br />
# use object<br />
<br />
== Remarks ==<br />
<!-- This section contains additional comments, observations and known issues. --><br />
See [[PLACEABLE_ACTION*]]<br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Commands functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=SetCreatureGender&diff=12377SetCreatureGender2010-03-02T21:41:43Z<p>BryanDerksen: looks okay, remove tag</p>
<hr />
<div>{{dafunction<br />
|name=SetCreatureGender<br />
|brief=Set the gender of a creature<br />
|param1type=object<br />
|param1name=oCreature<br />
|param1desc=the creature whose gender is to be set<br />
|param2type=int<br />
|param2name=nGender<br />
|param2desc=[[GENDER*]] const<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Sets the gender of a creature to a GENDER_* const. To be used only in [[character creation]].<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Appearance functions]]<br />
[[Category:Character generation]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=BeginTrainingStep&diff=12376BeginTrainingStep2010-03-02T21:28:32Z<p>BryanDerksen: more specific tagging</p>
<hr />
<div>{{dafunction<br />
|name=BeginTrainingStep<br />
|brief=BeginTrainingStep<br />
|param1type=int<br />
|param1name=nStepID<br />
|param1desc=A unique ID for a specific training step. This indicates the text to be displayed & the images that need to be drawn for this specific training step<br />
|param1default=<br />
|param2type=int<br />
|param2name=nExpectedTrainingEvent<br />
|param2desc=The event we are waiting for before the user can training can advance. Specifically this will enable this training event to be excreted from the engine<br />
|param2default=<br />
|param3type=int<br />
|param3name=nTrainingEventArg<br />
|param3desc={{undocumented}}<br />
|param3default=0<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Display a hard coded training step<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=TriggerPerception&diff=12375TriggerPerception2010-03-02T21:22:49Z<p>BryanDerksen: </p>
<hr />
<div>{{dafunction<br />
|name=TriggerPerception<br />
|brief=Makes a creature be perceived as long as its within the outer perception radius<br />
|param1type=object<br />
|param1name=oPerceivingCreature<br />
|param1desc=The creature that will see another creature<br />
|param2type=object<br />
|param2name=oPerceivedCreature<br />
|param2desc=The creature that is being seen<br />
|returntype=int<br />
|returndesc=TRUE if the creature is percieved, FALSE otherwise<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
This command goes beyond the normal AI perception ring, but will return false if the creature to be perceived is dead, the same as the perceiving creature or beyond the visual radius (about 60m).<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Get nearest functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=TriggerPerception&diff=12374TriggerPerception2010-03-02T21:22:13Z<p>BryanDerksen: fix missing parameter, remove tag</p>
<hr />
<div>{{dafunction<br />
|name=TriggerPerception<br />
|brief=Makes a creature be perceived as long as its within the outer perception radius<br />
|param1type=object<br />
|param1name=oPerceivingCreature<br />
|param1desc=The creature that will see another creature<br />
|param2type=object<br />
|param2name=oPerceivedCreature<br />
|param2desc=The creature that is being seen<br />
|returntype=int<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
This command goes beyond the normal AI perception ring, but will return false if the creature to be perceived is dead, the same as the perceiving creature or beyond the visual radius (about 60m).<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Get nearest functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Template:Generated_with_errors&diff=12373Template:Generated with errors2010-03-02T21:21:42Z<p>BryanDerksen: includeonly tags</p>
<hr />
<div><div align="center" style="background-color:#FFF7F7; border:2px #F70000 solid; padding:4px; margin:4px;"><br />
This page was generated by '''Sunjammer's Dragon Age Script Parser'''.<br />
<br />
The parser was unable to extract and/or match all the information required and has flagged this page as containing one or more errors. The source file was not formatted correctly and the information presented is incomplete or incorrect.<br />
<br />
This page must be reviewed by a knowledgeable scripter as it will need to be updated. Once identified, the issue in the source file should be reported to '''BioWare'''. <br />
<br />
Please remove the '''<nowiki>{{Generated with errors}}</nowiki>''' tag once the page has been corrected.<br />
</div><includeonly><br />
[[Category: Generated with errors]]</includeonly><noinclude></noinclude></div>BryanDerksenhttp://datoolset.net/mw/index.php?title=LoadItemsFromTemplate&diff=12372LoadItemsFromTemplate2010-03-02T21:19:59Z<p>BryanDerksen: update missing parameters</p>
<hr />
<div>{{dafunction<br />
|name=LoadItemsFromTemplate<br />
|brief=Update a creature's appearance and inventory from a template<br />
|param1type=object<br />
|param1name=oCreature<br />
|param1desc=The creature whose appearance is to be updated<br />
|param1default=<br />
|param2type=string<br />
|param2name=sTemplate<br />
|param2desc=Template to update the creature's appearance to match<br />
|param2default=<br />
|param3type=int<br />
|param3name=bReplaceInventory<br />
|param3desc=Whether to replace the creature's inventory with the items that are in the template's inventory<br />
|param3default=FALSE<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Appearance functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=SetDead&diff=12371SetDead2010-03-02T21:17:39Z<p>BryanDerksen: fix missing parameter, remove tag</p>
<hr />
<div>{{dafunction<br />
|name=SetDead<br />
|brief=Set the object's dead flag<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=the object who's death we are defining<br />
|param2type=int<br />
|param2name=bDeadFlagValue<br />
|param2desc=The value to set the dead flag to<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Stats functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Fabs&diff=12370Fabs2010-03-02T21:16:50Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=fabs<br />
|brief=Returns the absolute value of a float.<br />
|param1type=float<br />
|param1name=fValue<br />
|param1desc=The float to get the absolute value of<br />
|returntype=float<br />
|returndesc=The absolute value of the float fValue. There is no error return.<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns the absolute value of the float fValue.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[abs]]<br />
[[Category: Math functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=FloatToString&diff=12369FloatToString2010-03-02T21:16:39Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=FloatToString<br />
|brief=Converts a floating point number to a string.<br />
|param1type=float<br />
|param1name=fFloat<br />
|param1desc=The float value to convert<br />
|param1default=<br />
|param2type=int<br />
|param2name=nWidth<br />
|param2desc=The size of the value before the decimal, must be a value between 0 and 18 inclusive<br />
|param2default=18<br />
|param3type=int<br />
|param3name=nDecimals<br />
|param3desc=The number of decimal places, must be a value between 0 and 9 inclusive<br />
|param3default=9<br />
|returntype=string<br />
|returndesc=Returns a string representation of the specified floating point number.<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns the float fFloat in string format. The string Will include nWidth number of digits before the decimal<br />
place and nDecimals number of digits after the decimal place.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[StringToFloat]], [[FloatToInt]]<br />
[[Category: Conversion functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=FeetToMeters&diff=12368FeetToMeters2010-03-02T21:16:28Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=FeetToMeters<br />
|brief=Converts feet to meters.<br />
|param1type=float<br />
|param1name=fFeet<br />
|param1desc=The number of feet to convert<br />
|returntype=float<br />
|returndesc=Returns fFeet in meters.<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns the float fFeet in meters. There are 0.3048 meters in a foot.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[YardsToMeters]]<br />
[[Category: Conversion functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=ObjectToString&diff=12367ObjectToString2010-03-02T21:14:35Z<p>BryanDerksen: remove tag</p>
<hr />
<div>{{dafunction<br />
|name=ObjectToString<br />
|brief=Converts an object to a string.<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=The object to convert<br />
|returntype=string<br />
|returndesc=Returns the string representation of the object. Returns an empty string on error.<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns the unique ID number of the object oObject in string form.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Conversion functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=OpenJournalPRCTab&diff=12366OpenJournalPRCTab2010-03-02T21:14:24Z<p>BryanDerksen: remove tag</p>
<hr />
<div>{{dafunction<br />
|name=OpenJournalPRCTab<br />
|brief=Opens the Journal PRC Tab.<br />
|param1type=string<br />
|param1name=sOfferId<br />
|param1desc=The offer id to select when the PRC tab opens<br />
|param1default=""<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Uncategorised function]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=HexStringToInt&diff=12365HexStringToInt2010-03-02T21:13:56Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=HexStringToInt<br />
|brief=Converts a hexadecimal string to an integer.<br />
|param1type=string<br />
|param1name=sString<br />
|param1desc=The string to convert<br />
|returntype=int<br />
|returndesc=Returns the integer representation of the hexadecimal value in the string.<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Converts a hexadecimal string to an integer.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[IntToHexString]]<br />
[[Category: Conversion functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=LoadCutscene&diff=12364LoadCutscene2010-03-02T21:13:34Z<p>BryanDerksen: fix parameters, remove tag</p>
<hr />
<div>{{dafunction<br />
|name=LoadCutscene<br />
|brief=Loads a cutscene<br />
|param1type=resource<br />
|param1name=rCutscene<br />
|param1desc=The file name of the cutscene.cut file to load<br />
|param2type=object<br />
|param2name=oPlayer<br />
|param2desc=The specific player that this cutscene is for. If none is specified, all players get it<br />
|param3type=int<br />
|param3name=bPlayImmediately<br />
|param3desc=Takes over control on the client and forces the load in one big hit, then plays it automatically<br />
|param4type=string<br />
|param4arra=TRUE<br />
|param4name=aTargetTagsToReplace<br />
|param4desc=The tags of the actors that should be replaced (tag aTargetTagsToReplace[0] will be replaced by object aReplacementObjects[0])<br />
|param5type=object<br />
|param5arra=TRUE<br />
|param5name=aReplacementObjects<br />
|param5desc=The object ids of the objects that will override the appearances of the actors specified in aTargetTagsToReplace<br />
|param6type=int<br />
|param6name=bActorsHaveWeapons<br />
|param6desc=If the actors have been overridden, do the creatures bring their weapons into the scene with them<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Starts off the cutscene process by loading up the cutscene in the background while the game plays (loads a little bit each update). Will not take over control of the input or interfere with the user's play experience, except for the slight slow-down while the system loads up the scene.<br />
<br />
If parameter actors are specified, the objects will be used to take the appearance only of the creatures and bring them into the scene.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[PlayCutscene]]<br />
[[Category: Cutscene functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=MoveItem&diff=12363MoveItem2010-03-02T21:12:57Z<p>BryanDerksen: looks okay, removing tag</p>
<hr />
<div>{{dafunction<br />
|name=MoveItem<br />
|brief=Move an item from one object to another.<br />
|param1type=object<br />
|param1name=oSource<br />
|param1desc=Source object<br />
|param2type=object<br />
|param2name=oTarget<br />
|param2desc=Target object<br />
|param3type=object<br />
|param3name=oItem<br />
|param3desc=Item to be moved<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Move an item from one object to another.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Engine_ApplyEffectOnObject&diff=12362Engine ApplyEffectOnObject2010-03-02T21:12:35Z<p>BryanDerksen: fix link</p>
<hr />
<div>{{dafunction<br />
|name=Engine_ApplyEffectOnObject<br />
|brief=This function applies an effect on an object.<br />
|param1type=int<br />
|param1name=nDurationType<br />
|param1desc=can be [[EFFECT_DURATION_TYPE_PERMANENT]] [[EFFECT_DURATION_TYPE_INSTANT]] or [[EFFECT_DURATION_TYPE_TEMPORARY]]<br />
|param1default=<br />
|param2type=effect<br />
|param2name=eEffect<br />
|param2desc=the effect to be applied<br />
|param2default=<br />
|param3type=object<br />
|param3name=oTarget<br />
|param3desc=the target of the effect<br />
|param3default=<br />
|param4type=float<br />
|param4name=fDuration<br />
|param4desc=this value needs to be set only when nDurationType is EFFECT_DURATION_TYPE_TEMPORARY<br />
|param4default=0.0<br />
|param5type=object<br />
|param5name=oCreator<br />
|param5desc=effect creator<br />
|param5default=OBJECT_SELF<br />
|param6type=int<br />
|param6name=nAbilityId<br />
|param6desc=ability id<br />
|param6default=0<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Applies eEffect to oTarget. If nDurationType is EFFECT_DURATION_TYPE_TEMPORARY, then fDuration is the duration of the effect. Use core_h.ApplyEffectToObject instead of calling this directly!<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Effect access functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=Engine_ApplyEffectOnObject&diff=12361Engine ApplyEffectOnObject2010-03-02T21:12:11Z<p>BryanDerksen: remove tag</p>
<hr />
<div>{{dafunction<br />
|name=Engine_ApplyEffectOnObject<br />
|brief=This function applies an effect on an object.<br />
|param1type=int<br />
|param1name=nDurationType<br />
|param1desc=can be [[EFFECT_DURATION_TYPE_PERMANENT]] [[EFFECT_DURATION_TYPE_INSTANTANEOUS]] or [[EFFECT_DURATION_TYPE_TEMPORARY]]<br />
|param1default=<br />
|param2type=effect<br />
|param2name=eEffect<br />
|param2desc=the effect to be applied<br />
|param2default=<br />
|param3type=object<br />
|param3name=oTarget<br />
|param3desc=the target of the effect<br />
|param3default=<br />
|param4type=float<br />
|param4name=fDuration<br />
|param4desc=this value needs to be set only when nDurationType is EFFECT_DURATION_TYPE_TEMPORARY<br />
|param4default=0.0<br />
|param5type=object<br />
|param5name=oCreator<br />
|param5desc=effect creator<br />
|param5default=OBJECT_SELF<br />
|param6type=int<br />
|param6name=nAbilityId<br />
|param6desc=ability id<br />
|param6default=0<br />
|returntype=void<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Applies eEffect to oTarget. If nDurationType is EFFECT_DURATION_TYPE_TEMPORARY, then fDuration is the duration of the effect. Use core_h.ApplyEffectToObject instead of calling this directly!<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Effect access functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetMapPinState&diff=12360GetMapPinState2010-03-02T21:10:36Z<p>BryanDerksen: remove tag, fill in parameters</p>
<hr />
<div>{{dafunction<br />
|name=GetMapPinState<br />
|brief=Gets the current state of a map Pin<br />
|param1type=object<br />
|param1name=oMapPin<br />
|param1desc=Object ID of Pin to control<br />
|returntype=int<br />
|returndesc=TRUE or FALSE indicating whether the pin is enabled<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns TRUE or FALSE indicating whether the pin is enabled<br />
or disabled<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
== See also ==<br />
<!-- This section contains links to articles, functions or constant groups. --><br />
[[SetMapPinState]], [[GetPlayerMapPin]]<br />
[[Category: Waypoint & map patch functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetMaxInventorySize&diff=12359GetMaxInventorySize2010-03-02T21:10:08Z<p>BryanDerksen: fill in missing parameter</p>
<hr />
<div>{{dafunction<br />
|name=GetMaxInventorySize<br />
|brief=Gets the max size of the party's inventory (ie. number of slots)<br />
|param1type=object<br />
|param1name=oCreature<br />
|param1desc=The creature ID (defaults to player)<br />
|param1default=OBJECT_INVALID<br />
|returntype=int<br />
|returndesc=the max size of the party's inventory<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Gets the max size of the creature's inventory (ie. number of slots)<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetMaxLevel&diff=12358GetMaxLevel2010-03-02T21:09:25Z<p>BryanDerksen: fill in the missing parameter</p>
<hr />
<div>{{dafunction<br />
|name=GetMaxLevel<br />
|brief=Get the maximum attainable level.<br />
|returntype=int<br />
|returndesc= the maximum level characters can attain<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Inventory & equip slot functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetNearestObjectByGroup&diff=12357GetNearestObjectByGroup2010-03-02T21:08:43Z<p>BryanDerksen: </p>
<hr />
<div>{{dafunction<br />
|name=GetNearestObjectByGroup<br />
|brief=Returns N nearest objects of a specific type, with a specifc Group Id<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=target Object<br />
|param1default=<br />
|param2type=int<br />
|param2name=nGroupId<br />
|param2desc=Group Id for the objects to query<br />
|param2default=<br />
|param3type=int<br />
|param3name=nObjectType<br />
|param3desc=type for the objects to query for their distance<br />
|param3default=OBJECT_TYPE_ALL<br />
|param4type=int<br />
|param4name=nNumberOfObjects<br />
|param4desc=(optional) Number of objects to return<br />
|param4default=1<br />
|param5type=int<br />
|param5name=nCheckLiving<br />
|param5desc=(optional) only returns objects if they are alive<br />
|param5default=0<br />
|param6type=int<br />
|param6name=nCheckPerceived<br />
|param6desc=(optional) only returns objects if they are within the perception radius<br />
|param6default=0<br />
|param7type=int<br />
|param7name=nIncludeSelf<br />
|param7desc=<br />
|param7default=0<br />
|returntype=object<br />
|returnarra=1<br />
|returndesc=array of N nearest objects<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns N nearest objects of a specific type, with a specifc Group Id<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Get nearest functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetNearestObjectByGroup&diff=12356GetNearestObjectByGroup2010-03-02T21:08:37Z<p>BryanDerksen: </p>
<hr />
<div>{{Generated with errors}}<br />
{{dafunction<br />
|name=GetNearestObjectByGroup<br />
|brief=Returns N nearest objects of a specific type, with a specifc Group Id<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=target Object<br />
|param1default=<br />
|param2type=int<br />
|param2name=nGroupId<br />
|param2desc=Group Id for the objects to query<br />
|param2default=<br />
|param3type=int<br />
|param3name=nObjectType<br />
|param3desc=type for the objects to query for their distance<br />
|param3default=OBJECT_TYPE_ALL<br />
|param4type=int<br />
|param4name=nNumberOfObjects<br />
|param4desc=(optional) Number of objects to return<br />
|param4default=1<br />
|param5type=int<br />
|param5name=nCheckLiving<br />
|param5desc=(optional) only returns objects if they are alive<br />
|param5default=0<br />
|param6type=int<br />
|param6name=nCheckPerceived<br />
|param6desc=(optional) only returns objects if they are within the perception radius<br />
|param6default=0<br />
|param7type=int<br />
|param7name=nIncludeSelf<br />
|param7desc=<br />
|param7default=0<br />
|returntype=object<br />
|returnarra=1<br />
|returndesc=array of N nearest objects<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns N nearest objects of a specific type, with a specifc Group Id<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Get nearest functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetNearestObjectToLocation&diff=12355GetNearestObjectToLocation2010-03-02T21:08:11Z<p>BryanDerksen: </p>
<hr />
<div>{{dafunction<br />
|name=GetNearestObjectToLocation<br />
|brief=N nearest objects of a specific type to a Location<br />
|param1type=location<br />
|param1name=lLocation<br />
|param1desc=Location from which to begin the search<br />
|param1default=<br />
|param2type=int<br />
|param2name=nObjectType<br />
|param2desc=type for the objects to query for their distance<br />
|param2default=OBJECT_TYPE_ALL<br />
|param3type=int<br />
|param3name=nNumberOfObjects<br />
|param3desc=(optional) Number of objects to return<br />
|param3default=1<br />
|returntype=object<br />
|returnarra=TRUE<br />
|returndesc=Array of N nearest objects of a specific type<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns N nearest objects of a specific type to a Location<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Get nearest functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetNearestObjectToLocation&diff=12354GetNearestObjectToLocation2010-03-02T21:07:49Z<p>BryanDerksen: fill in missing parameters</p>
<hr />
<div>{{dafunction<br />
|name=GetNearestObjectToLocation<br />
|brief=N nearest objects of a specific type to a Location<br />
|param1type=location<br />
|param1name=lLocation<br />
|param1desc=Location from which to begin the search<br />
|param1default=<br />
|param2type=int<br />
|param2name=nObjectType<br />
|param2desc=type for the objects to query for their distance<br />
|param2default=OBJECT_TYPE_ALL<br />
|param3type=int<br />
|param3name=nNumberOfObjects<br />
|param3desc=(optional) Number of objects to return<br />
|param3default=1<br />
|returntype=object<br />
|returnarra=TRUE<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns N nearest objects of a specific type to a Location<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: Get nearest functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetObjectsInArea&diff=12353GetObjectsInArea2010-03-02T21:07:01Z<p>BryanDerksen: fill in missing fields</p>
<hr />
<div>{{dafunction<br />
|name=GetObjectsInArea<br />
|brief=Returns an array with all objects in an area.<br />
|param1type=object<br />
|param1name=oArea<br />
|param1desc=an area object<br />
|param1default=<br />
|param2type=string<br />
|param2name=sTag<br />
|param2desc=If specified, only objects will this tag will be returned<br />
|param2default=""<br />
|returntype=object<br />
|returnarra=TRUE<br />
|returndesc=an array with all objects in an area<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns an array with all objects in an area. You can also specify a tag so the array only has all objects with that tag in that area. Check the size afterwards with GetArraySize.<br />
<br />
<!-- == Remarks == --><br />
<!-- This section contains additional comments, observations and known issues. --><br />
<br />
<!-- == Examples == --><br />
<!-- This section contains examples transcluded from the snippet library. --><br />
<br />
<!-- == See also == --><br />
<!-- This section contains links to articles, functions or constant groups. --><br />
<br />
[[Category: array control functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetObjectsInShape&diff=12352GetObjectsInShape2010-03-02T21:06:11Z<p>BryanDerksen: fill in missing parameter</p>
<hr />
<div>{{dafunction<br />
|name=GetObjectsInShape<br />
|brief=return an array of objects enclosed by the specified shape<br />
|param1type=int<br />
|param1name=nObjectTypeMask<br />
|param1desc=Which objects to look for<br />
|param1default=<br />
|param2type=int<br />
|param2name=nShapeId<br />
|param2desc=the shape to use<br />
|param2default=<br />
|param3type=location<br />
|param3name=lLocation<br />
|param3desc=origin and direction for this shape<br />
|param3default=<br />
|param4type=float<br />
|param4name=fA<br />
|param4desc=floating point generic parameter<br />
|param4default=<br />
|param5type=float<br />
|param5name=fB<br />
|param5desc=optional floating point generic parameter<br />
|param5default=0.0<br />
|param6type=float<br />
|param6name=fC<br />
|param6desc=optional floating point generic parameter<br />
|param6default=0.0<br />
|param7type=int<br />
|param7name=bExcludeDead<br />
|param7desc=filter out dead objects if necessary<br />
|param7default=FALSE<br />
|returntype=object<br />
|returnarra=TRUE<br />
|returndesc=an array of objects enclosed by the specified shape<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
<br />
== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Returns all objects enclosed by a specific shape. <br />
<br />
Parameter Info for generic parameters fA, fB, fC:<br />
*SPHERE: fA = radius (meters)<br />
*CONE: fA = angle (degrees), fB = length (meters)<br />
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[[Category: Object functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetPCSpeaker&diff=12351GetPCSpeaker2010-03-02T21:05:16Z<p>BryanDerksen: fill in missing parameter</p>
<hr />
<div>{{dafunction<br />
|name=GetPCSpeaker<br />
|brief=Get the PC (if any) involved in the dialog that ran this script<br />
|returntype=object<br />
|returndesc=the PC (if any) involved in the dialog that ran this script<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
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<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
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[[Category: dialog functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetMainControlled&diff=12350GetMainControlled2010-03-02T21:03:25Z<p>BryanDerksen: fill in missing parameter</p>
<hr />
<div>{{dafunction<br />
|name=GetMainControlled<br />
|brief=Returns the currently main controlled party member. <br />
|returntype=object<br />
|returndesc=the currently main controlled party member<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
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== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
The main controlled party member is the one the player controls its movement directly, and the<br />
one whose quickbar currently appears on the screen.<br />
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<br />
[[Category: Players functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetItemsInInventory&diff=12349GetItemsInInventory2010-03-02T21:02:54Z<p>BryanDerksen: </p>
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<div>{{Generated with errors}}<br />
{{dafunction<br />
|name=GetItemsInInventory<br />
|brief=Gets all items in an object inventory<br />
|param1type=object<br />
|param1name=oObject<br />
|param1desc=A creature or placeable with an inventory<br />
|param1default=<br />
|param2type=int<br />
|param2name=nGetItemsOptions<br />
|param2desc=<br />
|param2default=GET_ITEMS_OPTION_ALL<br />
|param3type=int<br />
|param3name=nBaseItemType<br />
|param3desc=Return only items with base item type matching. 0 to disable this filter<br />
|param3default=0<br />
|param4type=string<br />
|param4name=sTagFilter<br />
|param4desc=<br />
|param4default=""<br />
|param5type=int<br />
|param5name=bIgnorePlotItems<br />
|param5desc=<br />
|param5default=FALSE<br />
|returntype=object<br />
|returnarra=TRUE<br />
|returndesc=<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
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== Description ==<br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
Provides access to a creatures or placeables inventory and equipped items.<br />
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[[Category: Items functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetItemValue&diff=12348GetItemValue2010-03-02T21:02:36Z<p>BryanDerksen: fill in missing parameters</p>
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<div>{{dafunction<br />
|name=GetItemValue<br />
|brief=Retrive the base value of an item.<br />
|param1type=object<br />
|param1name=oItem<br />
|param1desc=Item to get the base value of<br />
|returntype=int<br />
|returndesc=base value of the item<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
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<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
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<!-- == Remarks == --><br />
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[[Category:Item properties functions]]</div>BryanDerksenhttp://datoolset.net/mw/index.php?title=GetItemSubItems&diff=12347GetItemSubItems2010-03-02T21:02:03Z<p>BryanDerksen: fix missing parameter</p>
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<div>{{dafunction<br />
|name=GetItemSubItems<br />
|brief=Enumerates items attached to this item<br />
|param1type=object<br />
|param1name=oItem<br />
|param1desc=An Item<br />
|returntype=object<br />
|returnarra=TRUE<br />
|returndesc=An empty array means there are no slots available to attach items A non-empty array enumerates all slots. Empty slots will have OBJECT_INVALID, filled slots will have the OBJECT_ID of the attached items<br />
|sourcefile=script.ldf<br />
|sourcemodule=<br />
}}<br />
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<!-- == Description == --><br />
<!-- This section contains the full description from the functions comments. Do not change unless you are confident these are incomplete or incorrect. --><br />
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[[Category: Items functions]]</div>BryanDerksen