Post by FunkySwerve on Feb 1, 2006 6:03:38 GMT
Wow, was a good news day today! Here's the feature list. For non-scripters, this means I can do a player market, once 1.67 full hits, and can make respawning traps, and about a zillion other things. Also note 133 new VFX!:
Quote:
* Added a boat-load of new scripting commands (check the Toolset for more information):
o GetCreatureWingType()
o SetCreatureWingType()
o GetCreatureTailType()
o SetCreatureTailType()
o GetCreatureBodyPart()
o SetCreatureBodyPart()
o GetHardness()
o SetHardness()
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockable()
o SetLockLockDC()
o SetLockUnlockDC()
o SetTrapDisarmable()
o SetTrapDetectable()
o SetTrapOneShot()
o SetTrapKeyTag()
o SetTrapDisarmDC()
o SetTrapDetectDC()
o CreateTrapAtLocation()
o CreateTrapOnObject()
o SetWillSavingThrow()
o SetReflexSavingThrow()
o SetFortitudeSavingThrow()
o GetTilesetResRef()
o GetTrapRecoverable()
o SetTrapRecoverable()
o GetModuleXPScale()
o SetModuleXPScale()
o GetKeyRequiredFeedback()
o SetKeyRequiredFeedback()
o GetTrapActive()
o SetTrapActive()
o GetInfiniteFlag()
o SetInfiniteFlag()
o LockCameraPitch()
o LockCameraDistance()
o LockCameraDirection()
o GetPlaceableLastClickedBy()
o GetAreaSize()
o SetName() - Sets the name of an Object (a creature, placeable, item, or door) - does NOT work on player objects.
o GetPortraitId()
o SetPortraitId()
o GetPortraitResRef()
o SetPortraitResRef()
* As if the above wasn't enough, we also added new parameters to the following scripting commands:
o GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)
o GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=FALSE)
o SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
o ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
o SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickingEnabled=FALSE)
o GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
o CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, string sNewTag="")
* Added a new OnClick event type for placeables. This event fires immediately when a PC left clicks on a placeable (regardless of how far away they are from the placeable, or whether or not they can reach the placeable for whatever reason). To obtain the player that left clicked on the placeable object, call GetPlaceableLastClickedBy() in the placeable's OnClick script.
* Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect().
* Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_*, VFX_EYES_* and VFX_DUR_BUBBLES.
* Added the ability to force a placeable to be non-static (grey out the static checkbox) for any placeable using skin mesh. This is toggleable in the placeables.2da in a "Static" column. Defaults to allow if column missing.
* The scripting command GetResRef() now works on areas.
* The scripting command PlayAnimation() now works on doors (use the new animation constants ANIMATION_DOOR_*).
* The scripting command GetClassByPosition() will now work with community made custom classes.
* Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_*
* Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction.
* Added option to skip multiple hak pak warning message.
* Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a spell immunity property that was one level lower than what it should have been creating.
Funky
Quote:
* Added a boat-load of new scripting commands (check the Toolset for more information):
o GetCreatureWingType()
o SetCreatureWingType()
o GetCreatureTailType()
o SetCreatureTailType()
o GetCreatureBodyPart()
o SetCreatureBodyPart()
o GetHardness()
o SetHardness()
o SetLockKeyRequired()
o SetLockKeyTag()
o SetLockLockable()
o SetLockLockDC()
o SetLockUnlockDC()
o SetTrapDisarmable()
o SetTrapDetectable()
o SetTrapOneShot()
o SetTrapKeyTag()
o SetTrapDisarmDC()
o SetTrapDetectDC()
o CreateTrapAtLocation()
o CreateTrapOnObject()
o SetWillSavingThrow()
o SetReflexSavingThrow()
o SetFortitudeSavingThrow()
o GetTilesetResRef()
o GetTrapRecoverable()
o SetTrapRecoverable()
o GetModuleXPScale()
o SetModuleXPScale()
o GetKeyRequiredFeedback()
o SetKeyRequiredFeedback()
o GetTrapActive()
o SetTrapActive()
o GetInfiniteFlag()
o SetInfiniteFlag()
o LockCameraPitch()
o LockCameraDistance()
o LockCameraDirection()
o GetPlaceableLastClickedBy()
o GetAreaSize()
o SetName() - Sets the name of an Object (a creature, placeable, item, or door) - does NOT work on player objects.
o GetPortraitId()
o SetPortraitId()
o GetPortraitResRef()
o SetPortraitResRef()
* As if the above wasn't enough, we also added new parameters to the following scripting commands:
o GetAbilityScore(object oCreature, int nAbilityType, int nBaseAbilityScore=FALSE)
o GetSkillRank(int nSkill, object oTarget=OBJECT_SELF, int nBaseSkillRank=FALSE)
o SetTrapDetectedBy(object oTrap, object oDetector, int bDetected=TRUE)
o ExploreAreaForPlayer(object oArea, object oPlayer, int bExplored=TRUE)
o SetCutsceneMode(object oCreature, int nInCutscene=TRUE, int nLeftClickingEnabled=FALSE)
o GetPCPublicCDKey(object oPlayer, int nSinglePlayerCDKey=FALSE)
o CreateItemOnObject(string sItemTemplate, object oTarget=OBJECT_SELF, int nStackSize=1, string sNewTag="")
* Added a new OnClick event type for placeables. This event fires immediately when a PC left clicks on a placeable (regardless of how far away they are from the placeable, or whether or not they can reach the placeable for whatever reason). To obtain the player that left clicked on the placeable object, call GetPlaceableLastClickedBy() in the placeable's OnClick script.
* Added 53 new VFX_DUR_AURA_* visual effects (VisualEffects.2da) for use with the scripting command EffectVisualEffect().
* Added 80 new visual effect constants (VisualEffects.2da) for use with the scripting command EffectVisualEffect(). These use the new constants VFX_DUR_AURA_*, VFX_EYES_* and VFX_DUR_BUBBLES.
* Added the ability to force a placeable to be non-static (grey out the static checkbox) for any placeable using skin mesh. This is toggleable in the placeables.2da in a "Static" column. Defaults to allow if column missing.
* The scripting command GetResRef() now works on areas.
* The scripting command PlayAnimation() now works on doors (use the new animation constants ANIMATION_DOOR_*).
* The scripting command GetClassByPosition() will now work with community made custom classes.
* Made the scripting command CopyItemAndModify() work with arrows and bolts using the constants ITEM_APPR_TYPE_WEAPON_*
* Added random facing button to the toolset. This button allows you to select one or more things and change their facing to a random direction.
* Added option to skip multiple hak pak warning message.
* Fixed scripting command ItemPropertyImmunityToSpellLevel(), it was creating a spell immunity property that was one level lower than what it should have been creating.
Funky