Friday, March 30, 2007

Scripting Update

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

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

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

EffectHeal() now works on doors and placeables.

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

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

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

Added:
CreateTrapAtLocation()
CreateTrapOnObject()
GetAreaSize()
GetInfiniteFlag()
GetKeyRequiredFeedback()
GetPickpocketableFlag()
GetPlaceableLastClickedBy()
GetTrapActive() - (Now works on doors and placeables too)
GetTrapRecoverable()
SetFortitudeSavingThrow()
SetReflexSavingThrow()
SetWillSavingThrow()
SetHardness
SetInfiniteFlag()
SetKeyRequiredFeedback()
SetLockKeyRequired()
SetLockKeyTag()
SetLockLockable()
SetLockLockDC()
SetLockUnlockDC()
SetModuleXPScale()
SetPickpocketableFlag()
SetTrapDetectable()
SetTrapDetectDC()
SetTrapDisarmable()
SetTrapDisarmDC()
SetTrapKeyTag()
SetTrapOneShot()
SetTrapRecoverable()
SetUseableFlag()


I also added a couple console commands to help with GUI debugging
openuiscreen []
closeuiscreen
unloaduiscreen

Also added a console command:
guidebug [MOUSEINPUT] [MOUSEOVER] [CALLBACKS]

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

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

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

10 comments:

Nasher said...

What about the interior light? It's impossible to work after 1.04 patch because it's too dark, and "Has Direct Light True" is too cheap to be considered fix. I hope to hear some news about this issue. Thanks.

Rich Taylor said...

Can you elaborate on this? Is there a forum thread or something that discusses what you're referring to? I'm not sure what you're referencing.

Nasher said...

What i'm saying is, after 1.04, interior areas became too dark to work. We need to turn on "Has Directional Light True" to work, and turn it off when it's done (or else the sun/moon will travel inside the area. Before 1.04, there's was no need to do that.

There's some topics about this issue on the official toolset forum, like this:

http://nwn2forums.bioware.com/forums/viewtopic.html?topic=553464&forum=113

All my interior areas before 1.04 are perfectly visible, while new interior areas after that patch are pure black. Oh, and thanks for reading! :)

Anonymous said...

ActionRest()
Would ist be possible to add an optional parameter for the rest-duration (with 0.0f = use default)?

This would allow for more flexibility with custom rest system. i.e. shoten the rest for druids or rangers in rural areas or allow skill based influence...

Nasher said...

Oh, here's another one:

http://nwn2forums.bioware.com/forums/viewtopic.html?topic=552337&forum=113

Marc Paradise said...

Agreed about the lighting; this is something that eked its way onto the top toolset issues thread. Basically, a way to disable in-game lighting, or in other words flood the area with full lighting. (Interior or exteriors, but most important for the former)

Anonymous said...

Fantastic work guys. This game is one of my all time favourites ever, and you just keep making it better!

Anonymous said...

For the interior light :

It is not a bug...The default parameter has juste changed. If your ares are black it's only beacause Directionnal Light is Off. I do not understand why everyone is complaining about something normal.

Nasher said...

Lol, so do you think it's cool to have the sun and the moon flying above your interior areas AND counting as 1 light?

No ty. Please Obsidian, revert it to 1.03.

Anonymous said...

Love the work yall have done, and are doin. Thanks, but the light thing is bothersome,interior lighting that is.
But, easily dealt with. Once again Thanks to yall.