Exemple #1
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 /// <summary>
 ///   Find out how nStandardFaction feels about oCreature.
 ///   - nStandardFaction: STANDARD_FACTION_*
 ///   - oCreature
 ///   Returns -1 on an error.
 ///   Returns 0-100 based on the standing of oCreature within the faction nStandardFaction.
 ///   0-10   :  Hostile.
 ///   11-89  :  Neutral.
 ///   90-100 :  Friendly.
 /// </summary>
 public static int GetStandardFactionReputation(StandardFaction nStandardFaction, uint oCreature = Core.NWScript.NWScript.OBJECT_INVALID)
 {
     Internal.NativeFunctions.StackPushObject(oCreature);
     Internal.NativeFunctions.StackPushInteger((int)nStandardFaction);
     Internal.NativeFunctions.CallBuiltIn(524);
     return(Internal.NativeFunctions.StackPopInteger());
 }
Exemple #2
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 /// <summary>
 ///   Set how nStandardFaction feels about oCreature.
 ///   - nStandardFaction: STANDARD_FACTION_*
 ///   - nNewReputation: 0-100 (inclusive)
 ///   - oCreature
 /// </summary>
 public static void SetStandardFactionReputation(StandardFaction nStandardFaction, int nNewReputation,
                                                 uint oCreature = Core.NWScript.NWScript.OBJECT_INVALID)
 {
     Internal.NativeFunctions.StackPushObject(oCreature);
     Internal.NativeFunctions.StackPushInteger(nNewReputation);
     Internal.NativeFunctions.StackPushInteger((int)nStandardFaction);
     Internal.NativeFunctions.CallBuiltIn(523);
 }
Exemple #3
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 /// <summary>
 /// Resolves a <see cref="NwFaction"/> from a <see cref="StandardFaction"/>.
 /// </summary>
 /// <param name="factionType">The faction type to resolve.</param>
 /// <returns>The associated <see cref="NwFaction"/> instance. Null if the faction type is invalid.</returns>
 public static NwFaction?FromStandardFaction(StandardFaction factionType)
 {
     return(FromFactionId((int)factionType));
 }
 /// <summary>
 /// Sets how this standard faction feels about the specified creature.<br/>
 ///  -> 0-10 means this faction is hostile to the target.<br/>
 ///  -> 11-89 means this faction is neutral to the target.<br/>
 ///  -> 90-100 means this faction is friendly to the target.
 /// </summary>
 /// <param name="faction">The source faction.</param>
 /// <param name="target">The target object.</param>
 /// <param name="newReputation">A value between 0-100 (inclusive).</param>
 public static void SetReputation(this StandardFaction faction, NwGameObject target, int newReputation)
 => NWScript.SetStandardFactionReputation((int)faction, newReputation, target);
 /// <summary>
 /// Gets an integer between 0 and 100 (inclusive) that represents how this faction feels about the specified target.<br/>
 ///  -> 0-10 means this faction is hostile to the target<br/>
 ///  -> 11-89 means this faction is neutral to the target<br/>
 ///  -> 90-100 means this faction is friendly to the target.
 /// </summary>
 /// <param name="faction">The source faction.</param>
 /// <param name="target">The target object.</param>
 /// <returns>0-100 (inclusive) based on the standing of the target within this standard faction.</returns>
 public static int GetReputation(this StandardFaction faction, NwGameObject target)
 => NWScript.GetStandardFactionReputation((int)faction, target);
Exemple #6
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 /// <summary>
 ///   Make oCreatureToChange join one of the standard factions.
 ///   ** This will only work on an NPC **
 ///   - nStandardFaction: STANDARD_FACTION_*
 /// </summary>
 public static void ChangeToStandardFaction(uint oCreatureToChange, StandardFaction nStandardFaction)
 {
     Internal.NativeFunctions.StackPushInteger((int)nStandardFaction);
     Internal.NativeFunctions.StackPushObject(oCreatureToChange);
     Internal.NativeFunctions.CallBuiltIn(412);
 }