NWN2Toolset.NWN2.Data.Blueprints.NWN2ItemBlueprint addClassRestrictions(NWN2Toolset.NWN2.Data.Blueprints.NWN2ItemBlueprint item, int bardLevel, int clericLevel, int druidLevel, int paladinLevel, int rangerLevel, int wizardLevel) { if (wizardLevel != 255) { item.Properties.Add(ALFAItemProperty.WizardOnlyItemProperty()); item.Properties.Add(ALFAItemProperty.SorcererOnlyItemProperty()); } if (bardLevel != 255) item.Properties.Add(ALFAItemProperty.BardOnlyItemProperty()); if (clericLevel != 255) { item.Properties.Add(ALFAItemProperty.ClericOnlyItemProperty()); item.Properties.Add(ALFAItemProperty.FavoredSoulOnlyItemProperty()); } if (druidLevel != 255) { item.Properties.Add(ALFAItemProperty.DruidOnlyItemProperty()); item.Properties.Add(ALFAItemProperty.SpiritShamanOnlyItemProperty()); } if (rangerLevel != 255) item.Properties.Add(ALFAItemProperty.RangerOnlyItemProperty()); if (paladinLevel != 255) item.Properties.Add(ALFAItemProperty.PaladinOnlyItemProperty()); return item; }
private string GetSpellName(NWN2Toolset.NWN2.Rules.CNWSpell spell) { string spellName; uint spellNameId = (uint)spell.GetSpellName(); if (spellNameId >= OEIShared.IO.TalkTable.TalkTable.nCustomMask) spellName = Globals.customTlk[spellNameId].String; else spellName = spell.GetSpellNameText().CStr(); return spellName; }
public void loadTerrian(NWN2Toolset.NWN2.Views.NWN2TerrainEditorForm TE) { float grassSize = TE.GrassSize; float grassVariation = TE.GrassVariation; float innerRadius = TE.InnerRadius; float outerRadius = TE.OuterRadius; float refractBias = TE.RefractBias; float refractPower = TE.RefractPower; float rippleX = TE.RippleX; float rippleY = TE.RippleY; float scrollAngle1 = TE.ScrollAngle1; float scrollAngle2 = TE.ScrollAngle2; float scrollAngle3 = TE.ScrollAngle3; float smoothness = TE.Smoothness; int terrainBrushColor = TE.TerrainBrushColor; string terrainBrushTexture = TE.TerrainBrushTexture; OEIShared.NetDisplay.TerrainModificationType = TE.TerrainMode; float terrainValue = TE.TerrainValue; float terrainValue; float terrainValue2 = TE.TerrainValue2;; float textureMode; float scrollRate3; float scrollRate2; float scrollRate1; float scrollDirY3; float scrollDirY2; float scrollDirY1; float scrollDirX3; float scrollDirX2; float scrollDirX1; TE.TerrainValue2; TE.TextureMode; TE.ScrollRate3; TE.ScrollRate2; TE.ScrollRate1; TE.ScrollDirY3; TE.ScrollDirY2; TE.ScrollDirY1; TE.ScrollDirX3; TE.ScrollDirX2; TE.ScrollDirX1; }
private TRN ApplyLine(NWN2Toolset.NWN2.Data.NWN2GameArea area, TRN trn, Pair<double, double> upper, Pair<double, double> lower) { if (data.colourOption == colourOption.Colour) { trn = ApplyColourLine(trn, upper, lower); } //texturemaps trn = ApplyTextureLine(trn, upper, lower); return trn; }
/// <summary> /// The method that calls the colour and texture methods /// </summary> /// <param name="area">The area we want to change</param> /// <param name="trn">The TRN data that we is going to modify</param> /// <param name="triangle">The Triangle we want to paint inside</param> /// <param name="upper">The left upper point of the rectangle that contains triangle</param> /// <param name="lower">The right lower point of the rectangle that contains triangle</param> /// <returns></returns> public TRN ApplyTriangle(NWN2Toolset.NWN2.Data.NWN2GameArea area, TRN trn, Triangle triangle, Pair<double, double> upper, Pair<double, double> lower, Random ran) { if (data.colourOption == colourOption.Colour) { trn = ApplyColourTriangle(trn, triangle, upper, lower, ran); } //texturemaps trn = ApplyTextureTriangle(trn, triangle, upper, lower, ran); return trn; }
void AddBlueprint(NWN2Toolset.NWN2.Data.Blueprints.NWN2DoorBlueprint dbp) { dbp.BlueprintLocation = mod.BlueprintLocation; dbp.Resource = mod.Repository.CreateResource(new OEIShared.Utils.OEIResRef(dbp.TemplateResRef.Value), dbp.ResourceType); mod.GetBlueprintCollectionForType(NWN2Toolset.NWN2.Data.Templates.NWN2ObjectType.Door).Add(dbp); }
public ALFAItemBlueprint(NWN2Toolset.NWN2.Data.Blueprints.NWN2ItemBlueprint itemBlueprint) { itemGFFStruct = new ALFAGFFStruct(); itemBlueprint.SaveEverythingIntoGFFStruct(itemGFFStruct, true); }
/// <summary> /// Creates an actor from an instance /// </summary> /// <param name="actor">The instance that the actor is created from</param> /// <param name="type">The type of the instance</param> public Actor(NWN2Toolset.NWN2.Data.Instances.INWN2Instance actor, EnumTypes.actorType type) { instance = actor; this.type = type; boolInstance = true; }
/// <summary> /// Creates an actor from a blueprint /// </summary> /// <param name="actor">The blueprint that the actor will contain</param> /// <param name="type">The type of the blueprint</param> public Actor(NWN2Toolset.NWN2.Data.Blueprints.INWN2Blueprint actor, EnumTypes.actorType type) { blueprint = actor; this.type = type; boolInstance = false; }
public TRN( NWN2Toolset.NWN2.Data.NWN2GameArea area ) { System.IO.BinaryReader reader = new System.IO.BinaryReader( area.TerrainResource.GetStream( false ) ); this._name = area.Name; this.Load( reader ); }