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Module and area creation
Start the D’jinni Editor. In order to create a new module, choose New module (.adv) from the Module menu: The Module Explorer will open on the left side of the screen: -
Editing CutScenes
Welcome to my little cutscene tutorial, which will show you how to set up a scene with cameras and actors (aka. Characters). Maybe you´re already used to the tools, as these were explained in -
Creation of NPC files
An NPC (Non Player Character) is a fictional character in the game. Each NPC has a name, traits, places in which he appears in various stages of the game, dialog lines which he says in -
Main Page
D'jinni Quick overview Folder structure and file formats Editor configuration Interface details FAQ Areas Module and area creation Movement between areas Creation of passages between locations Maps of location Setting objects on locations Custom -
DelayCommand
function DelayCommand (float fSeconds, action aActionToDelay) It is suggested that functions which create effects should not be used as parameters to delayed actions. Instead, the effect should be created in the script and then passed -
SpeakOneLinerConversation
function SpeakOneLinerConversation (string sDialogResRef="", object oTokenTarget=OBJECT_TYPE_INVALID) Example: AssignCommand( GetFirstPC(), SpeakOneLinerConversation( "your dlg file")); -
Functions which use inc ai dialog
CS_SimpleShot, TeleportAndTalk, TeleportPCAndTalk -
DestroyObject
function DestroyObject (object oDestroy, float fDelay=0.0f) Destroy oObject (irrevocably). This will not work on modules and areas. Return type: void, Include file: nwscriptdefn -
DPrint
function DPrint (string sString, int nChannel= 0) Prints specified string in nChannel. You may enable or disable channel using SetChannelEnabled function. nChannel= 0..199 Return type: void, Include file: nwscriptdefn -
ApplyEffectToObject
function ApplyEffectToObject (int nDurationType, effect eEffect, object oTarget, float fDuration=0.0f,string sEffectType="",int nEffectLevel=-1) Apply eEffect to oTarget. Return type: void, Include file: nwscriptdefn -
AssignCommand
function AssignCommand (object oActionSubject,action aActionToAssign) Assign aActionToAssign to oActionSubject. No return value, but if an error occurs, the log file will contain "AssignCommand failed." (If the object doesn't exist, nothing happens.)=== -
AngleToVector
function AngleToVector (float fAngle) Convert fAngle to a vector Return type: vector, Include file: nwscriptdefn -
ActionAttack
function ActionAttack (object oAttackee, int bPassive=FALSE) Attack oAttackee. bPassive: If this is TRUE, attack is in passive mode. -
ActionCastSpellAtObject
function ActionCastSpellAtObject (int nSpell, object oTarget, int bCheat=FALSE, int nProjectilePathType=PROJECTILE_PATH_TYPE_DEFAULT, int bInstantSpell=FALSE) This action casts a spell at oTarget. nSpell: SPELL_*, oTarget: Target for the spell, bCheat: If this -
ActionForceFollowObject
function ActionForceFollowObject (object oFollow, float fFollowDistance=0.0f, int nFollowPosition=0) The action subject will follow oFollow until a ClearAllActions() is called. oFollow: this is the object to be followed, fFollowDistance: follow distance in metres -
ActionForceMoveToObject
function ActionForceMoveToObject (object oMoveTo, int bRun=FALSE, float fRange=1.0f, float fTimeout=30.0f) Force the action subject to move to oMoveTo. Return type: void, Include file: nwscriptdefn -
ActionPlayAnimation
function ActionPlayAnimation (int nAnimation, float fSpeed=1.0, float fDurationSeconds=0.0) Cause the action subject to play an animation nAnimation: ANIMATION_*, fSpeed: Speed of the animation, fDurationSeconds: Duration of the animation (this is not -
SetLockedAttackTarget
function SetLockedAttackTarget (object oAttacker, object oTarget) lockuje attackera na przeciwniku (invalid jako target, aby zwolnic locka) Return type: void, Include file: nwscriptdefn -
SetLocked
function SetLocked (object oTarget, int bLocked) Set the locked state of oTarget, which can be a door or a placeable object. Return type: void, Include file: nwscriptdefn -
TeleportPCAndTalk
function TeleportPCAndTalk (object oTarget, string sDialogResRef= "", int bStartWithFade= TRUE, string sScriptOnEnd= "", string sScriptOnStart= "", int bEndsWithBlackscreen= 0) Odpala dialog ze wskazaną postacią, teleportując gracza i robiąc ładne ściemnienia oTarget - postać sDialogResRef - plik dialogowy ("" oznacza defaultowy), bStartWithFade -
TestStringAgainstPattern
function TestStringAgainstPattern (string sPattern, string sStringToTest) Returns TRUE if sStringToTest matches sPattern. Return type: int, Include file: nwscriptdefn -
RemoveAttackSequence
function RemoveAttackSequence (string sSeqName, object oCreature= OBJECT_SELF) Removes attack sequence from given creature. Returns 1 on success, 0 on failure (invalid data) -
RevealWorldMapRegion
function RevealWorldMapRegion (int nRegion) odkrywa region o podanym indeksie (z zakresu 1,254) na mapie swiata Return type: void, Include file: nwscriptdefn -
D'Jinni Functions: M
MagicalEffect Meditate Me ModAdd Mod ModToFloat MusicBackgroundChangeDay MusicBackgroundChangeNight MusicBackgroundGetBattleTrack MusicBackgroundGetDayTrack MusicBackgroundGetNightTrack MusicBackgroundPlay MusicBackgroundSetDelay MusicBackgroundStop MusicBattleChange MusicBattlePlay MusicBattleStop MusicIncidentalPlay MusicIncidentalStop -
Character templates
The individual characters will be created using templates. Let’s start with Siegfried. First, launch the D’jinni Editor and then create a new NPC template by selecting New - Template - Creature (.utc) from the File
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