Vu que Dolanor cherchait certaines d'entre elles (enfin à ce que j'ai compris
), je me suis dit que mettre la liste ici ne serait pas forcément un mal
////////////////////////////////////////////////////////
//
// NWScript
//
// The list of actions and pre-defined constants.
//
// (c) BioWare Corp, 1999
//
////////////////////////////////////////////////////////
#define ENGINE_NUM_STRUCTURES 4
#define ENGINE_STRUCTURE_0 effect
#define ENGINE_STRUCTURE_1 event
#define ENGINE_STRUCTURE_2 location
#define ENGINE_STRUCTURE_3 talent
// Constants
int NUM_INVENTORY_SLOTS = 18;
int TRUE = 1;
int FALSE = 0;
float DIRECTION_EAST = 0.0;
float DIRECTION_NORTH = 90.0;
float DIRECTION_WEST = 180.0;
float DIRECTION_SOUTH = 270.0;
float PI = 3.141592;
int ATTITUDE_NEUTRAL = 0;
int ATTITUDE_AGGRESSIVE = 1;
int ATTITUDE_DEFENSIVE = 2;
int ATTITUDE_SPECIAL = 3;
int TALKVOLUME_TALK = 0;
int TALKVOLUME_WHISPER = 1;
int TALKVOLUME_SHOUT = 2;
int TALKVOLUME_SILENT_TALK = 3;
int TALKVOLUME_SILENT_SHOUT = 4;
int INVENTORY_SLOT_HEAD = 0;
int INVENTORY_SLOT_CHEST = 1;
int INVENTORY_SLOT_BOOTS = 2;
int INVENTORY_SLOT_ARMS = 3;
int INVENTORY_SLOT_RIGHTHAND = 4;
int INVENTORY_SLOT_LEFTHAND = 5;
int INVENTORY_SLOT_CLOAK = 6;
int INVENTORY_SLOT_LEFTRING = 7;
int INVENTORY_SLOT_RIGHTRING = 8;
int INVENTORY_SLOT_NECK = 9;
int INVENTORY_SLOT_BELT = 10;
int INVENTORY_SLOT_ARROWS = 11;
int INVENTORY_SLOT_BULLETS = 12;
int INVENTORY_SLOT_BOLTS = 13;
int INVENTORY_SLOT_CWEAPON_L = 14;
int INVENTORY_SLOT_CWEAPON_R = 15;
int INVENTORY_SLOT_CWEAPON_B = 16;
int INVENTORY_SLOT_CARMOUR = 17;
//Effect type constants
int DURATION_TYPE_INSTANT = 0;
int DURATION_TYPE_TEMPORARY = 1;
int DURATION_TYPE_PERMANENT = 2;
int SUBTYPE_MAGICAL = 8;
int SUBTYPE_SUPERNATURAL = 16;
int SUBTYPE_EXTRAORDINARY = 24;
int ABILITY_STRENGTH = 0; // should be the same as in nwseffectlist.cpp
int ABILITY_DEXTERITY = 1;
int ABILITY_CONSTITUTION = 2;
int ABILITY_INTELLIGENCE = 3;
int ABILITY_WISDOM = 4;
int ABILITY_CHARISMA = 5;
int SHAPE_SPELLCYLINDER = 0;
int SHAPE_CONE = 1;
int SHAPE_CUBE = 2;
int SHAPE_SPELLCONE = 3;
int SHAPE_SPHERE = 4;
int METAMAGIC_NONE = 0;
int METAMAGIC_EMPOWER = 1;
int METAMAGIC_EXTEND = 2;
int METAMAGIC_MAXIMIZE = 4;
int METAMAGIC_QUICKEN = 8;
int METAMAGIC_SILENT = 16;
int METAMAGIC_STILL = 32;
int METAMAGIC_ANY = 255;
int OBJECT_TYPE_CREATURE = 1;
int OBJECT_TYPE_ITEM = 2;
int OBJECT_TYPE_TRIGGER = 4;
int OBJECT_TYPE_DOOR = 8;
int OBJECT_TYPE_AREA_OF_EFFECT = 16;
int OBJECT_TYPE_WAYPOINT = 32;
int OBJECT_TYPE_PLACEABLE = 64;
int OBJECT_TYPE_STORE = 128;
int OBJECT_TYPE_ALL = 32767;
int OBJECT_TYPE_INVALID = 32767;
int GENDER_MALE = 0;
int GENDER_FEMALE = 1;
int GENDER_BOTH = 2;
int GENDER_OTHER = 3;
int GENDER_NONE = 4;
int DAMAGE_TYPE_BLUDGEONING = 1;
int DAMAGE_TYPE_PIERCING = 2;
int DAMAGE_TYPE_SLASHING = 4;
int DAMAGE_TYPE_MAGICAL = 8;
int DAMAGE_TYPE_ACID = 16;
int DAMAGE_TYPE_COLD = 32;
int DAMAGE_TYPE_DIVINE = 64;
int DAMAGE_TYPE_ELECTRICAL = 128;
int DAMAGE_TYPE_FIRE = 256;
int DAMAGE_TYPE_NEGATIVE = 512;
int DAMAGE_TYPE_POSITIVE = 1024;
int DAMAGE_TYPE_SONIC = 2048;
// Special versus flag just for AC effects
int AC_VS_DAMAGE_TYPE_ALL = 4103;
int DAMAGE_BONUS_1 = 1;
int DAMAGE_BONUS_2 = 2;
int DAMAGE_BONUS_3 = 3;
int DAMAGE_BONUS_4 = 4;
int DAMAGE_BONUS_5 = 5;
int DAMAGE_BONUS_1d4 = 6;
int DAMAGE_BONUS_1d6 = 7;
int DAMAGE_BONUS_1d8 = 8;
int DAMAGE_BONUS_1d10 = 9;
int DAMAGE_BONUS_2d6 = 10;
int DAMAGE_POWER_NORMAL = 0;
int DAMAGE_POWER_PLUS_ONE = 1;
int DAMAGE_POWER_PLUS_TWO = 2;
int DAMAGE_POWER_PLUS_THREE = 3;
int DAMAGE_POWER_PLUS_FOUR = 4;
int DAMAGE_POWER_PLUS_FIVE = 5;
int DAMAGE_POWER_ENERGY = 6;
int ATTACK_BONUS_MISC = 0;
int ATTACK_BONUS_ONHAND = 1;
int ATTACK_BONUS_OFFHAND = 2;
int AC_DODGE_BONUS = 0;
int AC_NATURAL_BONUS = 1;
int AC_ARMOUR_ENCHANTMENT_BONUS = 2;
int AC_SHIELD_ENCHANTMENT_BONUS = 3;
int AC_DEFLECTION_BONUS = 4;
int DOOR_ACTION_OPEN = 0;
int DOOR_ACTION_UNLOCK = 1;
int DOOR_ACTION_BASH = 2;
int DOOR_ACTION_IGNORE = 3;
int DOOR_ACTION_KNOCK = 4;
int PLACEABLE_ACTION_USE = 0;
int PLACEABLE_ACTION_UNLOCK = 1;
int PLACEABLE_ACTION_BASH = 2;
int PLACEABLE_ACTION_KNOCK = 4;
int RACIAL_TYPE_DWARF = 0;
int RACIAL_TYPE_ELF = 1;
int RACIAL_TYPE_GNOME = 2;
int RACIAL_TYPE_HALFLING = 3;
int RACIAL_TYPE_HALFELF = 4;
int RACIAL_TYPE_HALFORC = 5;
int RACIAL_TYPE_HUMAN = 6;
int RACIAL_TYPE_ABERRATION = 7;
int RACIAL_TYPE_ANIMAL = 8;
int RACIAL_TYPE_BEAST = 9;
int RACIAL_TYPE_CONSTRUCT = 10;
int RACIAL_TYPE_DRAGON = 11;
int RACIAL_TYPE_HUMANOID_GOBLINOID = 12;
int RACIAL_TYPE_HUMANOID_MONSTROUS = 13;
int RACIAL_TYPE_HUMANOID_ORC = 14;
int RACIAL_TYPE_HUMANOID_REPTILIAN = 15;
int RACIAL_TYPE_ELEMENTAL = 16;
int RACIAL_TYPE_FEY = 17;
int RACIAL_TYPE_GIANT = 18;
int RACIAL_TYPE_MAGICAL_BEAST = 19;
int RACIAL_TYPE_OUTSIDER = 20;
int RACIAL_TYPE_SHAPECHANGER = 23;
int RACIAL_TYPE_UNDEAD = 24;
int RACIAL_TYPE_VERMIN = 25;
int RACIAL_TYPE_ALL = 28;
int RACIAL_TYPE_INVALID = 29;
int ALIGNMENT_ALL = 0;
int ALIGNMENT_NEUTRAL = 1;
int ALIGNMENT_LAWFUL = 2;
int ALIGNMENT_CHAOTIC = 3;
int ALIGNMENT_GOOD = 4;
int ALIGNMENT_EVIL = 5;
int SAVING_THROW_ALL = 0;
int SAVING_THROW_FORT = 1;
int SAVING_THROW_REFLEX = 2;
int SAVING_THROW_WILL = 3;
int SAVING_THROW_TYPE_ALL = 0;
int SAVING_THROW_TYPE_NONE = 0;
int SAVING_THROW_TYPE_MIND_SPELLS = 1;
int SAVING_THROW_TYPE_POISON = 2;
int SAVING_THROW_TYPE_DISEASE = 3;
int SAVING_THROW_TYPE_FEAR = 4;
int SAVING_THROW_TYPE_SONIC = 5;
int SAVING_THROW_TYPE_ACID = 6;
int SAVING_THROW_TYPE_FIRE = 7;
int SAVING_THROW_TYPE_ELECTRICITY = 8;
int SAVING_THROW_TYPE_POSITIVE = 9;
int SAVING_THROW_TYPE_NEGATIVE = 10;
int SAVING_THROW_TYPE_DEATH = 11;
int SAVING_THROW_TYPE_COLD = 12;
int SAVING_THROW_TYPE_DIVINE = 13;
int SAVING_THROW_TYPE_TRAP = 14;
int SAVING_THROW_TYPE_SPELL = 15;
int SAVING_THROW_TYPE_GOOD = 16;
int SAVING_THROW_TYPE_EVIL = 17;
int SAVING_THROW_TYPE_LAW = 18;
int SAVING_THROW_TYPE_CHAOS = 19;
int IMMUNITY_TYPE_NONE = 0;
int IMMUNITY_TYPE_MIND_SPELLS = 1;
int IMMUNITY_TYPE_POISON = 2;
int IMMUNITY_TYPE_DISEASE = 3;
int IMMUNITY_TYPE_FEAR = 4;
int IMMUNITY_TYPE_TRAP = 5;
int IMMUNITY_TYPE_PARALYSIS = 6;
int IMMUNITY_TYPE_BLINDNESS = 7;
int IMMUNITY_TYPE_DEAFNESS = 8;
int IMMUNITY_TYPE_SLOW = 9;
int IMMUNITY_TYPE_ENTANGLE = 10;
int IMMUNITY_TYPE_SILENCE = 11;
int IMMUNITY_TYPE_STUN = 12;
int IMMUNITY_TYPE_SLEEP = 13;
int IMMUNITY_TYPE_CHARM = 14;
int IMMUNITY_TYPE_DOMINATE = 15;
int IMMUNITY_TYPE_CONFUSED = 16;
int IMMUNITY_TYPE_CURSED = 17;
int IMMUNITY_TYPE_DAZED = 18;
int IMMUNITY_TYPE_ABILITY_DECREASE = 19;
int IMMUNITY_TYPE_ATTACK_DECREASE = 20;
int IMMUNITY_TYPE_DAMAGE_DECREASE = 21;
int IMMUNITY_TYPE_DAMAGE_IMMUNITY_DECREASE = 22;
int IMMUNITY_TYPE_AC_DECREASE = 23;
int IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE = 24;
int IMMUNITY_TYPE_SAVING_THROW_DECREASE = 25;
int IMMUNITY_TYPE_SPELL_RESISTANCE_DECREASE = 26;
int IMMUNITY_TYPE_SKILL_DECREASE = 27;
int IMMUNITY_TYPE_KNOCKDOWN = 28;
int IMMUNITY_TYPE_NEGATIVE_LEVEL = 29;
int IMMUNITY_TYPE_SNEAK_ATTACK = 30;
int IMMUNITY_TYPE_CRITICAL_HIT = 31;
int IMMUNITY_TYPE_DEATH = 32;
int AREA_TRANSITION_RANDOM = 0;
int AREA_TRANSITION_USER_DEFINED = 1;
int AREA_TRANSITION_CITY_01 = 2;
int AREA_TRANSITION_CITY_02 = 3;
int AREA_TRANSITION_CITY_03 = 4;
int AREA_TRANSITION_CITY_04 = 5;
int AREA_TRANSITION_CITY_05 = 6;
int AREA_TRANSITION_CRYPT_01 = 7;
int AREA_TRANSITION_CRYPT_02 = 8;
int AREA_TRANSITION_CRYPT_03 = 9;
int AREA_TRANSITION_CRYPT_04 = 10;
int AREA_TRANSITION_CRYPT_05 = 11;
int AREA_TRANSITION_DUNGEON_01 = 12;
int AREA_TRANSITION_DUNGEON_02 = 13;
int AREA_TRANSITION_DUNGEON_03 = 14;
int AREA_TRANSITION_DUNGEON_04 = 15;
int AREA_TRANSITION_DUNGEON_05 = 16;
int AREA_TRANSITION_DUNGEON_06 = 17;
int AREA_TRANSITION_DUNGEON_07 = 18;
int AREA_TRANSITION_DUNGEON_08 = 19;
int AREA_TRANSITION_MINES_01 = 20;
int AREA_TRANSITION_MINES_02 = 21;
int AREA_TRANSITION_MINES_03 = 22;
int AREA_TRANSITION_MINES_04 = 23;
int AREA_TRANSITION_MINES_05 = 24;
int AREA_TRANSITION_MINES_06 = 25;
int AREA_TRANSITION_MINES_07 = 26;
int AREA_TRANSITION_MINES_08 = 27;
int AREA_TRANSITION_MINES_09 = 28;
int AREA_TRANSITION_SEWER_01 = 29;
int AREA_TRANSITION_SEWER_02 = 30;
int AREA_TRANSITION_SEWER_03 = 31;
int AREA_TRANSITION_SEWER_04 = 32;
int AREA_TRANSITION_SEWER_05 = 33;
int AREA_TRANSITION_CASTLE_01 = 34;
int AREA_TRANSITION_CASTLE_02 = 35;
int AREA_TRANSITION_CASTLE_03 = 36;
int AREA_TRANSITION_CASTLE_04 = 37;
int AREA_TRANSITION_CASTLE_05 = 38;
int AREA_TRANSITION_CASTLE_06 = 39;
int AREA_TRANSITION_CASTLE_07 = 40;
int AREA_TRANSITION_CASTLE_08 = 41;
int AREA_TRANSITION_INTERIOR_01 = 42;
int AREA_TRANSITION_INTERIOR_02 = 43;
int AREA_TRANSITION_INTERIOR_03 = 44;
int AREA_TRANSITION_INTERIOR_04 = 45;
int AREA_TRANSITION_INTERIOR_05 = 46;
int AREA_TRANSITION_INTERIOR_06 = 47;
int AREA_TRANSITION_INTERIOR_07 = 48;
int AREA_TRANSITION_INTERIOR_08 = 49;
int AREA_TRANSITION_INTERIOR_09 = 50;
int AREA_TRANSITION_INTERIOR_10 = 51;
int AREA_TRANSITION_INTERIOR_11 = 52;
int AREA_TRANSITION_INTERIOR_12 = 53;
int AREA_TRANSITION_INTERIOR_13 = 54;
int AREA_TRANSITION_INTERIOR_14 = 55;
int AREA_TRANSITION_INTERIOR_15 = 56;
int AREA_TRANSITION_INTERIOR_16 = 57;
int AREA_TRANSITION_FOREST_01 = 58;
int AREA_TRANSITION_FOREST_02 = 59;
int AREA_TRANSITION_FOREST_03 = 60;
int AREA_TRANSITION_FOREST_04 = 61;
int AREA_TRANSITION_FOREST_05 = 62;
int AREA_TRANSITION_RURAL_01 = 63;
int AREA_TRANSITION_RURAL_02 = 64;
int AREA_TRANSITION_RURAL_03 = 65;
int AREA_TRANSITION_RURAL_04 = 66;
int AREA_TRANSITION_RURAL_05 = 67;