rollnw.nwn1
- rollnw.nwn1.add_memorized_spell(obj: Creature, class_: int, spell: int, meta: int = 0) bool
Adds a memorized spell
- rollnw.nwn1.add_special_ability(obj: Creature, ability: int, level: int = 0) None
Adds a special ability use
- Since:
0.46
- rollnw.nwn1.apply_effect(obj: ObjectBase, effect: Effect) bool
Applies an effect to an object.
- Parameters:
obj – The object to which the effect is applied.
effect – The effect to apply.
- Returns:
True if the effect was successfully applied, False otherwise.
- Return type:
bool
- rollnw.nwn1.attacks_per_second(obj: Creature, type, versus: ObjectBase) float
Number of attacks per second
- rollnw.nwn1.calculate_ac_versus(obj: ObjectBase, versus: ObjectBase | None = None, is_touch_attack: bool = False) int
Calculate Armor Class versus another object
- rollnw.nwn1.calculate_challenge_rating(obj: Creature) float
Calculates a creatures challenge rating
- Since:
0.46
- rollnw.nwn1.can_equip_item(obj: Creature, item: Item, slot: int) bool
Determines if an item can be equipped
- rollnw.nwn1.can_use_monk_abilities(obj: Creature) Tuple[bool, int]
Determines if monk class abilities are usable and monk class level
- rollnw.nwn1.clear_special_ability(obj: Creature, ability: int) None
Clears all uses of a special ability
- Since:
0.46
- rollnw.nwn1.compute_total_spell_slots(obj: Creature, class_: int, spell_level: int) int
Computes available slots that are able to be prepared or castable
- rollnw.nwn1.compute_total_spells_knowable(obj: Creature, class_: int, spell_level: int) int
Computes total knownable spells at
spell_level- Since:
0.46
- rollnw.nwn1.count_feats_in_range(obj: Creature, start: int, end: int) int
Counts the number of known feats in the range [start, end].
- Parameters:
obj – The creature to check.
start – The starting feat in the range.
end – The ending feat in the range.
- Returns:
The number of known feats in the range.
- Return type:
int
- rollnw.nwn1.create_object(resref: str, type: ObjectType) ObjectBase
Creates an object. Returns invalid object on failure.
- Since:
0.46
- rollnw.nwn1.destroy_object(obj: ObjectBase) None
Destroys an object, if valid.
- Since:
0.46
- rollnw.nwn1.effect_ability_modifier(ability: int, modifier: int) Effect
Creates an ability modifier effect.
- rollnw.nwn1.effect_armor_class_modifier(type: int, modifier: int) Effect
Creates an armor class modifier effect.
- rollnw.nwn1.effect_attack_modifier(attack: int, modifier: int) Effect
Creates an attack modifier effect.
- rollnw.nwn1.effect_bonus_spell_slot(class_: int, spell_level: int) Effect
Creates a bonus spell slot effect.
- rollnw.nwn1.effect_damage_bonus(type: int, dice: ~rollnw.DiceRoll, cat: ~rollnw.DamageCategory = <DamageCategory.none: 0>) Effect
Creates a damage bonus effect.
- rollnw.nwn1.effect_damage_immunity(type: int, value: int) Effect
Creates a damage immunity effect. Negative values create a vulnerability.
- rollnw.nwn1.effect_damage_penalty(type: int, dice: DiceRoll) Effect
Creates a damage penalty effect.
- rollnw.nwn1.effect_damage_reduction(value: int, power: int, max: int = 0) Effect
Creates a damage reduction effect.
- rollnw.nwn1.effect_damage_resistance(type: int, value: int, max: int = 0) Effect
Creates a damage resistance effect.
- rollnw.nwn1.effect_save_modifier(save: int, modifier: int, vs: int = -1) Effect
Creates a save modifier effect.
- rollnw.nwn1.effect_skill_modifier(skill: int, modifier: int) Effect
Creates a skill modifier effect.
- rollnw.nwn1.equip_index_to_attack_type(equip)
Converts an equip index to an attack type
- rollnw.nwn1.get_ability_modifier(obj: Creature, ability, base: bool = False) int
Gets creatures ability modifier
- rollnw.nwn1.get_ability_score(obj: Creature, ability, base: bool = False) int
Gets creatures ability score
- rollnw.nwn1.get_all_available_feats(obj: Creature) List[int]
Gets all feats for which requirements are met.
- Parameters:
obj – The creature to check.
- Returns:
A list of feats for which requirements are met.
- Return type:
list
- rollnw.nwn1.get_available_spell_slots(obj: Creature, class_: int, spell_level: int) int
Gets the number of available slots at a particular spell level
- rollnw.nwn1.get_available_spell_uses(obj: Creature, class_: int, spell: int, min_spell_level: int = 0, meta: int = 0) int
Gets available spell uses
- rollnw.nwn1.get_current_hitpoints(obj: ObjectBase) int
Gets objects current hitpoints
- rollnw.nwn1.get_dex_modifier(obj: Creature) int
Gets creatures dexterity modifier as modified by armor, etc.
- rollnw.nwn1.get_has_special_ability(obj: Creature, ability: int) bool
Determines if a creature has a special ability
- Since:
0.46
- rollnw.nwn1.get_knows_spell(obj: Creature, class_: int, spell: int) bool
Determines if creature knows a spell
- rollnw.nwn1.get_max_hitpoints(obj: ObjectBase) int
Gets objects maximum hit points.
- rollnw.nwn1.get_skill_rank(obj: Creature, skill: int, versus: ObjectBase | None = None, base: bool = False)
Determines creatures skill rank
- rollnw.nwn1.get_special_ability_level(obj: Creature, ability: int) int
Determines the caster level of a special ability
- Since:
0.46
- rollnw.nwn1.get_special_ability_uses(obj: Creature, ability: int) int
Determines how many uses a creature has of a special ability
- Since:
0.46
- rollnw.nwn1.get_weapon_by_attack_type(obj: Creature, type) Item
Gets an equipped weapon by attack type
- rollnw.nwn1.has_effect_applied(obj: ObjectBase, type: int, subtype: int = -1) bool
Determines if an effect type is applied to an object.
- Parameters:
obj – The object to check.
type – The type of the effect.
subtype – The subtype of the effect. Defaults to -1.
- Returns:
True if the effect type is applied, False otherwise.
- Return type:
bool
- rollnw.nwn1.has_feat_successor(obj: Creature, feat: int) Tuple[int, int]
Gets the highest known successor feat.
- Parameters:
obj – The creature to check.
feat – The feat to find a successor for.
- Returns:
A pair of the highest successor feat and an
intrepresenting that the feat is the nth successor. Returns(-1, 0)if no successor exists.- Return type:
tuple
- rollnw.nwn1.highest_feat_in_range(obj: Creature, start: int, end: int) int
Gets the highest known feat in range [start, end].
- Parameters:
obj – The creature to check.
start – The starting feat in the range.
end – The ending feat in the range.
- Returns:
The highest known feat in the range.
- Return type:
int
- rollnw.nwn1.item_has_property(item: Item, type: int, subtype: int = -1) bool
Determines if an item has a particular item property.
- Parameters:
item – The item to check.
type – The type of the property.
subtype – The subtype of the property. Defaults to -1.
- Returns:
True if the item has the property, False otherwise.
- Return type:
bool
- rollnw.nwn1.itemprop_ability_modifier(ability, modifier) ItemProperty
Creates ability modifier item property
- rollnw.nwn1.itemprop_armor_class_modifier(value) ItemProperty
Creates armor modifier item property
- rollnw.nwn1.itemprop_attack_modifier(value) ItemProperty
Creates attack modifier item property
- rollnw.nwn1.itemprop_bonus_spell_slot(class_: int, spell_level: int) ItemProperty
Creates bonus spell slot property
- rollnw.nwn1.itemprop_damage_bonus(type: int, value: int) ItemProperty
Creates damage bonus item property
- rollnw.nwn1.itemprop_enhancement_modifier(value: int) ItemProperty
Creates enhancement modifier item property
- rollnw.nwn1.itemprop_haste() ItemProperty
Creates haste item property
- rollnw.nwn1.itemprop_keen() ItemProperty
Creates keen item property
- rollnw.nwn1.itemprop_save_modifier(type: int, modifier: int) ItemProperty
Creates save modifier item property
- rollnw.nwn1.itemprop_save_vs_modifier(type: int, modifier: int) ItemProperty
Creates save versus modifier item property
- rollnw.nwn1.itemprop_skill_modifier(skill, modifier) ItemProperty
Creates skill modifier item property
- rollnw.nwn1.itemprop_to_string(ip: ItemProperty) str
Converts an item property to an in-game style string.
- Parameters:
ip – The item property to convert.
- Returns:
The in-game style string representation of the item property.
- Return type:
str
- rollnw.nwn1.knows_feat(obj: Creature, feat: int) bool
Checks if an entity knows a given feat.
- Parameters:
obj – The creature to check.
feat – The feat to check.
- Returns:
True if the creature knows the feat, False otherwise.
- Return type:
bool
- rollnw.nwn1.recompute_all_availabe_spell_slots(obj: Creature) None
Recomputes all available spell slots
- rollnw.nwn1.remove_effect(obj: ObjectBase, effect: Effect, destroy: bool = True) bool
Removes an effect from an object.
- Parameters:
obj – The object from which the effect is removed.
effect – The effect to remove.
destroy – Whether to destroy the effect after removal. Defaults to True.
- Returns:
True if the effect was successfully removed, False otherwise.
- Return type:
bool
- rollnw.nwn1.remove_effects_by(obj: ObjectBase, creator: ObjectHandle) int
Removes effects by creator.
- Parameters:
obj – The object from which the effects are removed.
creator – The creator of the effects.
- Returns:
The number of effects removed.
- Return type:
int
- rollnw.nwn1.remove_known_spell(obj: Creature, class_: int, spell: int) None
Removes a known spell and any preparations thereof.
- rollnw.nwn1.remove_special_ability(obj: Creature, ability: int) None
Removes a special ability use
- Since:
0.46
- rollnw.nwn1.resolve_attack(obj: Creature, type, versus: ObjectBase)
Resolves an attack
- rollnw.nwn1.resolve_attack_bonus(obj: Creature, type, versus: ObjectBase | None = None) int
Calculates attack bonus
- rollnw.nwn1.resolve_attack_damage(obj: Creature, versus: ObjectBase, data: AttackData) int
Resolves damage from an attack
- rollnw.nwn1.resolve_concealment(obj: ObjectBase, type, target: ObjectBase, vs_ranged: bool) Tuple[int, bool]
Resolves an concealment - i.e. the highest of concealment and miss chance
- rollnw.nwn1.resolve_critical_multiplier(obj: Creature, type, versus: ObjectBase | None = None) int
Resolves critical multiplier
- rollnw.nwn1.resolve_damage_immunity(obj: ObjectBase, dmg_type, versus: ObjectBase | None = None) int
Resolves damage immunity
- rollnw.nwn1.resolve_damage_modifiers(obj: Creature, versus: ObjectBase, data: AttackData) None
Resolves resistance, immunity, and reduction
- rollnw.nwn1.resolve_damage_reduction(obj: ObjectBase, power: int, versus: ObjectBase | None = None) Tuple[int, Effect]
Resolves damage reduction
- rollnw.nwn1.resolve_damage_resistance(obj: ObjectBase, dmg_type, versus: ObjectBase | None = None) Tuple[int, Effect]
Resolves damage resistance
- rollnw.nwn1.resolve_dual_wield_penalty(obj: Creature) Tuple[int, int]
Resolves dual wield attack bonus penalty
- rollnw.nwn1.resolve_iteration_penalty(obj: Creature, attack_type)
Resolves iteration attack bonus penalty
- rollnw.nwn1.resolve_number_of_attacks(obj: Creature, offhand: bool = False) Tuple[int, int]
Calculates number of attacks
- rollnw.nwn1.resolve_saving_throw(obj: ObjectBase, type: int, dc: int, type_vs: int = -1, versus: ObjectBase | None = None) bool
Resolves saving throw
- rollnw.nwn1.resolve_skill_check(obj: Creature, skill: int, dc: int, versus: ObjectBase | None = None) bool
Resolves skill check
- rollnw.nwn1.resolve_target_state(obj: Creature, versus: ObjectBase)
Resolves damage from an attack
- rollnw.nwn1.saving_throw(obj: ObjectBase, type: int, type_vs: int = -1, versus: ObjectBase | None = None) int
Determines saving throw
- rollnw.nwn1.set_special_ability_level(obj: Creature, ability: int, level: int) None
Sets the caster level of a special ability, iff its a spell ability
- Since:
0.46
- rollnw.nwn1.set_special_ability_uses(obj: Creature, ability: int, uses: int, level: int = 0) None
Sets the number of uses of a special ability
- Since:
0.46