BG2: ToB Identifiers
Actions listed in this file should work on sleeping and dead actors.
90
0 NoAction()
1 ActionOverride(O:Actor*,A:Action*)
7 CreateCreature(S:NewObject*,P:Location*)
8 Dialogue(O:Object*)
8 Dialog(O:Object*)
9 DropItem(S:Object*,P:Location*)
10 Enemy()
11 EquipItem(S:Object*)
13 FindTraps()
15 GiveItem(S:Object*,O:Target*)
16 GiveOrder(O:Object*,I:Order*)
17 Help()
19 JoinParty()
21 LeaveParty()
26 PlaySound(S:Sound*)
30 SetGlobal(S:Name*,S:Area*,I:Value*)
36 Continue()
48 JumpToPoint(P:Target*)
49 MoveViewPoint(P:Target*,I:ScrollSpeed*Scroll)
50 MoveViewObject(O:Target*,I:ScrollSpeed*Scroll)
51 ClickLButtonPoint(P:Target*,I:ScrollSpeed*Scroll)
52 ClickLButtonObject(O:Target*,I:ScrollSpeed*Scroll)
53 ClickRButtonPoint(P:Target*,I:ScrollSpeed*Scroll)
54 ClickRButtonObject(O:Target*,I:ScrollSpeed*Scroll)
55 DoubleClickLButtonPoint(P:Target*,I:ScrollSpeed*Scroll)
56 DoubleClickLButtonObject(O:Target*,I:ScrollSpeed*Scroll)
57 DoubleClickRButtonPoint(P:Target*,I:ScrollSpeed*Scroll)
58 DoubleClickRButtonObject(O:Target*,I:ScrollSpeed*Scroll)
59 MoveCursorPoint(P:Target*,I:ScrollSpeed*Scroll)
60 ChangeAIScript(S:ScriptFile*,I:Level*)
61 StartTimer(I:ID*,I:Time*)
62 SendTrigger(O:Target*,I:TriggerNum*)
63 Wait(I:Time*)
64 UndoExplore()
65 Explore()
66 DayNight(I:TimeOfDay*Time)
67 Weather(I:Weather*)
68 CallLightning(O:Target*)
82 CreateItem(S:ResRef*,I:Usage1*,I:Usage2*,I:Usage3*)
83 SmallWait(I:Time*)
84 Face(I:Direction*)
86 SetInterrupt(I:State*Boolean)
96 Rest()
102 MoraleSet(O:Target*,I:Morale*)
103 MoraleInc(O:Target*,I:Morale*)
104 MoraleDec(O:Target*,I:Morale*)
106 Shout(I:ID*)
109 IncrementGlobal(S:Name*,S:Area*,I:Value*)
110 LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*)
111 DestroySelf()
113 ForceSpell(O:Target,I:Spell*Spell)
114 ForceSpellPoint(P:Target,I:Spell*Spell)
115 SetGlobalTimer(S:Name*,S:Area*,I:Time*GTimes)
116 TakePartyItem(S:Item*)
117 TakePartyGold(I:Amount*)
118 GivePartyGold(I:Amount*)
119 DropInventory()
120 StartCutScene(S:CutScene*)
121 StartCutSceneMode()
122 EndCutSceneMode()
123 ClearAllActions()
125 Deactivate(O:Object*)
126 Activate(O:Object*)
127 CutSceneId(O:Object*)
130 RandomTurn()
131 Kill(O:Object*)
132 VerbalConstant(O:Object*,I:Constant*soundOff)
133 ClearActions()
135 LockScroll()
136 UnlockScroll()
137 StartDialog(S:DialogFile*,O:Target*)
137 StartDialogue(S:DialogFile*,O:Target*)
138 SetDialog(S:DialogFile*)
140 GiveItemCreate(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)
141 GivePartyGoldGlobal(S:Name*,S:Area*)
150 StartStore(S:Store*,O:Target*)
151 DisplayString(O:Object*,I:StrRef*)
152 ChangeAIType(O:Object*)
153 ChangeEnemyAlly(O:Object*,I:Value*EA)
154 ChangeGeneral(O:Object*,I:Value*General)
155 ChangeRace(O:Object*,I:Value*Race)
156 ChangeClass(O:Object*,I:Value*Class)
157 ChangeSpecifics(O:Object*,I:Value*Specific)
158 ChangeGender(O:Object*,I:Value*Gender)
159 ChangeAlignment(O:Object*,I:Value*Align)
160 ApplySpell(O:Target,I:Spell*Spell)
161 IncrementChapter(I:STRREF*)
162 ReputationSet(I:Reputation*)
163 ReputationInc(I:Reputation*)
164 AddexperienceParty(I:XP*)
165 AddexperiencePartyGlobal(S:Name*,S:Area*)
166 SetNumTimesTalkedTo(I:Num*)
167 StartMovie(S:ResRef*)
169 DestroyItem(S:ResRef*)
170 RevealAreaOnMap(S:ResRef*)
171 GiveGoldForce(I:Amount*)
172 ChangeTileState(O:Tile*, I:State*Boolean)
173 AddJournalEntry(I:Entry*)
175 SetLeavePartyDialogFile()
177 TriggerActivation(O:Object*,I:State*Boolean)
181 ReallyForceSpell(O:Target,I:Spell*Spell)
182 MakeUnselectable(I:Time*)
185 SetMasterArea(S:Name*)
186 EndCredits()
187 StartMusic(I:Slot*,I:Flags*MFLAGS)
188 TakePartyItemAll(S:Item*)
190 FinalSave()
193 TakePartyItemRange(S:Item*)
194 ChangeAnimation(S:ResRef*)
195 Lock(O:Object*)
196 Unlock(O:Object*)
197 MoveGlobal(S:Area*,O:Object*,P:Point*)
199 TextScreen(S:TextList*)
201 DetectSecretDoor(O:Object*)
202 FadeToColor(P:Point*, I:Blue*)
203 FadeFromColor(P:Point*, I:Blue*)
204 TakePartyItemNum(S:ResRef*,I:Num*)
209 SpawnPtActivate(O:Object*)
210 SpawnPtDeactivate(O:Object*)
211 SpawnPtSpawn(O:Object*)
212 GlobalShout(I:ID*)
213 StaticStart(O:Object*)
214 StaticStop(O:Object*)
216 AddFamiliar()
217 RemoveFamiliar()
218 PauseGame()
219 ChangeAnimationNoEffect(S:ResRef*)
220 TakeItemListParty(S:ResRef*)
221 SetMoraleAI(I:Morale*MoraleAI)
222 IncMoraleAI(I:Morale*)
223 DestroyAllEquipment()
224 GivePartyAllEquipment()
225 MoveBetweenAreas(S:Area*,P:Location*,I:Face*)
226 TakeItemListPartyNum(S:ResRef*,I:Num*)
227 CreateCreatureObject(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)
228 CreateCreatureImpassable(S:NewObject*,P:Location*,I:Face*)
230 RestParty()
231 CreateCreatureDoor(S:NewObject*,P:Location*,I:Face*)
232 CreateCreatureObjectDoor(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)
233 CreateCreatureObjectOffScreen(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)
234 MoveGlobalObjectOffScreen(O:Object*,O:Target*)
235 SetQuestDone(I:STRREF*)
236 StorePartyLocations()
237 RestorePartyLocations()
240 ReallyForceSpellDead(O:Target,I:Spell*Spell)
241 Calm(O:Object)
242 Ally()
244 SaveLocation(S:Area*,S:Global*,P:Point*)
245 SaveObjectLocation(S:Area*,S:Global*,O:Object*)
246 CreateCreatureAtLocation(S:Area*,S:Global*,S:ResRef*)
247 SetToken(S:Token*,I:STRREF*)
248 SetTokenObject(S:Token*,O:Object)
249 SetGabber(O:Object)
250 CreateCreatureObjectCopy(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*)
251 HideAreaOnMap(S:ResRef*)
253 ContainerEnable(O:Object,I:Bool*BOOLEAN)
255 AddGlobals(S:Name*,S:Name2*)
256 CreateItemGlobal(S:Global*,S:Area*,S:ResRef*)
259 AddXPObject(O:Object*,I:XP*)
260 DestroyGold(I:Gold*)
261 SetHomeLocation(P:Point*)
262 DisplayStringNoName(O:Object*,I:StrRef*)
263 EraseJournalEntry(I:STRREF*)
272 CreateVisualEffect(S:Object*,P:Location*)
273 CreateVisualEffectObject(S:DialogFile*,O:Target*)
275 StartCombatCounter()
286 HideGUI()
287 UnhideGUI()
301 AmbientActivate(O:Object*,I:State*BOOLEAN)
320 SetPlayerSound(O:Object*,I:STRREF*,I:SlotNum*SNDSLOT)
342 DisplayStringHeadDead(O:Object*,I:StrRef*)
345 SetSequence(I:Sequence*SEQ)
346 DisplayStringNoNameHead(O:Object*,I:StrRef*)
347 SetEncounterProbability(S:FromArea*,S:ToArea*,I:Probability*)
348 SetupWish(I:Column*,I:Count*)
349 SetupWishObject(O:Creature*,I:Count*)
350 LeaveAreaLUAEntry(S:Area*,S:Entry*,P:Point*,I:Face*)
351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,