rollnw.nwn1
- 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.can_equip_item(obj: Creature, item: Item, slot: int)
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.effect_armor_class_modifier(type, modifier) Effect
Creates an armor class 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_dex_modifier(obj: Creature) int
Gets creatures dexterity modifier as modified by armor, etc.
- rollnw.nwn1.get_skill_rank(obj: Creature, skill, versus=None, base=False)
Determines creatures skill rank
- rollnw.nwn1.get_weapon_by_attack_type(obj: Creature, type) Item
Gets an equipped weapon by attack type
- rollnw.nwn1.is_shield(baseitem) bool
Determines if item is a shield
- 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_enhancement_modifier(value) ItemProperty
Creates enhancement modifier item property
- rollnw.nwn1.itemprop_haste() ItemProperty
Creates haste item property
- rollnw.nwn1.itemprop_skill_modifier(skill, modifier) ItemProperty
Creates skill modifier item property
- rollnw.nwn1.queue_remove_effect_by(obj: ObjectBase, creator: ObjectHandle)
Queues remove effect events by effect creator
- 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_target_state(obj: Creature, versus: ObjectBase)
Resolves damage from an attack