/////////////////////////////////////////////////////////////////////////////// // dlg_lgs_ini // written by: eyesolated // written at: Mar. 16, 2018 // // Notes: Initialization File for the LGS Dialog /////////// // Includes // #include "dlg_inc" #include "x3_inc_string" //////////////// // Function Code // void main() { int iDialog; int iCount; string sTopNode; string sSubNode; string sSubSubNode; string sSubSubSubNode; // LGS / IP Dialogue iDialog = dlg_CreateDialog("dlg_lgs", "Loot Generation System Dialog"); sTopNode = dlg_AddNPCNode(iDialog, "T", "Welcome to the Loot Generation System Dialog.\nPlease choose an option below."); sSubNode = dlg_AddPCNode(iDialog, sTopNode, "Create Item.", -1, 998); string sNode_NPC_SelectMagicLevel = dlg_AddNPCNode(iDialog, sSubNode, "Please select the desired Item Level for the created item.", 1); for (iCount = 1; iCount <= 50; iCount++) { sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectMagicLevel, "Item Level " + IntToString(iCount), -1, iCount, sSubNode); } string sNode_NPC_Config = dlg_AddNPCNode(iDialog, sSubNode, "Please choose an Option below.", 2); dlg_AddPCNode(iDialog, sNode_NPC_Config, "Change Item Level", -1, 997, sSubNode); string sNode_PC_SetNumberOfProperties = dlg_AddPCNode(iDialog, sNode_NPC_Config, "Change desired positive Property Count", 2, -1); string sNode_PC_SetItemMainCategory = dlg_AddPCNode(iDialog, sNode_NPC_Config, "Change Item Main Category", 2, -1); string sNode_PC_SetItemSubCategory = dlg_AddPCNode(iDialog, sNode_NPC_Config, "Change Item Sub Category", 3, -1); string sNode_PC_SetItemBaseItem = dlg_AddPCNode(iDialog, sNode_NPC_Config, "Change Base Item", 4, -1); dlg_AddPCNode(iDialog, sNode_NPC_Config, "Construct Item (Regular Loot)", 2, 999, sSubNode); dlg_AddPCNode(iDialog, sNode_NPC_Config, "Construct Item (Force Magic Level)", 2, 1000, sSubNode); //dlg_AddJumpOption(iDialog, sNode_NPC_Config, sSubNode, "Construct Item", 2, 999); dlg_AddExitOption(iDialog, sNode_NPC_Config); string sNode_NPC_SelectPropertyCount = dlg_AddNPCNode(iDialog, sNode_PC_SetNumberOfProperties, "Please select the desired positive Property Count.", 2); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectPropertyCount, "Random", -1, 80, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectPropertyCount, "One", -1, 81, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectPropertyCount, "Two", -1, 82, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectPropertyCount, "Three", -1, 83, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectPropertyCount, "Four", -1, 84, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectPropertyCount, "Five", -1, 85, sSubNode); string sNode_NPC_SelectItemMainCategory = dlg_AddNPCNode(iDialog, sNode_PC_SetItemMainCategory, "Please select the desired Main Category for the created item.", 2); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Armor", -1, 51, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Accessory", -1, 52, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Weapon", -1, 53, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Ammo", -1, 54, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Wand/Rod", -1, 55, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Container", -1, 56, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Bomb", -1, 57, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemMainCategory, "Others", -1, 58, sSubNode); string sNode_NPC_SelectItemSubCategory = dlg_AddNPCNode(iDialog, sNode_PC_SetItemSubCategory, "Please select the desired Sub Category for the created item.", 3); // MAIN CATEGORY ARMOR sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Cloth Armor", 51, 60, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Light Armor", 51, 61, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Medium Armor", 51, 62, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Heavy Armor", 51, 63, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Shields", 51, 64, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Helmets", 51, 65, sSubNode); // MAIN CATEGORY ACCESSORIES sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Clothing", 52, 66, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Jewelry", 52, 67, sSubNode); // MAIN CATEGORY WEAPONS sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Melee Weapon", 53, 68, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Ranged Weapon", 53, 69, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Thrown Weapon", 53, 70, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemSubCategory, "Wizard Staff", 53, 71, sSubNode); string sNode_NPC_SelectItemBaseItem = dlg_AddNPCNode(iDialog, sNode_PC_SetItemBaseItem, "Please select the desired Item.", 4); // CLOTH ARMOR sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Tunic", 60, 100, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Robe", 60, 101, sSubNode); // LIGHT ARMOR sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Padded Armor", 61, 110, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Leather Armor", 61, 111, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Studded Leather Armor", 61, 112, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Chain Shirt", 61, 113, sSubNode); // MEDIUM ARMOR sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Hide Armor", 62, 120, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Chain Mail", 62, 121, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Scale Mail", 62, 122, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Breast Plate", 62, 123, sSubNode); // HEAVY ARMOR sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Banded Mail", 63, 130, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Splint Mail", 63, 131, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Half Plate", 63, 132, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Full Plate", 63, 133, sSubNode); // SHIELDS sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Small Shield", 61, 140, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Large Shield", 61, 141, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Tower Shield", 61, 142, sSubNode); // CLOTHING sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Belt", 66, 150, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Boots", 66, 151, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Bracers", 66, 152, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Cloak", 66, 153, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Gloves", 66, 154, sSubNode); // JEWELRY sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Amulet", 67, 160, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Ring", 67, 161, sSubNode); // MELEE WEAPONS sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Club", 68, 170, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Dagger", 68, 171, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Mace", 68, 172, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Sickle", 68, 173, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Spear", 68, 174, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Morningstar", 68, 175, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Quarterstaff", 68, 176, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Bastard Sword", 68, 177, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Battleaxe", 68, 178, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Greataxe", 68, 179, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Greatsword", 68, 180, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Halberd", 68, 181, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Handaxe", 68, 182, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Heavy Flail", 68, 183, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Light Flail", 68, 184, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Light Hammer", 68, 185, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Longsword", 68, 186, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Rapier", 68, 187, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Scimitar", 68, 188, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Shortsword", 68, 189, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Warhammer", 68, 190, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Dwarven Waraxe", 68, 191, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Dire Mace", 68, 192, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Double Axe", 68, 193, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Kama", 68, 194, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Katana", 68, 195, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Kukri", 68, 196, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Scythe", 68, 197, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Two-Bladed Sword", 68, 198, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Whip", 68, 199, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Light Lance", 68, 300, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Heavy Pick", 68, 301, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Light Pick", 68, 302, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Sai", 68, 303, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Nunchaku", 68, 304, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Falchion", 68, 305, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Sap", 68, 306, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Katar", 68, 307, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Heavy Mace", 68, 308, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Maul", 68, 309, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Double Scimitar", 68, 310, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Goad", 68, 311, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Eagle Claw", 68, 312, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Elven Lightblade", 68, 313, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Elven Thinblade", 68, 314, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Elven Courtblade", 68, 315, sSubNode); // RANGED WEAPONS sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Crossbow (Light)", 69, 210, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Crossbow (Heavy)", 69, 211, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Sling", 69, 212, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Longbow", 69, 213, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Shortbow", 69, 214, sSubNode); // THROWN WEAPONS sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Dart", 70, 220, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Throwing Axe", 70, 221, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Shuriken", 70, 222, sSubNode); // AMMO sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Arrows", 54, 230, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Bolts", 54, 231, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Bullets", 54, 232, sSubNode); // OTHERS sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Potion", 58, 240, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Thives' Tools", 58, 241, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Healer's Kit", 58, 242, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Trap Kit", 58, 243, sSubNode); sSubSubSubNode = dlg_AddPCNode(iDialog, sNode_NPC_SelectItemBaseItem, "Book", 58, 244, sSubNode); dlg_AddExitOption(iDialog, sTopNode); }