#include "prc_misc_const" // Returns the name of nAbility // (NOTE: All first letters are capitals) string util_GetAbilityName(int nAbility); // Returns the name of nRacialType. (NOTE: All first letters are capitals) string util_GetRaceName(int nRacialType); // Returns the name of nFeat string util_GetFeatName(int nFeat); // Returns the description of nFeat string util_GetFeatDescription(int nFeat); // Returns the description of nSkill string util_GetSkillDescription(int nSkill); // Returns the name of nSkill. (NOTE: All first letters are capitals) string util_GetSkillName(int nSkill); // Returns the name of nRacialType. (NOTE: All first letters are capitals) string util_GetGenderName(int nGender); // Returns the name of nClass (NOTE: All first letters are capitals) string util_GetClassName(int nClass); // Returns the name of nBaseItem (First letter is capital) string util_GetBaseItemName(int nBaseItem); // Returns the name of nDamageType string util_GetDamageTypeName(int nDamageType); string util_GetAbilityName(int nAbility) { switch (nAbility) { case ABILITY_CHARISMA: return "Charisma"; case ABILITY_CONSTITUTION: return "Constitution"; case ABILITY_DEXTERITY: return "Dexterity"; case ABILITY_INTELLIGENCE: return "Intelligence"; case ABILITY_STRENGTH: return "Strength"; case ABILITY_WISDOM: return "Wisdom"; } return "(unknown ability)"; } string util_GetRaceName(int nRacialType) { switch(nRacialType) { case RACIAL_TYPE_ABERRATION: return "Aberration"; case RACIAL_TYPE_ANIMAL: return "Animal"; case RACIAL_TYPE_BEAST: return "Beast"; case RACIAL_TYPE_CONSTRUCT: return "Construct"; case RACIAL_TYPE_DRAGON: return "Dragon"; case RACIAL_TYPE_DWARF: return "Dwarf"; case RACIAL_TYPE_ELEMENTAL: return "Elemental"; case RACIAL_TYPE_ELF: return "Elf"; case RACIAL_TYPE_FEY: return "Fey"; case RACIAL_TYPE_GIANT: return "Giant"; case RACIAL_TYPE_GNOME: return "Gnome"; case RACIAL_TYPE_HALFELF: return "Half Elf"; case RACIAL_TYPE_HALFLING: return "Halfling"; case RACIAL_TYPE_HALFORC: return "Half Orc"; case RACIAL_TYPE_HUMAN: return "Human"; case RACIAL_TYPE_HUMANOID_GOBLINOID: return "Goblinoid"; case RACIAL_TYPE_HUMANOID_MONSTROUS: return "Monstrous"; case RACIAL_TYPE_HUMANOID_ORC: return "Orc"; case RACIAL_TYPE_HUMANOID_REPTILIAN: return "Reptilian"; case RACIAL_TYPE_MAGICAL_BEAST: return "Magical Beast"; case RACIAL_TYPE_OOZE: return "Ooze"; case RACIAL_TYPE_OUTSIDER: return "Outsider"; case RACIAL_TYPE_SHAPECHANGER: return "Shapechanger"; case RACIAL_TYPE_UNDEAD: return "Undead"; case RACIAL_TYPE_VERMIN: return "Vermin"; } return "(unknown race)"; } string util_GetFeatName(int nFeat) { return GetStringByStrRef(StringToInt(Get2DAString("feat", "FEAT", nFeat))); } string util_GetFeatDescription(int nFeat) { return GetStringByStrRef(StringToInt(Get2DAString("feat", "DESCRIPTION", nFeat))); } string util_GetSkillDescription(int nSkill) { return GetStringByStrRef(StringToInt(Get2DAString("skills", "Description", nSkill))); } string util_GetSkillName(int nSkill) { // return GetStringByStrRef(StringToInt(util_Get2DAString("skills", "Name", nSkill))); switch (nSkill) { case SKILL_ANIMAL_EMPATHY: return "Animal Empathy"; case SKILL_APPRAISE: return "Appraise"; case SKILL_BLUFF: return "Bluff"; case SKILL_CONCENTRATION: return "Concentration"; case SKILL_CRAFT_ARMOR: return "Craft Armour"; case SKILL_CRAFT_TRAP: return "Craft Trap"; case SKILL_CRAFT_WEAPON: return "Craft Weapon"; case SKILL_DISABLE_TRAP: return "Disable Trap"; case SKILL_DISCIPLINE: return "Discipline"; case SKILL_HEAL: return "Heal"; case SKILL_HIDE: return "Hide"; case SKILL_INTIMIDATE: return "Intimidate"; case SKILL_LISTEN: return "Listen"; case SKILL_LORE: return "Lore"; case SKILL_MOVE_SILENTLY: return "Move Silently"; case SKILL_OPEN_LOCK: return "Open Lock"; case SKILL_PARRY: return "Parry"; case SKILL_PERFORM: return "Perform"; case SKILL_PERSUADE: return "Persuade"; case SKILL_PICK_POCKET: return "Pick Pocket"; case SKILL_SEARCH: return "Search"; case SKILL_SET_TRAP: return "Set Trap"; case SKILL_SPELLCRAFT: return "Spellcraft"; case SKILL_SPOT: return "Spot"; case SKILL_TAUNT: return "Taunt"; case SKILL_TUMBLE: return "Tumble"; case SKILL_USE_MAGIC_DEVICE: return "Use Magic Device"; case SKILL_RIDE: return "Ride"; } return "(unknown skill)"; } string util_GetGenderName(int nGender) { switch (nGender) { case GENDER_MALE: return "Male"; case GENDER_FEMALE: return "Female"; case GENDER_BOTH: return "Both"; case GENDER_OTHER: return "Other"; case GENDER_NONE: return "None"; } return "(unknown gender)"; } string util_GetClassName(int nClass) { switch (nClass) { case CLASS_TYPE_ABERRATION: return "Aberration"; case CLASS_TYPE_ANIMAL: return "Animal"; case CLASS_TYPE_ARCANE_ARCHER: return "Arcane Archer"; case CLASS_TYPE_ASSASSIN: return "Assassin"; case CLASS_TYPE_BARBARIAN: return "Barbarian"; case CLASS_TYPE_BARD: return "Bard"; case CLASS_TYPE_BEAST: return "Beast"; case CLASS_TYPE_BLACKGUARD: return "Blackguard"; case CLASS_TYPE_CLERIC: return "Cleric"; case CLASS_TYPE_COMMONER: return "Commoner"; case CLASS_TYPE_CONSTRUCT: return "Construct"; case CLASS_TYPE_DIVINE_CHAMPION: return "Divine Champion"; case CLASS_TYPE_DRAGON: return "Dragon"; case CLASS_TYPE_DRAGON_DISCIPLE: return "Dragon Disciple"; case CLASS_TYPE_DRUID: return "Druid"; case CLASS_TYPE_DWARVEN_DEFENDER: return "Dwarven Defender"; case CLASS_TYPE_ELEMENTAL: return "Elemental"; case CLASS_TYPE_EYE_OF_GRUUMSH: return "Eye of Gruumsh"; case CLASS_TYPE_FEY: return "Fey"; case CLASS_TYPE_FIGHTER: return "Fighter"; case CLASS_TYPE_GIANT: return "Giant"; case CLASS_TYPE_HARPER: return "Harper"; case CLASS_TYPE_HUMANOID: return "Humanoid"; case CLASS_TYPE_MAGICAL_BEAST: return "Magical Beast"; case CLASS_TYPE_MONK: return "Monk"; case CLASS_TYPE_MONSTROUS: return "Monstrous"; case CLASS_TYPE_OOZE: return "Ooze"; case CLASS_TYPE_OUTSIDER: return "Outsider"; case CLASS_TYPE_PALADIN: return "Paladin"; case CLASS_TYPE_PALE_MASTER: return "Pale master"; case CLASS_TYPE_RANGER: return "Ranger"; case CLASS_TYPE_ROGUE: return "Rogue"; case CLASS_TYPE_SHADOWDANCER: return "Shadowdancer"; case CLASS_TYPE_SHAPECHANGER: return "Shapechanger"; case CLASS_TYPE_SHIFTER: return "Shifter"; case CLASS_TYPE_SHOU_DISCIPLE: return "Disciple"; case CLASS_TYPE_SORCERER: return "Sorcerer"; case CLASS_TYPE_UNDEAD: return "Undead"; case CLASS_TYPE_VERMIN: return "Vermin"; case CLASS_TYPE_WEAPON_MASTER: return "Weapon Master"; case CLASS_TYPE_WIZARD: return "Wizard"; case CLASS_TYPE_PURPLE_DRAGON_KNIGHT: return "Purple Dragon Knight"; } return "(unknown class)"; } string util_GetBaseItemName(int nBaseItem) { switch (nBaseItem) { /* the numbers 23, 30, 48 and 67 do not exist as base item constants */ case BASE_ITEM_AMULET: return "Amulet"; case BASE_ITEM_ARMOR: return "Armour"; case BASE_ITEM_ARROW: return "Arrow"; case BASE_ITEM_BASTARDSWORD: return "Bastard sword"; case BASE_ITEM_BATTLEAXE: return "Battleaxe"; case BASE_ITEM_BELT: return "Belt"; case BASE_ITEM_BLANK_POTION: return "Empty potion"; case BASE_ITEM_BLANK_SCROLL: return "Blank scroll"; case BASE_ITEM_BLANK_WAND: return "Unused wand"; case BASE_ITEM_BOLT: return "Bolt"; case BASE_ITEM_BOOK: return "Book"; case BASE_ITEM_BOOTS: return "Boots"; case BASE_ITEM_BRACER: return "Bracer"; case BASE_ITEM_BULLET: return "Bullet"; case BASE_ITEM_CBLUDGWEAPON: return "Creature bludgeoning weapon"; case BASE_ITEM_CLOAK: return "Cloak"; case BASE_ITEM_CLUB: return "Club"; case BASE_ITEM_CPIERCWEAPON: return "Creature piercing weapon"; case BASE_ITEM_CRAFTMATERIALMED: return "Crafting material medium"; case BASE_ITEM_CRAFTMATERIALSML: return "Crafting material small"; case BASE_ITEM_CREATUREITEM: return "Creature item"; case BASE_ITEM_CSLASHWEAPON: return "Creature slashing weapon"; case BASE_ITEM_CSLSHPRCWEAP: return "Creature slashing/piercing weapon"; case BASE_ITEM_DAGGER: return "Dagger"; case BASE_ITEM_DART: return "Dart"; case BASE_ITEM_DIREMACE: return "Dire mace"; case BASE_ITEM_DOUBLEAXE: return "Double axe"; case BASE_ITEM_DWARVENWARAXE: return "Waraxe"; case BASE_ITEM_ENCHANTED_POTION: return "Filled potion"; case BASE_ITEM_ENCHANTED_SCROLL: return "Scribed scroll"; case BASE_ITEM_ENCHANTED_WAND: return "Enchanted wand"; case BASE_ITEM_GEM: return "Gem"; case BASE_ITEM_GLOVES: return "Gloves"; case BASE_ITEM_GOLD: return "Gold"; case BASE_ITEM_GREATAXE: return "Greataxe"; case BASE_ITEM_GREATSWORD: return "Greatsword"; case BASE_ITEM_GRENADE: return "Grenade"; case BASE_ITEM_HALBERD: return "Halberd"; case BASE_ITEM_HANDAXE: return "Hand axe"; case BASE_ITEM_HEALERSKIT: return "Healer's kit"; case BASE_ITEM_HEAVYCROSSBOW: return "Heavy crossbow"; case BASE_ITEM_HEAVYFLAIL: return "Heavy flail"; case BASE_ITEM_HELMET: return "Helmet"; case BASE_ITEM_KAMA: return "Kama"; case BASE_ITEM_KATANA: return "Katana"; case BASE_ITEM_KEY: return "Key"; case BASE_ITEM_KUKRI: return "Kukri"; case BASE_ITEM_LARGEBOX: return "Large Box"; case BASE_ITEM_LARGESHIELD: return "Large shield"; case BASE_ITEM_LIGHTCROSSBOW: return "Light crossbow"; case BASE_ITEM_LIGHTFLAIL: return "Light flail"; case BASE_ITEM_LIGHTHAMMER: return "Light hammer"; case BASE_ITEM_LIGHTMACE: return "Light mace"; case BASE_ITEM_LONGBOW: return "Longbow"; case BASE_ITEM_LONGSWORD: return "Longsword"; case BASE_ITEM_MAGICROD: return "Magic rod"; case BASE_ITEM_MAGICSTAFF: return "Magic staff"; case BASE_ITEM_MAGICWAND: return "Magic wand"; case BASE_ITEM_MISCLARGE: return "Miscelaneous large"; case BASE_ITEM_MISCMEDIUM: return "Miscelaneous medium"; case BASE_ITEM_MISCSMALL: return "Miscelaneous small"; case BASE_ITEM_MISCTALL: return "Miscelaneous tall"; case BASE_ITEM_MISCTHIN: return "Miscelaneous thin"; case BASE_ITEM_MISCWIDE: return "Miscelaneous wide"; case BASE_ITEM_MORNINGSTAR: return "Morningstar"; case BASE_ITEM_POTIONS: return "Potion"; case BASE_ITEM_QUARTERSTAFF: return "Quarterstaff"; case BASE_ITEM_RAPIER: return "Rapier"; case BASE_ITEM_RING: return "Ring"; case BASE_ITEM_SCIMITAR: return "Scimitar"; case BASE_ITEM_SCROLL: return "Scroll"; case BASE_ITEM_SCYTHE: return "Scythe"; case BASE_ITEM_SHORTBOW: return "Shortbow"; case BASE_ITEM_SHORTSPEAR: return "Short spear"; case BASE_ITEM_SHORTSWORD: return "Short sword"; case BASE_ITEM_SHURIKEN: return "Shuriken"; case BASE_ITEM_SICKLE: return "Sickle"; case BASE_ITEM_SLING: return "Sling"; case BASE_ITEM_SMALLSHIELD: return "Small shield"; case BASE_ITEM_SPELLSCROLL: return "Spell scroll"; case BASE_ITEM_THIEVESTOOLS: return "Thieves tools"; case BASE_ITEM_THROWINGAXE: return "Throwing axe"; case BASE_ITEM_TORCH: return "Torch"; case BASE_ITEM_TOWERSHIELD: return "Tower shield"; case BASE_ITEM_TRAPKIT: return "Trap kit"; case BASE_ITEM_TRIDENT: return "Trident"; case BASE_ITEM_TWOBLADEDSWORD: return "Two-bladed sword"; case BASE_ITEM_WARHAMMER: return "Warhammer"; case BASE_ITEM_WHIP: return "Whip"; case BASE_ITEM_LIGHT_LANCE: return "Light Lance"; case BASE_ITEM_HEAVY_PICK: return "Heavy Pick"; case BASE_ITEM_LIGHT_PICK: return "Light Pick"; case BASE_ITEM_SAI: return "Sai"; case BASE_ITEM_NUNCHAKU: return "Nunchaku"; case BASE_ITEM_FALCHION: return "Falchion"; case BASE_ITEM_SAP: return "Sap"; case BASE_ITEM_KATAR: return "Katar"; case BASE_ITEM_HEAVY_MACE: return "Heavy Mace"; case BASE_ITEM_MAUL: return "Maul"; case BASE_ITEM_DOUBLE_SCIMITAR: return "Double Scimitar"; case BASE_ITEM_GOAD: return "Goad"; case BASE_ITEM_EAGLE_CLAW: return "Eagle Claw"; case BASE_ITEM_ELVEN_LIGHTBLADE: return "Elven Lightblade"; case BASE_ITEM_ELVEN_THINBLADE: return "Elven Thinblade"; case BASE_ITEM_ELVEN_COURTBLADE: return "Elven Courtblade"; } return "(unknown base item)"; } string util_GetDamageTypeName(int nDamageType) { switch (nDamageType) { case DAMAGE_TYPE_ACID: return "Acid"; case DAMAGE_TYPE_BASE_WEAPON: return "Physical"; case DAMAGE_TYPE_BLUDGEONING: return "Bludgeoning"; case DAMAGE_TYPE_COLD: return "Cold"; case DAMAGE_TYPE_DIVINE: return "Divine"; case DAMAGE_TYPE_ELECTRICAL: return "Electrical"; case DAMAGE_TYPE_FIRE: return "Fire"; case DAMAGE_TYPE_MAGICAL: return "Magical"; case DAMAGE_TYPE_NEGATIVE: return "Negative"; case DAMAGE_TYPE_PIERCING: return "Piercing"; case DAMAGE_TYPE_POSITIVE: return "Positive"; case DAMAGE_TYPE_SLASHING: return "Slashing"; case DAMAGE_TYPE_SONIC: return "Sonic"; } return "(unknown damage type)"; }