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Anphillia_PRC8/_module/nss/util_names_inc.nss
Jaysyn904 28cdb617b3 Initial commit
Adding all of the current content for Anphillia Unlimited.
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#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)";
}