2026/03/07 Update

Further work on the Background system.
This commit is contained in:
Jaysyn904
2026-03-07 09:41:17 -05:00
parent 2b25f2d113
commit 1b72d22b12
3 changed files with 1256 additions and 224 deletions

View File

@@ -7,10 +7,11 @@
const int STAGE_LIST = 0;
const int STAGE_CONFIRM = 1;
// Ensure the PC Data Object exists; create if missing
object EnsurePlayerDataObject(object oPC)
{
{
SendMessageToPC(oPC, "Language data object recreated");
WriteTimestampedLogEntry("Language data object recreated");
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
if (!GetIsObjectValid(oItem))
{
@@ -18,30 +19,47 @@ object EnsurePlayerDataObject(object oPC)
}
return oItem;
}
// Check if PC already knows a language
int KnowsLanguage(object oPC, int nLanguageFeat)
{
object oItem = EnsurePlayerDataObject(oPC);
// Search through all LANGUAGE_* slots for this feat
int i = 0;
string sSlot;
while (i < 99)
{
sSlot = "LANGUAGE_" + (i < 20 ? "0" : "") + IntToString(i);
if (GetLocalInt(oItem, sSlot) == nLanguageFeat)
return TRUE;
i++;
}
return FALSE;
// Check if PC already knows a language
int KnowsLanguage(object oPC, int nLanguageFeat)
{
object oItem = EnsurePlayerDataObject(oPC);
int i = 0;
string sSlot;
while (i < 20)
{
sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
if (GetPersistantLocalInt(oPC, sSlot) == nLanguageFeat)
return TRUE;
if (GetIsObjectValid(oItem))
{
if (GetLocalInt(oItem, sSlot) == nLanguageFeat)
return TRUE;
}
i++;
}
return FALSE;
}
void AddChoiceIfNotKnown(string sText, int nValue, object oPC, int nLanguageFeat)
{
if (!GetLocalInt(oPC, IntToString(nLanguageFeat)) &&
!KnowsLanguage(oPC, nLanguageFeat))
{
AddChoice(sText, nValue, oPC);
}
}
// Function to get the next available language slot
int GetNextLanguageSlot(object oPC)
{
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
object oItem = EnsurePlayerDataObject(oPC);
if (!GetIsObjectValid(oItem)) return 0;
int i = 0;
@@ -50,17 +68,63 @@ int GetNextLanguageSlot(object oPC)
// Find the first empty slot
while (i < 99) // Maximum 99 languages
{
sSlot = "LANGUAGE_" + (i < 20 ? "0" : "") + IntToString(i);
sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
if (!GetLocalInt(oItem, sSlot))
return i;
i++;
}
return -1; // No slots available
}
void GrantLanguage(object oPC, int nLanguageFeat)
{
object oItem = EnsurePlayerDataObject(oPC);
if (!GetIsObjectValid(oItem)) return;
// Debug: Check if language already exists
if (KnowsLanguage(oPC, nLanguageFeat)) {
string sMsg = "Language " + IntToString(nLanguageFeat) + " already exists, skipping grant";
SendMessageToPC(oPC, sMsg);
WriteTimestampedLogEntry(sMsg);
return;
}
string sMsg = "Granting language " + IntToString(nLanguageFeat);
SendMessageToPC(oPC, sMsg);
WriteTimestampedLogEntry(sMsg);
int nSlot = GetNextLanguageSlot(oPC);
if (nSlot >= 0)
{
string sSlot = "LANGUAGE_" + (nSlot < 20 ? "0" : "") + IntToString(nSlot);
SetLocalInt(oItem, sSlot, nLanguageFeat);
SetPersistantLocalInt(oPC, sSlot, nLanguageFeat);
sMsg = "Stored in slot " + sSlot;
SendMessageToPC(oPC, sMsg);
WriteTimestampedLogEntry(sMsg);
}
}
// Grant a language to PC
void GrantLanguage(object oPC, int nLanguageFeat)
/* // Grant a language to PC
void GrantLanguage(object oPC, int nLanguageFeat)
{
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
if (!GetIsObjectValid(oItem)) return;
// Check if language already exists
if (KnowsLanguage(oPC, nLanguageFeat)) return;
int nSlot = GetNextLanguageSlot(oPC);
if (nSlot >= 0)
{
string sSlot = "LANGUAGE_" + (nSlot < 20 ? "0" : "") + IntToString(nSlot);
SetLocalInt(oItem, sSlot, nLanguageFeat);
SetPersistantLocalInt(oPC, sSlot, nLanguageFeat);
}
} */
/* void GrantLanguage(object oPC, int nLanguageFeat)
{
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
if (!GetIsObjectValid(oItem)) return;
@@ -73,64 +137,117 @@ void GrantLanguage(object oPC, int nLanguageFeat)
SetPersistantLocalInt(oPC, sSlot, nLanguageFeat);
}
}
*/
// Count automatic racial and class languages using slot-searching pattern
int GetAutomaticLanguageCount(object oPC)
{
int nAutomaticLanguages = 0;
int nRace = GetRacialType(oPC);
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
if (!GetIsObjectValid(oItem)) return 0;
// Search through all language slots
int i = 0;
string sSlot;
int nLanguageFeat;
while (i < 99)
{
sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
nLanguageFeat = GetLocalInt(oItem, sSlot);
if (nLanguageFeat > 0)
{
// Check if this is an automatic racial language
switch(nRace)
{
case RACIAL_TYPE_ELF: case RACIAL_TYPE_HALFELF:
if (nLanguageFeat == FEAT_LANGUAGE_ELVEN) nAutomaticLanguages++;
break;
case RACIAL_TYPE_DWARF:
if (nLanguageFeat == FEAT_LANGUAGE_DWARVEN) nAutomaticLanguages++;
break;
case RACIAL_TYPE_GNOME:
if (nLanguageFeat == FEAT_LANGUAGE_GNOMISH) nAutomaticLanguages++;
break;
case RACIAL_TYPE_HALFLING:
if (nLanguageFeat == FEAT_LANGUAGE_HALFLING) nAutomaticLanguages++;
break;
case RACIAL_TYPE_HALFORC:
if (nLanguageFeat == FEAT_LANGUAGE_ORCISH) nAutomaticLanguages++;
break;
}
// Check if this is an automatic class language
if (GetLevelByClass(CLASS_TYPE_ROGUE, oPC) >= 1 && nLanguageFeat == FEAT_LANGUAGE_THIEVES_CANT)
nAutomaticLanguages++;
if (GetLevelByClass(CLASS_TYPE_DRUID, oPC) >= 5 && nLanguageFeat == FEAT_LANGUAGE_DRUIDIC)
nAutomaticLanguages++;
if ((GetLevelByClass(CLASS_TYPE_RANGER, oPC) >= 8 || GetLevelByClass(CLASS_TYPE_DRUID, oPC) >= 5) && nLanguageFeat == FEAT_LANGUAGE_ANIMAL)
nAutomaticLanguages++;
if (GetLevelByClass(CLASS_TYPE_ASSASSIN, oPC) >= 1 && nLanguageFeat == FEAT_LANGUAGE_ASSASSINS_CANT)
nAutomaticLanguages++;
}
i++;
}
return nAutomaticLanguages;
}
// Count automatic racial and class languages using slot-searching pattern
int GetAutomaticLanguageCount(object oPC)
{
int nAutomaticLanguages = 0;
int nRace = GetRacialType(oPC);
object oItem = EnsurePlayerDataObject(oPC);
if (!GetIsObjectValid(oItem)) return 0;
// Get saved character creation choices
int nSubrace = GetLocalInt(oItem, "CC0");
int nBackground = GetLocalInt(oItem, "CC2");
// Search through all language slots
int i = 0;
string sSlot;
int nLanguageFeat;
while (i < 20)
{
sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
nLanguageFeat = GetPersistantLocalInt(oPC, sSlot);
if (nLanguageFeat > 0)
{
// Check if this is an automatic racial language
switch(nRace)
{
case RACIAL_TYPE_ELF: case RACIAL_TYPE_HALFELF:
if (nLanguageFeat == FEAT_LANGUAGE_ELVEN) nAutomaticLanguages++;
break;
case RACIAL_TYPE_DWARF:
if (nLanguageFeat == FEAT_LANGUAGE_DWARVEN) nAutomaticLanguages++;
break;
case RACIAL_TYPE_GNOME:
if (nLanguageFeat == FEAT_LANGUAGE_GNOMISH) nAutomaticLanguages++;
break;
case RACIAL_TYPE_HALFLING:
if (nLanguageFeat == FEAT_LANGUAGE_HALFLING) nAutomaticLanguages++;
break;
case RACIAL_TYPE_HALFORC:
if (nLanguageFeat == FEAT_LANGUAGE_ORCISH) nAutomaticLanguages++;
break;
}
// Check if this is an automatic class language
int nRanger = GetLevelByClass(CLASS_TYPE_RANGER, oPC);
int nDruid = GetLevelByClass(CLASS_TYPE_DRUID, oPC);
int nRogue = GetLevelByClass(CLASS_TYPE_ROGUE, oPC);
int nAssn = GetLevelByClass(CLASS_TYPE_ASSASSIN, oPC);
if ((nRanger >= 8 || nDruid >= 5 || nBackground == BACKGROUND_CIRCLE_BORN) && nLanguageFeat == FEAT_LANGUAGE_ANIMAL)
nAutomaticLanguages++;
if (nDruid >= 5 && nLanguageFeat == FEAT_LANGUAGE_DRUIDIC)
nAutomaticLanguages++;
if ((nRogue > 0 || nAssn > 0) && nLanguageFeat == FEAT_LANGUAGE_THIEVES_CANT)
nAutomaticLanguages++;
if (nAssn > 0 && nLanguageFeat == FEAT_LANGUAGE_ASSASSINS_CANT)
nAutomaticLanguages++;
// Check if this is an automatic ethnicity language
if ((nSubrace == ETHNICITY_CALISHITE || nBackground == BACKGROUND_CALISHITE_TRAINED) && nLanguageFeat == FEAT_LANGUAGE_ALZHEDO)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_CHONDATHAN && nLanguageFeat == FEAT_LANGUAGE_CHONDATHAN)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_DAMARAN && nLanguageFeat == FEAT_LANGUAGE_DAMARAN)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_ILLUSKAN && nLanguageFeat == FEAT_LANGUAGE_ILLUSKAN)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_MULAN && nLanguageFeat == FEAT_LANGUAGE_MULANESE)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_RASHEMI && nLanguageFeat == FEAT_LANGUAGE_RASHEMI)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_CHULTAN && nLanguageFeat == FEAT_LANGUAGE_CHULTAN)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_TETHYRIAN && nLanguageFeat == FEAT_LANGUAGE_ALZHEDO)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_FFOLK && nLanguageFeat == FEAT_LANGUAGE_TALFIRIC)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_SHAARAN && nLanguageFeat == FEAT_LANGUAGE_SHAARAN)
nAutomaticLanguages++;
if (nSubrace == ETHNICITY_IMASKARI && nLanguageFeat == FEAT_LANGUAGE_IMASKARI)
nAutomaticLanguages++;
// Check if this is an automatic special subrace language
if (nBackground == BACKGROUND_DARK_ELF)
{
if (nLanguageFeat == FEAT_LANGUAGE_DROW) nAutomaticLanguages++;
if (nLanguageFeat == FEAT_LANGUAGE_DROW_HAND_CANT) nAutomaticLanguages++;
if (nLanguageFeat == FEAT_LANGUAGE_UNDERCOMMON) nAutomaticLanguages++;
}
if (nBackground == BACKGROUND_GREY_DWARF)
{
if (nLanguageFeat == FEAT_LANGUAGE_DUERGAR) nAutomaticLanguages++;
if (nLanguageFeat == FEAT_LANGUAGE_UNDERCOMMON) nAutomaticLanguages++;
}
// Check if this is an automatic planar language
if (nBackground == 1137 && nLanguageFeat == FEAT_LANGUAGE_ABYSSAL) // Abyssal_Pact
nAutomaticLanguages++;
if (nBackground == 1139 && nLanguageFeat == FEAT_LANGUAGE_INFERNAL) // Dark_Pact
nAutomaticLanguages++;
}
i++;
}
return nAutomaticLanguages;
}
// Calculate remaining bonus language picks
int GetBonusLanguageCount(object oPC)
{
@@ -149,7 +266,7 @@ int GetBonusLanguageCount(object oPC)
string sSlot;
while (i < 99)
{
sSlot = "LANGUAGE_" + (i < 20 ? "0" : "") + IntToString(i);
sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
if (GetLocalInt(oItem, sSlot))
nSelected++;
i++;
@@ -166,7 +283,7 @@ int GetBonusLanguageCount(object oPC)
void GrantDefaultLanguages(object oPC)
{
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
object oItem = EnsurePlayerDataObject(oPC);
if (!GetIsObjectValid(oItem)) return;
// Get saved character creation choices
@@ -214,7 +331,7 @@ void GrantDefaultLanguages(object oPC)
// Ethnicity Languages
if (nSubrace == ETHNICITY_CALISHITE || nBackground == BACKGROUND_CALISHITE_TRAINED)
GrantLanguage(oPC, FEAT_LANGUAGE_ALZHEDO);
if (nSubrace == ETHNICITY_CHONDATHAN || nSubrace == ETHNICITY_TETHYRIAN)
if (nSubrace == ETHNICITY_CHONDATHAN)
GrantLanguage(oPC, FEAT_LANGUAGE_CHONDATHAN);
if (nSubrace == ETHNICITY_DAMARAN)
GrantLanguage(oPC, FEAT_LANGUAGE_DAMARAN);
@@ -223,7 +340,17 @@ void GrantDefaultLanguages(object oPC)
if (nSubrace == ETHNICITY_MULAN)
GrantLanguage(oPC, FEAT_LANGUAGE_MULANESE);
if (nSubrace == ETHNICITY_RASHEMI)
GrantLanguage(oPC, FEAT_LANGUAGE_RASHEMI);
GrantLanguage(oPC, FEAT_LANGUAGE_RASHEMI);
if (nSubrace == ETHNICITY_CHULTAN)
GrantLanguage(oPC, FEAT_LANGUAGE_CHULTAN);
if (nSubrace == ETHNICITY_TETHYRIAN)
GrantLanguage(oPC, FEAT_LANGUAGE_ALZHEDO);
if (nSubrace == ETHNICITY_FFOLK)
GrantLanguage(oPC, FEAT_LANGUAGE_TALFIRIC);
if (nSubrace == ETHNICITY_SHAARAN)
GrantLanguage(oPC, FEAT_LANGUAGE_SHAARAN);
if (nSubrace == ETHNICITY_IMASKARI)
GrantLanguage(oPC, FEAT_LANGUAGE_IMASKARI);
// Special Subrace Languages
if (nBackground == BACKGROUND_DARK_ELF)
@@ -246,7 +373,571 @@ void GrantDefaultLanguages(object oPC)
GrantLanguage(oPC, FEAT_LANGUAGE_INFERNAL);
}
void main()
void main()
{
object oPC = GetPCSpeaker();
object oItem = EnsurePlayerDataObject(oPC);
GrantDefaultLanguages(oPC);
int nTotal = 0;
int i = 0;
string sSlot;
while (i < 20) {
sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
if (GetLocalInt(oItem, sSlot)) {
nTotal++;
SendMessageToPC(oPC, "***************LANGUAGE*TEST********************");
WriteTimestampedLogEntry("***************LANGUAGE*TEST********************");
SendMessageToPC(oPC, "Found language in slot " + sSlot + ": " + IntToString(GetLocalInt(oItem, sSlot)));
WriteTimestampedLogEntry("Found language in slot " + sSlot + ": " + IntToString(GetLocalInt(oItem, sSlot)));
}
i++;
}
SendMessageToPC(oPC, "Total languages: " + IntToString(nTotal));
WriteTimestampedLogEntry("Total languages: " + IntToString(nTotal));
SendMessageToPC(oPC, "Automatic count: " + IntToString(GetAutomaticLanguageCount(oPC)));
WriteTimestampedLogEntry("Automatic count: " + IntToString(GetAutomaticLanguageCount(oPC)));
SendMessageToPC(oPC, "Bonus remaining: " + IntToString(GetBonusLanguageCount(oPC)));
WriteTimestampedLogEntry("Bonus remaining: " + IntToString(GetBonusLanguageCount(oPC)));
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
int nStage = GetStage(oPC);
int nChoice = GetChoice();
int nBackground = GetLocalInt(oItem, "CC2");
int nCleric = GetLevelByClass(CLASS_TYPE_CLERIC, oPC);
int nDruid = GetLevelByClass(CLASS_TYPE_DRUID, oPC);
int nWizard = GetLevelByClass(CLASS_TYPE_WIZARD, oPC);
int nDragDisc = GetLevelByClass(CLASS_TYPE_DRAGON_DISCIPLE, oPC);
int nAir = GetHasFeat(FEAT_AIR_DOMAIN_POWER, oPC);
int nEarth = GetHasFeat(FEAT_EARTH_DOMAIN_POWER, oPC);
int nFire = GetHasFeat(FEAT_FIRE_DOMAIN_POWER, oPC);
int nWater = GetHasFeat(FEAT_WATER_DOMAIN_POWER, oPC);
if(nValue == 0) return;
if(nValue == DYNCONV_SETUP_STAGE)
{
if(!GetIsStageSetUp(nStage, oPC))
{
if(nStage == STAGE_LIST)
{
int nRemaining = GetBonusLanguageCount(oPC);
string sHeader = "You have " + IntToString(nRemaining) + " bonus language picks remaining.\n\ You can refresh the list with the Escape if needed.\n\nSelect a language:";
SetHeader(sHeader);
// Add all available languages that PC doesn't know and has picks for
if (nRemaining > 0 && nCleric) {
AddChoiceIfNotKnown("Abyssal", 1, oPC, FEAT_LANGUAGE_ABYSSAL);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Alzhedo", 2, oPC, FEAT_LANGUAGE_ALZHEDO);
}
if (nRemaining > 0 && nWater) {
AddChoiceIfNotKnown("Aquan", 3, oPC, FEAT_LANGUAGE_AQUAN);
}
if (nRemaining > 0 && nAir) {
AddChoiceIfNotKnown("Auran", 5, oPC, FEAT_LANGUAGE_AURAN);
}
if (nRemaining > 0 && nCleric) {
AddChoiceIfNotKnown("Celestial", 6, oPC, FEAT_LANGUAGE_CELESTIAL);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Chessentan", 7, oPC, FEAT_LANGUAGE_CHESSENTAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Chondathan", 8, oPC, FEAT_LANGUAGE_CHONDATHAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Chultan", 9, oPC, FEAT_LANGUAGE_CHULTAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Damaran", 10, oPC, FEAT_LANGUAGE_DAMARAN);
}
if (nRemaining > 0 && (nWizard || nDragDisc)) {
AddChoiceIfNotKnown("Draconic", 11, oPC, FEAT_LANGUAGE_DRACONIC);
}
if (nRemaining > 0 && (KnowsLanguage(oPC, FEAT_LANGUAGE_UNDERCOMMON) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_ELVEN) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_IMASKARI))) {
AddChoiceIfNotKnown("Drow", 12, oPC, FEAT_LANGUAGE_DROW);
}
if (nRemaining > 0 && (KnowsLanguage(oPC, FEAT_LANGUAGE_UNDERCOMMON) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_DWARVEN) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_IMASKARI))) {
AddChoiceIfNotKnown("Duergar", 13, oPC, FEAT_LANGUAGE_DUERGAR);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Dwarven", 14, oPC, FEAT_LANGUAGE_DWARVEN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Elven", 15, oPC, FEAT_LANGUAGE_ELVEN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Giant", 16, oPC, FEAT_LANGUAGE_GIANT);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Gnomish", 17, oPC, FEAT_LANGUAGE_GNOMISH);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Goblin", 18, oPC, FEAT_LANGUAGE_GOBLIN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Halfling", 19, oPC, FEAT_LANGUAGE_HALFLING);
}
if (nRemaining > 0 && nFire) {
AddChoiceIfNotKnown("Ignan", 20, oPC, FEAT_LANGUAGE_IGNAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Illuskan", 21, oPC, FEAT_LANGUAGE_ILLUSKAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Imaskari", 22, oPC, FEAT_LANGUAGE_IMASKARI);
}
if (nRemaining > 0 && nCleric) {
AddChoiceIfNotKnown("Infernal", 23, oPC, FEAT_LANGUAGE_INFERNAL);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Lantanese", 24, oPC, FEAT_LANGUAGE_LANTANESE);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Mulanese", 25, oPC, FEAT_LANGUAGE_MAZTILAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Mulanese", 26, oPC, FEAT_LANGUAGE_MULANESE);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Mulhorandi", 27, oPC, FEAT_LANGUAGE_MULHORANDI);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Orcish", 28, oPC, FEAT_LANGUAGE_ORCISH);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Rashemi", 29, oPC, FEAT_LANGUAGE_RASHEMI);
}
if (nRemaining > 0 && nDruid) {
AddChoiceIfNotKnown("Sylvan", 30, oPC, FEAT_LANGUAGE_SYLVAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Talfiric", 31, oPC, FEAT_LANGUAGE_TALFIRIC);
}
if (nRemaining > 0 && nEarth) {
AddChoiceIfNotKnown("Terran", 32, oPC, FEAT_LANGUAGE_TERRAN);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Troglodyte", 33, oPC, FEAT_LANGUAGE_TROGLODYTE);
}
if (nRemaining > 0) {
AddChoiceIfNotKnown("Undercommon", 34, oPC, FEAT_LANGUAGE_UNDERCOMMON);
}
/* if (nRemaining > 0 && nCleric && !KnowsLanguage(oPC, FEAT_LANGUAGE_ABYSSAL))
{
AddChoice("Abyssal", 1, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_ALZHEDO))
{
AddChoice("Alzhedo", 2, oPC);
}
if (nRemaining > 0 && nWater && !KnowsLanguage(oPC, FEAT_LANGUAGE_AQUAN))
{
AddChoice("Aquan", 3, oPC);
}
if (nRemaining > 0 && nAir && !KnowsLanguage(oPC, FEAT_LANGUAGE_AURAN))
{
AddChoice("Auran", 5, oPC);
}
if (nRemaining > 0 && nCleric && !KnowsLanguage(oPC, FEAT_LANGUAGE_CELESTIAL))
{
AddChoice("Celestial", 6, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_CHESSENTAN))
{
AddChoice("Chessentan", 7, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_CHONDATHAN))
{
AddChoice("Chondathan", 8, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_CHULTAN))
{
AddChoice("Chultan", 9, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_DAMARAN))
{
AddChoice("Damaran", 10, oPC);
}
if (nRemaining > 0 && ( nWizard || nDragDisc) && !KnowsLanguage(oPC, FEAT_LANGUAGE_DRACONIC))
{
AddChoice("Draconic", 11, oPC);
}
if (nRemaining > 0 && (KnowsLanguage(oPC, FEAT_LANGUAGE_UNDERCOMMON) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_ELVEN) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_IMASKARI)) &&
!KnowsLanguage(oPC, FEAT_LANGUAGE_DROW))
{
AddChoice("Drow", 12, oPC);
}
if (nRemaining > 0 && (KnowsLanguage(oPC, FEAT_LANGUAGE_UNDERCOMMON) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_DWARVEN) ||
KnowsLanguage(oPC, FEAT_LANGUAGE_IMASKARI)) &&
!KnowsLanguage(oPC, FEAT_LANGUAGE_DUERGAR))
{
AddChoice("Duergar", 13, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_DWARVEN))
{
AddChoice("Dwarven", 14, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_ELVEN))
{
AddChoice("Elven", 15, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_GIANT))
{
AddChoice("Giant", 16, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_GNOMISH))
{
AddChoice("Gnomish", 17, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_GOBLIN))
{
AddChoice("Goblin", 18, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_HALFLING))
{
AddChoice("Halfling", 19, oPC);
}
if (nRemaining > 0 && nFire && !KnowsLanguage(oPC, FEAT_LANGUAGE_IGNAN))
{
AddChoice("Ignan", 20, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_ILLUSKAN))
{
AddChoice("Illuskan", 21, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_IMASKARI))
{
AddChoice("Imaskari", 22, oPC);
}
if (nRemaining > 0 && nCleric && !KnowsLanguage(oPC, FEAT_LANGUAGE_INFERNAL))
{
AddChoice("Infernal", 23, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_LANTANESE))
{
AddChoice("Lantanese", 24, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_MAZTILAN))
{
AddChoice("Mulanese", 25, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_MULANESE))
{
AddChoice("Mulanese", 26, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_MULHORANDI))
{
AddChoice("Mulhorandi", 27, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_ORCISH))
{
AddChoice("Orcish", 28, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_RASHEMI))
{
AddChoice("Rashemi", 29, oPC);
}
if (nRemaining > 0 && nDruid && !KnowsLanguage(oPC, FEAT_LANGUAGE_SYLVAN))
{
AddChoice("Sylvan", 30, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_TALFIRIC))
{
AddChoice("Talfiric", 31, oPC);
}
if (nRemaining > 0 && nEarth && !KnowsLanguage(oPC, FEAT_LANGUAGE_TERRAN))
{
AddChoice("Terran", 32, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_TROGLODYTE))
{
AddChoice("Troglodyte", 33, oPC);
}
if (nRemaining > 0 && !KnowsLanguage(oPC, FEAT_LANGUAGE_UNDERCOMMON))
{
AddChoice("Undercommon", 34, oPC);
} */
// Refresh option
AddChoice("[Refresh Language Choices]", 99, oPC);
MarkStageSetUp(nStage, oPC);
SetDefaultTokens();
}
}
SetupTokens();
}
// Add exit handler to start next conversation
else if(nValue == DYNCONV_EXITED)
{
DelayCommand(0.1f, StartDynamicConversation("bg_proficiency_cv", oPC));
}
// Handle PC responses
else
{
if(nStage == STAGE_LIST)
{
// Handle language selection
if (nChoice >= 1 && nChoice <= 34)
{
int nRemaining = GetBonusLanguageCount(oPC);
if (nRemaining > 0)
{
// Grant the selected language based on choice
switch (nChoice)
{
case 1:
{
GrantLanguage(oPC, FEAT_LANGUAGE_ABYSSAL);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_ABYSSAL), TRUE);
break;
}
case 2:
{
GrantLanguage(oPC, FEAT_LANGUAGE_ALZHEDO);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_ALZHEDO), TRUE);
break;
}
case 3:
{
GrantLanguage(oPC, FEAT_LANGUAGE_AQUAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_AQUAN), TRUE);
break;
}
case 4:
{
GrantLanguage(oPC, FEAT_LANGUAGE_AURAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_AURAN), TRUE);
break;
}
case 6:
{
GrantLanguage(oPC, FEAT_LANGUAGE_CELESTIAL);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_CELESTIAL), TRUE);
break;
}
case 7:
{
GrantLanguage(oPC, FEAT_LANGUAGE_CHESSENTAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_CHESSENTAN), TRUE);
break;
}
case 8:
{
GrantLanguage(oPC, FEAT_LANGUAGE_CHONDATHAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_CHONDATHAN), TRUE);
break;
}
case 9:
{
GrantLanguage(oPC, FEAT_LANGUAGE_CHULTAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_CHULTAN), TRUE);
break;
}
case 10:
{
GrantLanguage(oPC, FEAT_LANGUAGE_DAMARAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_DAMARAN), TRUE);
break;
}
case 11:
{
GrantLanguage(oPC, FEAT_LANGUAGE_DRACONIC);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_DRACONIC), TRUE);
break;
}
case 12:
{
GrantLanguage(oPC, FEAT_LANGUAGE_DROW);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_DROW), TRUE);
break;
}
case 13:
{
GrantLanguage(oPC, FEAT_LANGUAGE_DUERGAR);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_DUERGAR), TRUE);
break;
}
case 14:
{
GrantLanguage(oPC, FEAT_LANGUAGE_DWARVEN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_DWARVEN), TRUE);
break;
}
case 15:
{
GrantLanguage(oPC, FEAT_LANGUAGE_ELVEN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_ELVEN), TRUE);
break;
}
case 16:
{
GrantLanguage(oPC, FEAT_LANGUAGE_GIANT);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_GIANT), TRUE);
break;
}
case 17:
{
GrantLanguage(oPC, FEAT_LANGUAGE_GNOMISH);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_GNOMISH), TRUE);
break;
}
case 18:
{
GrantLanguage(oPC, FEAT_LANGUAGE_GOBLIN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_GOBLIN), TRUE);
break;
}
case 19:
{
GrantLanguage(oPC, FEAT_LANGUAGE_HALFLING);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_HALFLING), TRUE);
break;
}
case 20:
{
GrantLanguage(oPC, FEAT_LANGUAGE_IGNAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_IGNAN), TRUE);
break;
}
case 21:
{
GrantLanguage(oPC, FEAT_LANGUAGE_ILLUSKAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_ILLUSKAN), TRUE);
break;
}
case 22:
{
GrantLanguage(oPC, FEAT_LANGUAGE_IMASKARI);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_IMASKARI), TRUE);
break;
}
case 23:
{
GrantLanguage(oPC, FEAT_LANGUAGE_INFERNAL);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_INFERNAL), TRUE);
break;
}
case 24:
{
GrantLanguage(oPC, FEAT_LANGUAGE_LANTANESE);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_LANTANESE), TRUE);
break;
}
case 25:
{
GrantLanguage(oPC, FEAT_LANGUAGE_MAZTILAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_MAZTILAN), TRUE);
break;
}
case 26:
{
GrantLanguage(oPC, FEAT_LANGUAGE_MULANESE);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_MULANESE), TRUE);
break;
}
case 27:
{
GrantLanguage(oPC, FEAT_LANGUAGE_MULHORANDI);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_MULHORANDI), TRUE);
break;
}
case 28:
{
GrantLanguage(oPC, FEAT_LANGUAGE_ORCISH);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_ORCISH), TRUE);
break;
}
case 29:
{
GrantLanguage(oPC, FEAT_LANGUAGE_RASHEMI);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_RASHEMI), TRUE);
break;
}
case 30:
{
GrantLanguage(oPC, FEAT_LANGUAGE_SYLVAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_SYLVAN), TRUE);
break;
}
case 31:
{
GrantLanguage(oPC, FEAT_LANGUAGE_TALFIRIC);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_TALFIRIC), TRUE);
break;
}
case 32:
{
GrantLanguage(oPC, FEAT_LANGUAGE_TERRAN);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_TERRAN), TRUE);
break;
}
case 33:
{
GrantLanguage(oPC, FEAT_LANGUAGE_TROGLODYTE);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_TROGLODYTE), TRUE);
break;
}
case 34:
{
GrantLanguage(oPC, FEAT_LANGUAGE_UNDERCOMMON);
SetLocalInt(oPC, IntToString(FEAT_LANGUAGE_UNDERCOMMON), TRUE);
break;
}
}
// Check if player is out of languages after granting this one
if (GetBonusLanguageCount(oPC) == 0)
{
SetPersistantLocalInt(oPC, "CC4_DONE", 1);
DelayCommand(0.1f, StartDynamicConversation("bg_profs_cv", oPC));
AllowExit(DYNCONV_EXIT_FORCE_EXIT, TRUE, oPC);
}
else
{
// Rebuild stage to update available options
MarkStageNotSetUp(nStage, oPC);
SetStage(nStage, oPC);
}
}
}
// Handle refresh
else if (nChoice == 99)
{
MarkStageNotSetUp(nStage, oPC);
SetStage(nStage, oPC);
}
}
}
// Setup tokens for dynamic conversation system
SetupTokens();
}
/* void main()
{
object oPC = GetPCSpeaker();
object oItem = EnsurePlayerDataObject(oPC);
@@ -520,4 +1211,4 @@ void main()
// Setup tokens for dynamic conversation system
SetupTokens();
}
} */

View File

@@ -1,153 +1,415 @@
// bg_proficiency_cv.nss
#include "inc_dynconv"
#include "x2_inc_switches"
#include "inc_persist_loca"
#include "te_afflic_func"
// Ensure the PC Data Object exists; create if missing
object EnsurePlayerDataObject(object oPC = OBJECT_SELF)
{
object oItem = GetItemPossessedBy(oPC, "PC_Data_Object");
if (!GetIsObjectValid(oItem))
{
oItem = CreateItemOnObject("pc_data_object", oPC);
}
return oItem;
}
// prof_chk_alchemy
// Requirements: Any Standing
int CheckAlchemyProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_anatomy
// Requirements: Upper or Middle Class Standing
int CheckAnatomyProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_MIDDLE || nClass == BACKGROUND_UPPER);
}
// prof_chk_armor
// Requirements: Lower Class Standing
int CheckArmorsmithingProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_LOWER);
}
// prof_chk_astro
// Requirements: Middle or Upper Class Standing
int CheckAstronomyProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_MIDDLE || nClass == BACKGROUND_UPPER);
}
// prof_chk_carp
// Requirements: Any Standing
int CheckCarpentryProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_deciph
// Requirements: Middle or Upper Class Standing
int CheckDecipherScriptProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_MIDDLE || nClass == BACKGROUND_UPPER);
}
// prof_chk_disguis
// Requirements: Any Standing
int CheckDisguiseProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_fire
// Requirements: Any Standing
int CheckFiremakingProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_guns
// Requirements: None
int CheckGunsmithingProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_herb
// Requirements: Any Standing
int CheckHerbalismProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_hist
// Requirements: Middle or Upper Class Standing
int CheckHistoryProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_MIDDLE || nClass == BACKGROUND_UPPER);
}
// prof_chk_hunt
// Requirements: Any Standing
int CheckHuntingProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_mason
// Requirements: Middle or Lower Class Standing
int CheckMasonryProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_LOWER || nClass == BACKGROUND_MIDDLE);
}
// prof_chk_mining
// Requirements: Lower Class Standing
int CheckMiningProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_LOWER);
}
// prof_chk_obs
// Requirements: Any Standing
int CheckObservationProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_siege
// Requirements: Any Standing
int CheckSiegeEngineeringProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_smelt
// Requirements: Lower Class Standing
int CheckSmeltingProficiency(object oPC = OBJECT_SELF)
{
int nClass = BACKGROUND_LOWER;
nClass = GetPersistantLocalInt(oPC, "CC1");
return (nClass == BACKGROUND_LOWER);
}
// prof_chk_tailor
// Requirements: Any Standing
int CheckTailoringProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_track
// Requirements: Any Standing
int CheckTrackingProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_wood
// Requirements: Any Standing
int CheckWoodGatheringProficiency(object oPC = OBJECT_SELF)
{
return TRUE; // Always available
}
// prof_chk_l
// No Options Left - shows when player has selected all proficiencies or has no slots
int CheckNoOptionsLeft(object oPC = OBJECT_SELF)
{
int nProfCount = GetLocalInt(oPC, "PROFICIENCY_COUNT");
int nMaxProfs = GetLocalInt(oPC, "MAX_PROFICIENCIES");
return (nProfCount >= nMaxProfs);
}
// Constants for stages
const int STAGE_LIST = 0;
const int STAGE_CONFIRM = 1;
void main() {
object oPC = GetPCSpeaker();
SendMessageToPC(oPC, "DEBUG: bg_proficiency_cv main() entered");
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
int nStage = GetStage(oPC);
// Required guard: abort if nValue is 0
if (nValue == 0) return;
// Constants for choices
const int CHOICE_CONFIRM_YES = 100;
const int CHOICE_CONFIRM_NO = 101;
void main() {
object oPC = GetPCSpeaker();
SendMessageToPC(oPC, "DEBUG: bg_prof_cv main() entered");
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
int nStage = GetStage(oPC);
// Required guard: abort if nValue is 0
if (nValue == 0) return;
if (nValue == DYNCONV_SETUP_STAGE) {
if (!GetIsStageSetUp(nStage, oPC)) {
if (nStage == STAGE_LIST) {
SetHeader("Now you will select your proficiencies. All characters are allowed three proficiencies. Some proficiencies are only available to certain class standings.");
// Proficiency options with condition checks and grant scripts
if (ExecuteScriptAndReturnInt("prof_chk_alchemy", oPC)) {
AddChoice("Alchemy", 1, oPC);
SetLocalString(oPC, "prof_dyn_text_1", "Allows you to combine and refine natural or unnatural elements into new and exciting combinations.\nRequirements: Any Standing");
if (!GetIsStageSetUp(nStage, oPC)) {
if (nStage == STAGE_LIST) {
// Initialize proficiency count if not set
if (!GetLocalInt(oPC, "PROFICIENCY_COUNT")) {
SetLocalInt(oPC, "PROFICIENCY_COUNT", 0);
}
if (ExecuteScriptAndReturnInt("prof_chk_anatomy", oPC)) {
AddChoice("Anatomy", 2, oPC);
SetLocalString(oPC, "prof_dyn_text_2", "This proficiency represents the study of the anatomy of living things. It enables a character to increase their effective critical hit severity by +2, as well as increase the save DC vs. death for a critical hit effect by +2. Additionally, a character with Anatomy proficiency receives a +2 bonus to heal checks when applying a bandage, and they receive a +2 bonus to hunting checks to recover an organ or other resource.\nRequirements: Upper or Middle Class Standing");
if (!GetLocalInt(oPC, "MAX_PROFICIENCIES")) {
SetLocalInt(oPC, "MAX_PROFICIENCIES", 3);
}
if (ExecuteScriptAndReturnInt("prof_chk_armor", oPC)) {
AddChoice("Armorsmithing", 3, oPC);
SetLocalString(oPC, "prof_dyn_text_3", "Allows you to craft armor from base materials.\nRequirements: Lower Class Standing");
int nProfCount = GetLocalInt(oPC, "PROFICIENCY_COUNT");
string sHeader = "Now you will select your proficiencies. All characters are allowed three proficiencies. ";
sHeader += "Some proficiencies are only available to certain class standing.\n\n";
sHeader += "Proficiencies selected: " + IntToString(nProfCount) + "/3";
SetHeader(sHeader);
// Check if proficiency is already selected
if (!GetLocalInt(oPC, "PROF_SELECTED_ALCHEMY") && CheckAlchemyProficiency()) {
AddChoice("Alchemy", 1, oPC);
SetLocalString(oPC, "prof_dyn_text_1", "Allows you to combine and refine natural or unnatural elements into new and exciting combinations.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_ANATOMY") && CheckAnatomyProficiency()) {
AddChoice("Anatomy", 2, oPC);
SetLocalString(oPC, "prof_dyn_text_2", "This proficiency represents the study of the anatomy of living things. It enables a character to increase their effective critical hit severity by +2, as well as increase the save DC vs. death for a critical hit effect by +2. Additionally, a character with Anatomy proficiency receives a +2 bonus to heal checks when applying a bandage, and they receive a +2 bonus to hunting checks to recover an organ or other resource.\nRequirements: Upper or Middle Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_ARMOR") && CheckArmorsmithingProficiency()) {
AddChoice("Armorsmithing", 3, oPC);
SetLocalString(oPC, "prof_dyn_text_3", "Allows you to craft armor from base materials.\nRequirements: Lower Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_ASTRO") && CheckAstronomyProficiency()) {
AddChoice("Astronomy", 4, oPC);
SetLocalString(oPC, "prof_dyn_text_4", "Allows you to study celestial bodies and navigate by the stars.\nRequirements: Middle or Upper Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_CARP") && CheckCarpentryProficiency()) {
AddChoice("Carpentry", 5, oPC);
SetLocalString(oPC, "prof_dyn_text_5", "Allows you to work wood to create placeables or other objects.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_DECIPH") && CheckDecipherScriptProficiency()) {
AddChoice("Decipher Script", 6, oPC);
SetLocalString(oPC, "prof_dyn_text_6", "Allows you to decode and understand coded or arcane writings.\nRequirements: Middle or Upper Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_DISGUISE") && CheckDisguiseProficiency()) {
AddChoice("Disguise", 7, oPC);
SetLocalString(oPC, "prof_dyn_text_7", "Allows you to alter your appearance and impersonate others.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_FIRE") && CheckFiremakingProficiency()) {
AddChoice("Firemaking", 8, oPC);
SetLocalString(oPC, "prof_dyn_text_8", "Allows you to create and maintain fires in various conditions.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_GUNS") && CheckGunsmithingProficiency()) {
AddChoice("Gunsmithing", 9, oPC);
SetLocalString(oPC, "prof_dyn_text_9", "This proficiency enables a character to make firearms from base crafting materials, as well as make modifications to a firearm without a requiring a crafting roll.\nRequirements: None");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_HERB") && CheckHerbalismProficiency()) {
AddChoice("Herbalism", 10, oPC);
SetLocalString(oPC, "prof_dyn_text_10", "Allows you to combine and refine natural or unnatural elements into new and exciting combinations.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_HIST") && CheckHistoryProficiency()) {
AddChoice("History", 11, oPC);
SetLocalString(oPC, "prof_dyn_text_11", "Allows you to recall historical events and lore.\nRequirements: Middle or Upper Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_HUNT") && CheckHuntingProficiency()) {
AddChoice("Hunting", 12, oPC);
SetLocalString(oPC, "prof_dyn_text_12", "Allows you to track and harvest game.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_MASON") && CheckMasonryProficiency()) {
AddChoice("Masonry", 13, oPC);
SetLocalString(oPC, "prof_dyn_text_13", "Allows you to work stone in order to create placeables or other objects.\nRequirements: Middle or Lower Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_MINING") && CheckMiningProficiency()) {
AddChoice("Mining", 14, oPC);
SetLocalString(oPC, "prof_dyn_text_14", "Allows you to gather useful ores, metals, and minerals from rock.\nRequirements: Lower Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_OBS") && CheckObservationProficiency()) {
AddChoice("Observation", 15, oPC);
SetLocalString(oPC, "prof_dyn_text_15", "Allows you to notice details and perceive hidden things.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_SIEGE") && CheckSiegeEngineeringProficiency()) {
AddChoice("Siege Engineering", 16, oPC);
SetLocalString(oPC, "prof_dyn_text_16", "Allows you to construct and operate siege weapons.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_SMELT") && CheckSmeltingProficiency()) {
AddChoice("Smelting", 17, oPC);
SetLocalString(oPC, "prof_dyn_text_17", "Allows you to refine ores into usable metals.\nRequirements: Lower Class Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_TAILOR") && CheckTailoringProficiency()) {
AddChoice("Tailoring", 18, oPC);
SetLocalString(oPC, "prof_dyn_text_18", "Allows you to craft clothing and leather goods.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_TRACK") && CheckTrackingProficiency()) {
AddChoice("Tracking", 19, oPC);
SetLocalString(oPC, "prof_dyn_text_19", "Allows you to follow tracks and trails.\nRequirements: Any Standing");
}
if (!GetLocalInt(oPC, "PROF_SELECTED_WOOD") && CheckWoodGatheringProficiency()) {
AddChoice("Wood Gathering", 20, oPC);
SetLocalString(oPC, "prof_dyn_text_20", "Allows you to gather wood from trees.\nRequirements: Any Standing");
}
// Show Done option if at least one proficiency selected
if (nProfCount > 0) {
AddChoice("Done - I have selected enough proficiencies", 21, oPC);
SetLocalString(oPC, "prof_dyn_text_21", "Finish proficiency selection and continue to the next step.");
}
if (ExecuteScriptAndReturnInt("prof_chk_astro", oPC)) {
AddChoice("Astronomy", 4, oPC);
SetLocalString(oPC, "prof_dyn_text_4", "Allows you to study celestial bodies and navigate by the stars.\nRequirements: Middle or Upper Class Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_carp", oPC)) {
AddChoice("Carpentry", 5, oPC);
SetLocalString(oPC, "prof_dyn_text_5", "Allows you to work wood to create placeables or other objects.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_deciph", oPC)) {
AddChoice("Decipher Script", 6, oPC);
SetLocalString(oPC, "prof_dyn_text_6", "Allows you to decode and understand coded or arcane writings.\nRequirements: Middle or Upper Class Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_disguis", oPC)) {
AddChoice("Disguise", 7, oPC);
SetLocalString(oPC, "prof_dyn_text_7", "Allows you to alter your appearance and impersonate others.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_fire", oPC)) {
AddChoice("Firemaking", 8, oPC);
SetLocalString(oPC, "prof_dyn_text_8", "Allows you to create and maintain fires in various conditions.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_guns", oPC)) {
AddChoice("Gunsmithing", 9, oPC);
SetLocalString(oPC, "prof_dyn_text_9", "This proficiency enables a character to make firearms from base crafting materials, as well as make modifications to a firearm without a requiring a crafting roll.\nRequirements: None");
}
if (ExecuteScriptAndReturnInt("prof_chk_herb", oPC)) {
AddChoice("Herbalism", 10, oPC);
SetLocalString(oPC, "prof_dyn_text_10", "Allows you to combine and refine natural or unnatural elements into new and exciting combinations.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_hist", oPC)) {
AddChoice("History", 11, oPC);
SetLocalString(oPC, "prof_dyn_text_11", "Allows you to recall historical events and lore.\nRequirements: Middle or Upper Class Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_hunt", oPC)) {
AddChoice("Hunting", 12, oPC);
SetLocalString(oPC, "prof_dyn_text_12", "Allows you to track and harvest game.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_mason", oPC)) {
AddChoice("Masonry", 13, oPC);
SetLocalString(oPC, "prof_dyn_text_13", "Allows you to work stone in order to create placeables or other objects.\nRequirements: Middle or Lower Class Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_mining", oPC)) {
AddChoice("Mining", 14, oPC);
SetLocalString(oPC, "prof_dyn_text_14", "Allows you to gather useful ores, metals, and minerals from rock.\nRequirements: Lower Class Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_obs", oPC)) {
AddChoice("Observation", 15, oPC);
SetLocalString(oPC, "prof_dyn_text_15", "Allows you to notice details and perceive hidden things.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_siege", oPC)) {
AddChoice("Siege Engineering", 16, oPC);
SetLocalString(oPC, "prof_dyn_text_16", "Allows you to construct and operate siege weapons.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_smelt", oPC)) {
AddChoice("Smelting", 17, oPC);
SetLocalString(oPC, "prof_dyn_text_17", "Allows you to refine ores into usable metals.\nRequirements: Lower Class Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_tailor", oPC)) {
AddChoice("Tailoring", 18, oPC);
SetLocalString(oPC, "prof_dyn_text_18", "Allows you to craft clothing and leather goods.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_track", oPC)) {
AddChoice("Tracking", 19, oPC);
SetLocalString(oPC, "prof_dyn_text_19", "Allows you to follow tracks and trails.\nRequirements: Any Standing");
}
if (ExecuteScriptAndReturnInt("prof_chk_wood", oPC)) {
AddChoice("Wood Gathering", 20, oPC);
SetLocalString(oPC, "prof_dyn_text_20", "Allows you to gather wood from trees.\nRequirements: Any Standing");
}
// No Options Left
if (ExecuteScriptAndReturnInt("prof_chk_l", oPC)) {
AddChoice("No Options Left", 21, oPC);
SetLocalString(oPC, "prof_dyn_text_21", "You have selected all available proficiencies or have no remaining slots.");
}
MarkStageSetUp(nStage, oPC);
SetDefaultTokens();
}
else if (nStage == STAGE_CONFIRM) {
string sProfName = GetLocalString(oPC, "TEMP_PROF_NAME");
string sProfDesc = GetLocalString(oPC, "TEMP_PROF_DESC");
string sHeader = "Are you sure you want to select " + sProfName + "?\n\n";
sHeader += sProfDesc;
SetHeader(sHeader);
AddChoice("Yes, select this proficiency", CHOICE_CONFIRM_YES, oPC);
AddChoice("No, go back", CHOICE_CONFIRM_NO, oPC);
MarkStageSetUp(nStage, oPC);
SetDefaultTokens();
}
SetupTokens();
}
} else {
// Handle PC responses
int nChoice = GetChoice(oPC);
if (nChoice == 21) {
// No Options Left: finalize and proceed to next step (e.g., disfigurement or final)
ExecuteScript("prof_give_nomore", oPC);
// Optionally chain to next conversation:
// StartDynamicConversation("bg_disfig_cv", oPC);
} else if (nChoice >= 1 && nChoice <= 20) {
// Grant the selected proficiency
string sGrant;
switch (nChoice) {
case 1: sGrant = "prof_give_alchemy"; break;
case 2: sGrant = "prof_give_anatomy"; break;
case 3: sGrant = "prof_give_armor"; break;
case 4: sGrant = "prof_give_astro"; break;
case 5: sGrant = "prof_give_carp"; break;
case 6: sGrant = "prof_give_deciph"; break;
case 7: sGrant = "prof_give_disgui"; break;
case 8: sGrant = "prof_give_fire"; break;
case 9: sGrant = "prof_give_guns"; break;
case 10: sGrant = "prof_give_herb"; break;
case 11: sGrant = "prof_give_hist"; break;
case 12: sGrant = "prof_give_hunt"; break;
case 13: sGrant = "prof_give_mason"; break;
case 14: sGrant = "prof_give_mine"; break;
case 15: sGrant = "prof_give_obs"; break;
case 16: sGrant = "prof_give_siege"; break;
case 17: sGrant = "prof_give_smelt"; break;
case 18: sGrant = "prof_give_tailor"; break;
case 19: sGrant = "prof_give_track"; break;
case 20: sGrant = "prof_give_wood"; break;
default: sGrant = ""; break;
}
SetupTokens();
} else {
// Handle PC responses
int nChoice = GetChoice(oPC);
if (nStage == STAGE_LIST) {
if (nChoice == 21) {
// Done - finalize and proceed to next step
ExecuteScript("prof_give_nomore", oPC);
} else if (nChoice >= 1 && nChoice <= 20) {
// Store proficiency info for confirmation
string sProfName;
string sProfVar;
string sGrant;
switch (nChoice)
{
case 1: sProfName = "Alchemy"; sProfVar = "ALCHEMY"; sGrant = "prof_give_alchem"; break;
case 2: sProfName = "Anatomy"; sProfVar = "ANATOMY"; sGrant = "prof_give_anatomy"; break;
case 3: sProfName = "Armorsmithing"; sProfVar = "ARMOR"; sGrant = "prof_give_armor"; break;
case 4: sProfName = "Astronomy"; sProfVar = "ASTRO"; sGrant = "prof_give_astro"; break;
case 5: sProfName = "Carpentry"; sProfVar = "CARP"; sGrant = "prof_give_carp"; break;
case 6: sProfName = "Decipher Script"; sProfVar = "DECIPH"; sGrant = "prof_give_deciph"; break;
case 7: sProfName = "Disguise"; sProfVar = "DISGUISE"; sGrant = "prof_give_disgui"; break;
case 8: sProfName = "Firemaking"; sProfVar = "FIRE"; sGrant = "prof_give_fire"; break;
case 9: sProfName = "Gunsmithing"; sProfVar = "GUNS"; sGrant = "prof_give_guns"; break;
case 10: sProfName = "Herbalism"; sProfVar = "HERB"; sGrant = "prof_give_herb"; break;
case 11: sProfName = "History"; sProfVar = "HIST"; sGrant = "prof_give_hist"; break;
case 12: sProfName = "Hunting"; sProfVar = "HUNT"; sGrant = "prof_give_hunt"; break;
case 13: sProfName = "Masonry"; sProfVar = "MASON"; sGrant = "prof_give_mason"; break;
case 14: sProfName = "Mining"; sProfVar = "MINING"; sGrant = "prof_give_mine"; break;
case 15: sProfName = "Observation"; sProfVar = "OBS"; sGrant = "prof_give_obs"; break;
case 16: sProfName = "Siege Engineering"; sProfVar = "SIEGE"; sGrant = "prof_give_siege"; break;
case 17: sProfName = "Smelting"; sProfVar = "SMELT"; sGrant = "prof_give_smelt"; break;
case 18: sProfName = "Tailoring"; sProfVar = "TAILOR"; sGrant = "prof_give_tailor"; break;
case 19: sProfName = "Tracking"; sProfVar = "TRACK"; sGrant = "prof_give_track"; break;
case 20: sProfName = "Wood Gathering"; sProfVar = "WOOD"; sGrant = "prof_give_wood"; break;
}
SetLocalString(oPC, "TEMP_PROF_NAME", sProfName);
SetLocalString(oPC, "TEMP_PROF_VAR", sProfVar);
SetLocalString(oPC, "TEMP_PROF_GRANT", sGrant);
SetLocalString(oPC, "TEMP_PROF_DESC", GetLocalString(oPC, "prof_dyn_text_" + IntToString(nChoice)));
// Move to confirmation stage
SetStage(STAGE_CONFIRM, oPC);
}
if (sGrant != "") ExecuteScript(sGrant, oPC);
// Return to list to allow further selections
SetStage(STAGE_LIST, oPC);
}
SetStage(nStage, oPC);
}
else if (nStage == STAGE_CONFIRM) {
if (nChoice == CHOICE_CONFIRM_YES) {
// Confirm selection - grant proficiency
string sProfVar = GetLocalString(oPC, "TEMP_PROF_VAR");
string sGrant = GetLocalString(oPC, "TEMP_PROF_GRANT");
// Mark as selected
SetLocalInt(oPC, "PROF_SELECTED_" + sProfVar, TRUE);
// Increment count
int nCount = GetLocalInt(oPC, "PROFICIENCY_COUNT") + 1;
SetLocalInt(oPC, "PROFICIENCY_COUNT", nCount);
// Grant the proficiency
ExecuteScript(sGrant, oPC);
// Clean up temp vars
DeleteLocalString(oPC, "TEMP_PROF_NAME");
DeleteLocalString(oPC, "TEMP_PROF_VAR");
DeleteLocalString(oPC, "TEMP_PROF_GRANT");
DeleteLocalString(oPC, "TEMP_PROF_DESC");
// Check if player has selected 3 proficiencies
if (nCount >= 3) {
// Auto-finish
ExecuteScript("prof_give_nomore", oPC);
}
else
{
// Return to list, force refresh
MarkStageNotSetUp(STAGE_CONFIRM, oPC); // Add this line
MarkStageNotSetUp(STAGE_LIST, oPC);
SetStage(STAGE_LIST, oPC);
}
}
else if (nChoice == CHOICE_CONFIRM_NO) {
// Go back to list
MarkStageNotSetUp(STAGE_CONFIRM, oPC);
SetStage(STAGE_LIST, oPC);
}
}
}
}

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src/nss/clear_bg_vars.nss Normal file
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// clear_bg_vars.nss
#include "inc_persist_loca"
void main()
{
object oPC = OBJECT_SELF;
object oDataObject = GetItemPossessedBy(oPC, "PC_Data_Object");
if (!GetIsObjectValid(oDataObject))
{
SendMessageToPC(oPC, "No PC_Data_Object found on this character.");
return;
}
SendMessageToPC(oPC, "Clearing character creation variables...");
// Clear regular local variables from PC_Data_Object
DeleteLocalInt(oDataObject, "CC0"); // Subrace
DeleteLocalInt(oDataObject, "CC1"); // Social class
DeleteLocalInt(oDataObject, "CC2"); // Background
DeleteLocalInt(oDataObject, "CC3"); // Deity
DeleteLocalInt(oDataObject, "CC4"); // Language
DeleteLocalInt(oDataObject, "CC5"); // Future
DeleteLocalInt(oDataObject, "CC6"); // Age
DeleteLocalInt(oDataObject, "CC7"); // Disfigured
// Clear persistent variables from PC
DeletePersistantLocalInt(oPC, "CC0");
DeletePersistantLocalInt(oPC, "CC1");
DeletePersistantLocalInt(oPC, "CC2");
DeletePersistantLocalInt(oPC, "CC3");
DeletePersistantLocalInt(oPC, "CC4");
DeletePersistantLocalInt(oPC, "CC5");
DeletePersistantLocalInt(oPC, "CC6");
DeletePersistantLocalInt(oPC, "CC7");
// Clear completion flags
DeleteLocalInt(oDataObject, "CC0_DONE");
DeleteLocalInt(oDataObject, "CC1_DONE");
DeleteLocalInt(oDataObject, "CC2_DONE");
DeleteLocalInt(oDataObject, "CC3_DONE");
DeleteLocalInt(oDataObject, "CC4_DONE");
DeleteLocalInt(oDataObject, "CC5_DONE");
DeleteLocalInt(oDataObject, "CC6_DONE");
DeleteLocalInt(oDataObject, "CC7_DONE");
DeletePersistantLocalInt(oPC, "CC0_DONE");
DeletePersistantLocalInt(oPC, "CC1_DONE");
DeletePersistantLocalInt(oPC, "CC2_DONE");
DeletePersistantLocalInt(oPC, "CC3_DONE");
DeletePersistantLocalInt(oPC, "CC4_DONE");
DeletePersistantLocalInt(oPC, "CC5_DONE");
DeletePersistantLocalInt(oPC, "CC6_DONE");
DeletePersistantLocalInt(oPC, "CC7_DONE");
// Clear BG_Select variable
DeletePersistantLocalInt(oPC, "BG_Select");
DeleteLocalInt(oDataObject, "BG_Select");
DeleteLocalString(oPC, "TEMP_PROF_NAME");
DeleteLocalString(oPC, "TEMP_PROF_VAR");
DeleteLocalString(oPC, "TEMP_PROF_GRANT");
DeleteLocalString(oPC, "TEMP_PROF_DESC");
DeleteLocalString(oPC, "ARR_PROF");
DeletePersistantLocalString(oPC, "ARR_PROF");
DeleteLocalInt(oPC, "PROFICIENCY_COUNT");
DeletePersistantLocalInt(oPC, "PROFICIENCY_COUNT");
// Clear LANGUAGE_XX variables (new system)
int i;
for (i = 0; i < 20; i++)
{
string sSlot = "LANGUAGE_" + (i < 10 ? "0" : "") + IntToString(i);
DeleteLocalInt(oDataObject, sSlot);
DeletePersistantLocalInt(oPC, sSlot);
}
SendMessageToPC(oPC, "Character creation variables cleared.");
}