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Initial Upload
2023-09-21 21:20:34 -04:00

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int DMW_START_CUSTOM_TOKEN = 8000;
//Retrieve targetting information
object oMySpeaker = GetLastSpeaker();
object oMyTarget = GetLocalObject(oMySpeaker, "dmfi_univ_target");
location lMyLoc = GetLocalLocation(oMySpeaker, "dmfi_univ_location");
//::///////////////////////////////////////////////
//Test functions from dmw_test_inc
// checks if a nearby object is destroyable
int dmwand_isnearbydestroyable();
// Check if the target can be created with CreateObject
int dmwand_istargetcreateable();
//Check if target is a destroyable object
int dmwand_istargetdestroyable();
// checks if the wand was NOT clicked on an object
int dmwand_istargetinvalid();
// check if the target has an inventory
int dmwand_istargetinventory();
//Check if the target is not the wand's user
int dmwand_istargetnotme();
//Check if target is an NPC or monster
int dmwand_istargetnpc();
//Check if the target is a PC
int dmwand_istargetpc();
//Check if the target is a PC and not me
int dmwand_istargetpcnme();
// Check if the target is a PC or NPC
// uses the CON score currently
int dmwand_istargetpcornpc();
//Check if the target is a PC or an npc and not me
int dmwand_istargetpcornpcnme();
// Check if target is a placeable
int dmwand_istargetplaceable();
//::///////////////////////////////////////////////
//Conversation functions from dmw_conv_inc
//Build Conversation by Dopple
//Build a conversation level, adding "next" and "previous" as needed
void dmwand_BuildConversation(string sConversation, string sParams);
//Build Conversation Dialog by Dopple
//Used by BuildConversation to translate string representation of a
// dialog name to its function
int dmwand_BuildConversationDialog(int nCurrent, int nChoice, string sConversation, string sParams);
// Chose which direction something's alignment should change
int dmw_conv_ChangeAlign(int nCurrent, int nChoice, string sParams = "");
// Chose what attributes to display about a creature
int dmw_conv_DispAttribs(int nCurrent, int nChoice, string sParams = "");
// Chose what ability or skill to do a roll with
int dmw_conv_DoRoll(int nCurrent, int nChoice, string sParams = "");
// Chose what to do with an object's inventory
int dmw_conv_Inventory(int nCurrent, int nChoice, string sParams = "");
// Diaplay an item's stats, and chose what to do with that item
int dmw_conv_ItemListConv(int nCurrent, int nChoice, string sParams = "");
// List a creature's inventory
int dmw_conv_ListInventory(int nCurrent, int nChoice, string sParams = "");
// List all players
int dmw_conv_ListPlayers(int nCurrent, int nChoice, string sParams = "");
// Chose how much to modify alignment by
int dmw_conv_ModAlign(int nCurrent, int nChoice, string sParams = "");
// Chose how much to change reputation by
int dmw_conv_ModRep(int nCurrent, int nChoice, string sParams = "");
// Chose whether a roll should be public or private
int dmw_conv_Roll(int nCurrent, int nChoice, string sParams = "");
// Starting conversation, all branches lead from here
int dmw_conv_Start(int nCurrent, int nChoice, string sParams = "");
// Chose how far to advance the time of day
int dmw_conv_TimeOfDay(int nCurrent, int nChoice, string sParams = "");
//::///////////////////////////////////////////////
//dmwand functions from dmw_func_inc
//Ability Roll Funtion by Jhenne
// - nAbility: ABILITY_*
// - nSecret: TRUE if roll should not be shown to other players
void dmwand_AbilityCheck(int nAbility, int nSecret = TRUE);
//Advance time by Dopple
// -nHours: number of hours to advance time by
void dmwand_AdvanceTime(int nHours);
//Alignment by Robert Bernavich, Jhenne, Archaego
// function returns concatenated string version of objects Alignment
string dmwand_Alignment(object oEntity);
//ClassLevel by Robert Bernavich, Jhenne, Archaego
// Returns all three classes and levels in string format of Object
string dmwand_ClassLevel(object oEntity);
//Destroy item by Dopple
//Destroys item in "dmw_item" local object on speaker, then returns to
// inventory list dialog
void dmwand_DestroyItem();
//Destroy nearby by Dopple
// Destroy the first object we find nearby the target location, then
// return to starting dialog
void dmwand_DestroyNearbyTarget();
//Destroy target by Dopple, adapted from Bioware script in World Builder Guide
// destroy target object/creature, then return to starting dialog
void dmwand_DestroyTarget();
//Export Characters suggested by a great number of people
void dmwand_ExportChars();
//Follow me by Jhenne
// force creature or player to follow user
void dmwand_FollowMe();
//Follow Target by Jhenne
// force user to follow target
void dmwand_FollowTarget();
//Gender by Robert Bernavich, Jhenne, Archaego
// function returns a string value of objects gender
string dmwand_Gender(object oEntity);
//Identify item by Dopple
// toggle identified status of item in "dmw_item" local object on user,
// then return to the ItemListConv dialog
void dmwand_IdentifyItem();
//Inventory by Robert Bernavich, Jhenne, Archaego, Dopple
// Loop through the objects inventory and return a string value of entire
// inventory
string dmwand_Inventory(object oEntity);
//Item Info by Robert Bernavich, Jhenne, Archaego, and Dopple
string dmwand_ItemInfo(object oItem, int nLongForm = 0);
//Join player's party
void dmwand_JoinParty();
//Jump player by Jhenne
void dmwand_JumpPlayerHere();
//Jump to player by Jhenne
void dmwand_JumpToPlayer();
//Kick PC by Dopple and Jhenne
// Kick out the target PC
void dmwand_KickPC();
//Kill the target, forcing it to leave a corpse behind
// taken from Bioware's KillAndReplace() in the World Builder Guide
void dmwand_KillAndReplace();
//Leave target's party
void dmwand_LeaveParty();
//Map area by Dopple
// Give the target a full map of the area
void dmwand_MapArea();
//Mod One Rep by Jhenne and Dopple
// Modify the reputations of target creature and player towards each other
void dmwand_ModOneRep(string sPlayer);
//Mod Rep by Jhenne and Dopple
// Modify the reputations of target creature and all players towards each
// other
void dmwand_ModRep(string sAmt);
//Player list conversation by Dopple
// Used to return to starting dialog after selecting a player
void dmwand_PlayerListConv(string sParams);
//Race by Robert Bernavich, Jhenne, Archaego
// Returns string version of objects race
string dmwand_Race(object oEntity);
//Reload Module by Dopple
// reload the current running module
void dmwand_ReloadModule();
//Resume default by Jhenne
// make target resume waypoints if creature, stop everything if player
void dmwand_ResumeDefault();
//Shift Alignment by Jhenne and Dopple
// Shift the alignment of object
// - sAlign: law__/chaos/good_/evil
// - nShift: amount to shift by
void dmwand_ShiftAlignment(string sAlign, int nShift);
//ShowAllAttribs by Robert Bernavich, Jhenne, Archaego
// Return formatted report of player's character information
void dmwand_ShowAllAttribs();
//ShowBasicAttribs by Robert Bernavich, Jhenne, Archaego
// Return formatted report of player's basic character information
void dmwand_ShowBasicAttribs();
//ShowInventory by RRobert Bernavich, Jhenne, Archaego
// Return formatted report of player's inventory
void dmwand_ShowInventory();
//Skill Roll Funtion by Jhenne, modified by Dopple
// - nSkill: SKILL_*
// - nSecret: TRUE if roll should not be shown to other players
void dmwand_SkillCheck(int nSkill, int nSecret = TRUE);
//Swap Day/Night by Dopple
// - nDay: 1 to make it day, 0 to make it night
void dmwand_SwapDayNight(int nDay);
//Take all by Jhenne and Dopple
// Take all items from target
void dmwand_TakeAll();
//Take all equipped by Jhenne and Dopple
// Take all equipped items off of target
void dmwand_TakeAllEquipped();
//Take all unequipped by Jhenne and Dopple
// take all unequipped items from target
void dmwand_TakeAllUnequipped();
//Take Item by Jhenne and Dopple
// take dialog-selected item from target, and return to inventory list dialog
void dmwand_TakeItem();
//Item Stripper by Jhenne - remove item from target
// - oEquip: object to remove
void dmwand_takeoneitem(object oEquip);
//Toad..err..penguin the player by Dopple
// I would rather a chicken, but it seems that's not a valid polymorph type :(
void dmwand_Toad();
//TurnNearOff by Dopple, adapted from Bioware's on/off script
// Turn a placeable near the target location off
void dmwand_TurnNearOff();
//TurnNearOn by Dopple, adapted from Bioware's on/off script
// Turn a placeable near the target location on
void dmwand_TurnNearOn();
//TurnOff by Dopple, adapted from Bioware's on/off script
// Turn a placeable off
void dmwand_TurnOff(object oMyPlaceable);
//TurnOn by Dopple, adapted from Bioware's on/off script
// Turn a placeable on
void dmwand_TurnOn(object oMyPlaceable);
//TurnTargetOff by Dopple, adapted from Bioware's on/off script
// Turn target off
void dmwand_TurnTargetOff();
//TurnTargetOn by Dopple, adapted from Bioware's on/off script
// Turn target on
void dmwand_TurnTargetOn();
//UnToad..err..penguin the player by Dopple
// reverse effects of Toad
void dmwand_Untoad();
//Do Dialog Choice by Dopple
//Dialog function in dmw_dodialog_inc, performs a function or starts
// another dialog function when a dialog choice is selected
void dmwand_DoDialogChoice(int nChoice);
//Start Conversation by Dopple
// Function to start the ball rolling, in dmw_start_inc
void dmwand_StartConversation();
//DMFI: Added by hahnsoo
// Function gets the value of all items carried by oPC
int DMFI_GetNetWorth(object oPC)
{
object oItem = GetFirstItemInInventory(oPC);
int iValue = 0;
while (GetIsObjectValid(oItem))
{
iValue = iValue + GetGoldPieceValue(oItem);
oItem = GetNextItemInInventory(oPC);
}
return iValue;
}
int dmwand_isnearbydestroyable()
{
object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
int nTargetType = GetObjectType(oMyTest);
return (GetIsObjectValid(oMyTest) && (! GetIsPC(oMyTest)) && ((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE)));
}
int dmwand_istargetcreateable()
{
if(! GetIsObjectValid(oMyTarget)) { return FALSE; }
int nTargetType = GetObjectType(oMyTarget);
return ((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE));
}
int dmwand_istargetdestroyable()
{
if(! GetIsObjectValid(oMyTarget)) { return FALSE; }
int nTargetType = GetObjectType(oMyTarget);
if(! GetIsPC(oMyTarget))
{
return ((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE));
}
return FALSE;
}
int dmwand_istargetinvalid()
{
return !GetIsObjectValid(oMyTarget);
}
int dmwand_istargetinventory()
{
return (GetIsObjectValid(oMyTarget) && GetHasInventory(oMyTarget));
}
int dmwand_istargetnotme()
{
return (GetIsObjectValid(oMyTarget) && (oMySpeaker != oMyTarget));
}
int dmwand_istargetnpc()
{
return (dmwand_istargetpcornpc() && (! GetIsPC(oMyTarget)));
}
int dmwand_istargetpc()
{
return (GetIsObjectValid(oMyTarget) && GetIsPC(oMyTarget));
}
int dmwand_istargetpcnme()
{
return (GetIsObjectValid(oMyTarget) && GetIsPC(oMyTarget) && (oMySpeaker != oMyTarget));
}
int dmwand_istargetpcornpc()
{
return (GetIsObjectValid(oMyTarget) && GetAbilityScore(oMyTarget, ABILITY_CONSTITUTION));
}
int dmwand_istargetpcornpcnme()
{
return (dmwand_istargetpcornpc() && (oMySpeaker != oMyTarget));
}
int dmwand_istargetplaceable()
{
if(! GetIsObjectValid(oMyTarget)) { return FALSE; }
int nTargetType = GetObjectType(oMyTarget);
return (nTargetType == OBJECT_TYPE_PLACEABLE);
}
//::///////////////////////////////////////////////
//:: File: dmw_func_inc
//::
//:: Useful functions for the DM's Helper
//:://////////////////////////////////////////////
void dmwand_AbilityCheck(int nAbility, int nSecret = TRUE)
{
int nRoll=d20();
int nRank=GetAbilityModifier (nAbility, oMyTarget);
int nResult=nRoll+nRank;
string sRoll=IntToString(nRoll);
string sRank=IntToString(nRank);
string sResult=IntToString(nResult);
string sAbility;
switch(nAbility)
{
case ABILITY_CHARISMA:
sAbility = "Charisma"; break;
case ABILITY_CONSTITUTION:
sAbility = "Constitution"; break;
case ABILITY_DEXTERITY:
sAbility = "Dexterity"; break;
case ABILITY_INTELLIGENCE:
sAbility = "Intelligence"; break;
case ABILITY_STRENGTH:
sAbility = "Strength"; break;
case ABILITY_WISDOM:
sAbility = "Wisdom"; break;
}
SendMessageToPC(oMySpeaker, GetName(oMyTarget)+"'s "+sAbility+" Check, Roll: "+sRoll+" Modifier: "+sRank+" = "+sResult);
if (!nSecret)
{
AssignCommand( oMyTarget, SpeakString(sAbility+" Check, Roll: "+sRoll+" Modifier: "+sRank+" = "+sResult));
}
}
void dmwand_AdvanceTime(int nHours)
{
int nCurrentHour = GetTimeHour();
int nCurrentMinute = GetTimeMinute();
int nCurrentSecond = GetTimeSecond();
int nCurrentMilli = GetTimeMillisecond();
nCurrentHour += nHours;
SetTime(nCurrentHour, nCurrentMinute, nCurrentSecond, nCurrentMilli);
dmwand_BuildConversation("TimeOfDay", "");
}
string dmwand_Alignment(object oEntity)
{
string sReturnString;
switch (GetAlignmentLawChaos(oEntity))
{
case ALIGNMENT_LAWFUL: sReturnString = "Lawful "; break;
case ALIGNMENT_NEUTRAL: sReturnString = "Neutral "; break;
case ALIGNMENT_CHAOTIC: sReturnString = "Chaotic "; break;
}
switch (GetAlignmentGoodEvil(oEntity))
{
case ALIGNMENT_GOOD: sReturnString = sReturnString + "Good"; break;
case ALIGNMENT_NEUTRAL: sReturnString = sReturnString + "Neutral"; break;
case ALIGNMENT_EVIL: sReturnString = sReturnString + "Evil"; break;
}
if (sReturnString == "Neutral Neutral"){sReturnString = "True Neutral";}
return sReturnString;
}
string dmwand_ClassLevel(object oEntity)
{
string sReturnString;
string sClass;
string sClassOne;
string sClassTwo;
string sClassThree;
int nLevelOne;
int nLevelTwo;
int nLevelThree;
int iIndex;
// Loop through all three classes and pull out info
for(iIndex == 1;iIndex < 4;iIndex++)
{
switch (GetClassByPosition(iIndex,oEntity))
{
case CLASS_TYPE_ABERRATION: sClass ="Aberration";break;
case CLASS_TYPE_ANIMAL: sClass ="Animal"; break;
case CLASS_TYPE_BARBARIAN: sClass ="Barbarian";break;
case CLASS_TYPE_BARD: sClass ="Bard"; break;
case CLASS_TYPE_BEAST: sClass ="Beast"; break;
case CLASS_TYPE_CLERIC: sClass ="Cleric"; break;
case CLASS_TYPE_COMMONER: sClass ="Commoner";break;
case CLASS_TYPE_CONSTRUCT: sClass ="Construct"; break;
case CLASS_TYPE_DRAGON: sClass ="Dragon"; break;
case CLASS_TYPE_DRUID: sClass ="Druid";break;
case CLASS_TYPE_ELEMENTAL: sClass ="Elemental"; break;
case CLASS_TYPE_FEY: sClass ="Fey";break;
case CLASS_TYPE_FIGHTER: sClass ="Fighter"; break;
case CLASS_TYPE_GIANT: sClass ="Giant"; break;
case CLASS_TYPE_HUMANOID: sClass ="Humanoid"; break;
case CLASS_TYPE_INVALID: sClass ="";break;
case CLASS_TYPE_MAGICAL_BEAST:sClass ="Magical Beast"; break;
case CLASS_TYPE_MONK: sClass ="Monk"; break;
case CLASS_TYPE_OUTSIDER: sClass ="Outsider"; break;
case CLASS_TYPE_MONSTROUS: sClass ="Monstrous"; break;
case CLASS_TYPE_PALADIN: sClass ="Paladin";break;
case CLASS_TYPE_RANGER: sClass ="Ranger";break;
case CLASS_TYPE_ROGUE: sClass ="Rogue";break;
case CLASS_TYPE_SHAPECHANGER: sClass ="Shapechanger";break;
case CLASS_TYPE_SORCERER: sClass ="Sorcerer";break;
case CLASS_TYPE_UNDEAD: sClass ="Undead";break;
case CLASS_TYPE_VERMIN: sClass ="Vermin"; break;
case CLASS_TYPE_WIZARD: sClass ="Wizard"; break;
}
// Now depending on which iteration we just went through
// assign it to the proper class
switch (iIndex)
{
case 1: sClassOne = sClass; break;
case 2: sClassTwo = sClass; break;
case 3: sClassThree = sClass; break;
}
};
// Now get all three class levels. Wil be 0 if does class pos
//does not exists
nLevelOne = GetLevelByPosition(1,oEntity);
nLevelTwo = GetLevelByPosition(2,oEntity);
nLevelThree = GetLevelByPosition(3,oEntity);
//Start building return string
sReturnString = sClassOne + "(" + IntToString(nLevelOne) + ")" ;
//If second class exists append to return string
if(nLevelTwo > 0)
{
sReturnString =sReturnString + "/" + sClassTwo + "(" + IntToString(nLevelTwo) + ")";
}
//If third class exists append to return string
if(nLevelThree > 0)
{
sReturnString =sReturnString + "/" + sClassThree + "(" + IntToString(nLevelThree) + ")";
}
return sReturnString;
}
void dmwand_DestroyItem()
{
object oItem = GetLocalObject(oMySpeaker, "dmw_item");
if(GetIsObjectValid(oItem))
{
DestroyObject(oItem);
}
dmwand_BuildConversation("ListInventory", "");
}
void dmwand_DestroyNearbyTarget()
{
effect eDestroy = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
while(GetIsObjectValid(oMyTest) && GetIsPC(oMyTest))
{
object oMyTest = GetNextObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
}
if(GetIsObjectValid(oMyTest) && (! GetIsPC(oMyTest)))
{
DestroyObject(oMyTest);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eDestroy, lMyLoc);
}
dmwand_BuildConversation("Start", "");
}
void dmwand_DestroyTarget()
{
effect eDestroy = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
DestroyObject(oMyTarget);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eDestroy, lMyLoc);
dmwand_BuildConversation("Start", "");
}
void dmwand_ExportChars()
{
ExportAllCharacters();
}
void dmwand_FollowMe()
{
AssignCommand ( oMyTarget, ActionForceFollowObject( oMySpeaker));
}
void dmwand_FollowTarget()
{
AssignCommand ( oMySpeaker, ActionForceFollowObject(oMyTarget));
}
string dmwand_Gender(object oEntity)
{
switch (GetGender(oEntity))
{
case GENDER_MALE: return "Male"; break;
case GENDER_FEMALE: return "Female"; break;
case GENDER_BOTH: return "Both"; break;
case GENDER_NONE: return "None"; break;
case GENDER_OTHER: return "Other"; break;
}
return "Weirdo";
}
void dmwand_IdentifyItem()
{
object oItem = GetLocalObject(oMySpeaker, "dmw_item");
if(GetIsObjectValid(oItem))
{
SetIdentified(oItem, (GetIdentified(oItem)?FALSE:TRUE));
}
dmwand_BuildConversation("ItemListConv", "");
}
string dmwand_Inventory(object oEntity)
{
string sBaseType;
string sReturnString;
object oItem = GetFirstItemInInventory(oEntity);
while(oItem != OBJECT_INVALID)
{
sReturnString = sReturnString + "\n" + dmwand_ItemInfo(oItem, 0);
oItem = GetNextItemInInventory(oEntity);
};
sReturnString = sReturnString + "\nEquipped:\n";
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_ARMS, oMyTarget))){ sReturnString = sReturnString + "Arms: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_ARMS, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_BELT, oMyTarget))){ sReturnString = sReturnString + "Belt: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_BELT, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_BOOTS, oMyTarget))){ sReturnString = sReturnString + "Boots: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_BOOTS, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CHEST, oMyTarget))){ sReturnString = sReturnString + "Chest: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_CHEST, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CLOAK, oMyTarget))){ sReturnString = sReturnString + "Cloak: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_CLOAK, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_HEAD, oMyTarget))){ sReturnString = sReturnString + "Head: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_HEAD, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oMyTarget))){ sReturnString = sReturnString + "Left Hand: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_LEFTRING, oMyTarget))){ sReturnString = sReturnString + "Left Ring: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_LEFTRING, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_NECK, oMyTarget))){ sReturnString = sReturnString + "Neck: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_NECK, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oMyTarget))){ sReturnString = sReturnString + "Right Hand: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oMyTarget))){ sReturnString = sReturnString + "Right Ring: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_ARROWS, oMyTarget))){ sReturnString = sReturnString + "Arrows: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_ARROWS, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_BOLTS, oMyTarget))){ sReturnString = sReturnString + "Bolts: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_BOLTS, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_BULLETS, oMyTarget))){ sReturnString = sReturnString + "Bullets: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_BULLETS, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CARMOUR, oMyTarget))){ sReturnString = sReturnString + "Creature Armor: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_CARMOUR, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oMyTarget))){ sReturnString = sReturnString + "Creature Bite: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oMyTarget))){ sReturnString = sReturnString + "Creature Left: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oMyTarget),0) + "\n"; }
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oMyTarget))){ sReturnString = sReturnString + "Creature Right: " + dmwand_ItemInfo(GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oMyTarget),0) + "\n"; }
return sReturnString;
}
string dmwand_ItemInfo(object oItem, int nLongForm = 0)
{
string sReturnString = "";
string sBaseType = "";
string sStacked = "";
string sIdentified = "";
string sGPValue = "";
string sACValue = "";
string sProperties = "";
switch(GetBaseItemType(oItem))
{
case BASE_ITEM_AMULET: sBaseType ="Amulet";break;
case BASE_ITEM_ARMOR: sBaseType ="Armor";break;
case BASE_ITEM_ARROW: sBaseType ="Arrow";break;
case BASE_ITEM_BASTARDSWORD: sBaseType ="Bastard Sword";break;
case BASE_ITEM_BATTLEAXE: sBaseType ="Battle Axe";break;
case BASE_ITEM_BELT: sBaseType ="Belt";break;
case BASE_ITEM_BOLT : sBaseType ="Bolt";break;
case BASE_ITEM_BOOK: sBaseType ="Book";break;
case BASE_ITEM_BOOTS: sBaseType ="Boots";break;
case BASE_ITEM_BRACER: sBaseType ="Bracer";break;
case BASE_ITEM_BULLET: sBaseType ="Bullet";break;
case BASE_ITEM_CBLUDGWEAPON: sBaseType ="Bludgeoning Weap.";break;
case BASE_ITEM_CLOAK: sBaseType ="Cloak";break;
case BASE_ITEM_CLUB: sBaseType ="Club";break;
case BASE_ITEM_CPIERCWEAPON: sBaseType ="Pierceing Weap.";break;
case BASE_ITEM_CREATUREITEM: sBaseType ="Creature Item";break;
case BASE_ITEM_CSLASHWEAPON: sBaseType ="Slash Weap.";break;
case BASE_ITEM_CSLSHPRCWEAP: sBaseType ="Slash/Pierce Weap.";break;
case BASE_ITEM_DAGGER: sBaseType ="Dagger";break;
case BASE_ITEM_DART: sBaseType ="Dart";break;
case BASE_ITEM_DIREMACE: sBaseType ="Mace";break;
case BASE_ITEM_DOUBLEAXE: sBaseType ="Double Axe";break;
case BASE_ITEM_GEM: sBaseType ="Gem";break;
case BASE_ITEM_GLOVES: sBaseType ="Gloves";break;
case BASE_ITEM_GOLD: sBaseType ="Gold";break;
case BASE_ITEM_GREATAXE: sBaseType ="Great Axe";break;
case BASE_ITEM_GREATSWORD: sBaseType ="Great Sword";break;
case BASE_ITEM_HALBERD: sBaseType ="Halberd";break;
case BASE_ITEM_HANDAXE: sBaseType ="Hand Axe";break;
case BASE_ITEM_HEALERSKIT: sBaseType ="Healers Kit";break;
case BASE_ITEM_HEAVYCROSSBOW: sBaseType ="Heavy Xbow";break;
case BASE_ITEM_HEAVYFLAIL: sBaseType ="Heavy Flail";break;
case BASE_ITEM_HELMET: sBaseType ="Helmet";break;
case BASE_ITEM_INVALID: sBaseType ="";break;
case BASE_ITEM_KAMA: sBaseType ="Kama";break;
case BASE_ITEM_KATANA: sBaseType ="Katana";break;
case BASE_ITEM_KEY: sBaseType ="Key";break;
case BASE_ITEM_KUKRI: sBaseType ="Kukri";break;
case BASE_ITEM_LARGEBOX: sBaseType ="Large Box";break;
case BASE_ITEM_LARGESHIELD: sBaseType ="Large Shield";break;
case BASE_ITEM_LIGHTCROSSBOW: sBaseType ="Light Xbow";break;
case BASE_ITEM_LIGHTFLAIL: sBaseType ="Light Flail";break;
case BASE_ITEM_LIGHTHAMMER: sBaseType ="Light Hammer";break;
case BASE_ITEM_LIGHTMACE: sBaseType ="Light Mace";break;
case BASE_ITEM_LONGBOW: sBaseType ="Long Bow";break;
case BASE_ITEM_LONGSWORD: sBaseType ="Long Sword";break;
case BASE_ITEM_MAGICROD: sBaseType ="Magic Rod";break;
case BASE_ITEM_MAGICSTAFF: sBaseType ="Magic Staff";break;
case BASE_ITEM_MAGICWAND: sBaseType ="Magic Wand";break;
case BASE_ITEM_MISCLARGE: sBaseType ="Misc. Large";break;
case BASE_ITEM_MISCMEDIUM: sBaseType ="Misc. Medium";break;
case BASE_ITEM_MISCSMALL: sBaseType ="Misc. Small";break;
case BASE_ITEM_MISCTALL: sBaseType ="Misc. Small";break;
case BASE_ITEM_MISCTHIN: sBaseType ="Misc. Thin";break;
case BASE_ITEM_MISCWIDE: sBaseType ="Misc. Wide";break;
case BASE_ITEM_MORNINGSTAR: sBaseType ="Morningstar";break;
case BASE_ITEM_POTIONS: sBaseType ="Potion";break;
case BASE_ITEM_QUARTERSTAFF: sBaseType ="Quarterstaff";break;
case BASE_ITEM_RAPIER: sBaseType ="Rapier";break;
case BASE_ITEM_RING: sBaseType ="Ring";break;
case BASE_ITEM_SCIMITAR: sBaseType ="Scimitar";break;
case BASE_ITEM_SCROLL: sBaseType ="Scroll";break;
case BASE_ITEM_SCYTHE: sBaseType ="Scythe";break;
case BASE_ITEM_SHORTBOW: sBaseType ="Shortbow";break;
case BASE_ITEM_SHORTSPEAR: sBaseType ="Short Spear";break;
case BASE_ITEM_SHORTSWORD: sBaseType ="Short Sword";break;
case BASE_ITEM_SHURIKEN: sBaseType ="Shuriken";break;
case BASE_ITEM_SICKLE: sBaseType ="Sickle";break;
case BASE_ITEM_SLING: sBaseType ="Sling";break;
case BASE_ITEM_SMALLSHIELD: sBaseType ="Small Shield";break;
case BASE_ITEM_SPELLSCROLL: sBaseType ="Spell Scroll";break;
case BASE_ITEM_THIEVESTOOLS: sBaseType ="Thieves Tools";break;
case BASE_ITEM_THROWINGAXE: sBaseType ="Throwing Axe";break;
case BASE_ITEM_TORCH: sBaseType ="Torch";break;
case BASE_ITEM_TOWERSHIELD: sBaseType ="Tower Shield";break;
case BASE_ITEM_TRAPKIT: sBaseType ="Trap Kit";break;
case BASE_ITEM_TWOBLADEDSWORD: sBaseType ="2 Bladed Sword";break;
case BASE_ITEM_WARHAMMER: sBaseType ="Warhammer";break;
}
if (sBaseType != "Gold")
{
// If more than one item (stacked)
if (GetNumStackedItems(oItem) > 1 )
{
sStacked = "(" + IntToString(GetNumStackedItems(oItem)) + ") ";
}
else
{
// Build remainder of output string
sStacked = "";
}
}
if(nLongForm)
{
sIdentified = "Identified: " + ((GetIdentified(oItem))?"Yes":"No");
sGPValue = "Gold Piece Value: " + IntToString(GetGoldPieceValue(oItem));
int nACValue = GetItemACValue(oItem);
if(nACValue) { sACValue = "AC: " + IntToString(nACValue); }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ABILITY_BONUS)) { sProperties = sProperties + "Ability Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS)) { sProperties = sProperties + "AC Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP)) { sProperties = sProperties + "AC Bonus vs. Alignment Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE)) { sProperties = sProperties + "AC Bonus vs. Damage Type\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP)) { sProperties = sProperties + "AC Bonus vs. Racial Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT)) { sProperties = sProperties + "AC Bonus vs. Alignment\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS)) { sProperties = sProperties + "Attack Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP)) { sProperties = sProperties + "Attack Bonus vs. Alignment Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP)) { sProperties = sProperties + "Attack Bonusvs. Racial Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT)) { sProperties = sProperties + "Attack Bonus vs. Alignment\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_BASE_ITEM_WEIGHT_REDUCTION)) { sProperties = sProperties + "Weight Reduction\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_BONUS_FEAT)) { sProperties = sProperties + "Bonus Feat\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N)) { sProperties = sProperties + "Bonus Spell Slot\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_CAST_SPELL)) { sProperties = sProperties + "Cast Spell\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS)) { sProperties = sProperties + "Damage Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP)) { sProperties = sProperties + "Damage Bonus vs. Alignment Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP)) { sProperties = sProperties + "Damage Bonus vs. Racial Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT)) { sProperties = sProperties + "Damage Bonus vs. Alignment\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_REDUCTION)) { sProperties = sProperties + "Damage Reduction\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_RESISTANCE)) { sProperties = sProperties + "Damage Resistance\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY)) { sProperties = sProperties + "Damage Vulnerability\n"; }
// if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DANCING)) { sProperties = sProperties + "Dancing\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DARKVISION)) { sProperties = sProperties + "Darkvision\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ABILITY_SCORE)) { sProperties = sProperties + "Decreased Ability\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_AC)) { sProperties = sProperties + "Decreased AC\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER)) { sProperties = sProperties + "Decreased Attack Modifier\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_DAMAGE)) { sProperties = sProperties + "Decreased Damage\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER)) { sProperties = sProperties + "Decreased Enhancement Modifier\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SAVING_THROWS)) { sProperties = sProperties + "Decreased Saving Throws\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC)) { sProperties = sProperties + "Decreased Specific Saving Throw\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER)) { sProperties = sProperties + "Decreased Skill Modifier\n"; }
// if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_DOUBLE_STACK)) { sProperties = sProperties + "Double Stack\n"; }
// if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCED_CONTAINER_BONUS_SLOTS)) { sProperties = sProperties + "Enhanced Container Bonus Slots\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCED_CONTAINER_REDUCED_WEIGHT)) { sProperties = sProperties + "Enhanced Container Reduced Weight\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS)) { sProperties = sProperties + "Enhancement Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP)) { sProperties = sProperties + "Enhancement Bonus vs. Alignment Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP)) { sProperties = sProperties + "Enhancement Bonus vs. Racial Group\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT)) { sProperties = sProperties + "Enhancement Bonus vs. Alignment\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE)) { sProperties = sProperties + "Extra Melee Damage Type\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE)) { sProperties = sProperties + "Extra Ranged Damage Type\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_FREEDOM_OF_MOVEMENT)) { sProperties = sProperties + "Freedom of Movement\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_HASTE)) { sProperties = sProperties + "Haste\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_HOLY_AVENGER)) { sProperties = sProperties + "Holy Avenger\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE)) { sProperties = sProperties + "Immunity Damage Type\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS)) { sProperties = sProperties + "Immunity Miscellaneous\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL)) { sProperties = sProperties + "Immunity Specific Spell\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL)) { sProperties = sProperties + "Immunity Spell School\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL)) { sProperties = sProperties + "Immunity Spell Level\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMPROVED_EVASION)) { sProperties = sProperties + "Improved Evasion\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_KEEN)) { sProperties = sProperties + "Keen\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_LIGHT)) { sProperties = sProperties + "Light\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_MASSIVE_CRITICALS)) { sProperties = sProperties + "Massive Criticals\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_MIGHTY)) { sProperties = sProperties + "Mighty\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_MIND_BLANK)) { sProperties = sProperties + "Mind Blank\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_MONSTER_DAMAGE)) { sProperties = sProperties + "Monster Damage\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_NO_DAMAGE)) { sProperties = sProperties + "No Damage\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ON_HIT_PROPERTIES)) { sProperties = sProperties + "On Hit\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_ON_MONSTER_HIT)) { sProperties = sProperties + "On Monster Hit\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_POISON)) { sProperties = sProperties + "Poison\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION)) { sProperties = sProperties + "Regeneration\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION_VAMPIRIC)) { sProperties = sProperties + "Vampiric Regeneration\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_SAVING_THROW_BONUS)) { sProperties = sProperties + "Saving Throw Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC)) { sProperties = sProperties + "Specific Saving Throw Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_SKILL_BONUS)) { sProperties = sProperties + "Skill Bonus\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_SPELL_RESISTANCE)) { sProperties = sProperties + "Spell Resistance\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_THIEVES_TOOLS)) { sProperties = sProperties + "Thieves Tools\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_TRAP)) { sProperties = sProperties + "Trap\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_TRUE_SEEING)) { sProperties = sProperties + "True Seeing\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_TURN_RESISTANCE)) { sProperties = sProperties + "Turn Resistance\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_UNLIMITED_AMMUNITION)) { sProperties = sProperties + "Unlimited Ammo\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP)) { sProperties = sProperties + "Alignment Group Use Limitation\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_USE_LIMITATION_CLASS)) { sProperties = sProperties + "Class Use Limitation\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE)) { sProperties = sProperties + "Racial Use Limitation\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_USE_LIMITATION_SPECIFIC_ALIGNMENT)) { sProperties = sProperties + "Alignment Use Limitation\n"; }
if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_USE_LIMITATION_TILESET)) { sProperties = sProperties + "Tileset Use Limitation\n"; }
// if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_VORPAL)) { sProperties = sProperties + "Vorpal\n"; }
// if(GetItemHasItemProperty(oItem, ITEM_PROPERTY_WOUNDING)) { sProperties = sProperties + "Wounding\n"; }
if(sProperties != "") { sProperties = "Properties:\n" + sProperties; }
sReturnString = sStacked + GetName(oItem) + "\n" +
"-------------------------------------------\n" +
sBaseType + "\n" +
sIdentified + "\n" +
((nACValue)?sACValue + "\n":"") +
sProperties;
}
else
{
sReturnString = sStacked + GetName(oItem) + " (" + sBaseType + ")";
}
return sReturnString;
}
void dmwand_JoinParty()
{
AssignCommand(oMySpeaker, AddToParty( oMySpeaker, GetFactionLeader(oMyTarget)));
}
void dmwand_JumpPlayerHere()
{
location lJumpLoc = GetLocation(oMySpeaker);
AssignCommand(oMyTarget, ClearAllActions());
AssignCommand(oMyTarget, ActionJumpToLocation(lJumpLoc));
}
void dmwand_JumpToPlayer()
{
location lJumpLoc = GetLocation(oMyTarget);
AssignCommand(oMySpeaker, ActionJumpToLocation(lJumpLoc));
}
void dmwand_KickPC()
{
// Create a lightning strike, thunder, scorch mark, and random small
// lightnings at target's location
AssignCommand( oMySpeaker, ApplyEffectAtLocation ( DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_M), lMyLoc));
AssignCommand ( oMySpeaker, PlaySound ("as_wt_thundercl3"));
object oScorch = CreateObject ( OBJECT_TYPE_PLACEABLE, "plc_weathmark", lMyLoc, FALSE);
object oTargetArea = GetArea(oMySpeaker);
int nXPos, nYPos, nCount;
for(nCount = 0; nCount < 5; nCount++)
{
nXPos = Random(10) - 5;
nYPos = Random(10) - 5;
vector vNewVector = GetPositionFromLocation(lMyLoc);
vNewVector.x += nXPos;
vNewVector.y += nYPos;
location lNewLoc = Location(oTargetArea, vNewVector, 0.0);
AssignCommand( oMySpeaker, ApplyEffectAtLocation ( DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_S), lNewLoc));
}
DelayCommand ( 20.0, DestroyObject ( oScorch));
// Kick the target out of the game
BootPC(oMyTarget);
}
void dmwand_KillAndReplace()
{
SetPlotFlag(oMyTarget, FALSE);
AssignCommand(oMyTarget, SetIsDestroyable(FALSE, FALSE));
AssignCommand(oMyTarget, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oMyTarget));
}
void dmwand_LeaveParty()
{
RemoveFromParty(oMySpeaker);
}
void dmwand_MapArea()
{
object omyarea = GetArea(oMySpeaker);
ExploreAreaForPlayer(omyarea, oMyTarget);
}
void dmwand_ModOneRep(string sPlayer)
{
string sAmt = GetLocalString(oMySpeaker, "dmw_repamt");
int nAmt = StringToInt(sAmt);
object oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + sPlayer);
AdjustReputation(oPlayer, oMyTarget, nAmt);
AdjustReputation(oMyTarget, oPlayer, nAmt);
}
void dmwand_ModRep(string sAmt)
{
SetLocalString(oMySpeaker, "dmw_repamt", sAmt);
string sAllOrOne = GetLocalString(oMySpeaker, "dmw_repargs");
if(TestStringAgainstPattern(sAllOrOne, "one"))
{
dmwand_BuildConversation("ListPlayers", "func_ModOneRep");
return;
}
int nAmt = StringToInt(sAmt);
object oPlayer = GetFirstPC();
while(GetIsObjectValid(oPlayer))
{
AdjustReputation(oPlayer, oMyTarget, nAmt);
AdjustReputation(oMyTarget, oPlayer, nAmt);
oPlayer = GetNextPC();
}
}
void dmwand_PlayerListConv(string sParams)
{
int nPlayer = StringToInt(sParams);
int nCache;
int nCount;
object oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nPlayer));
oMyTarget = oPlayer;
SetLocalObject(oMySpeaker, "dmfi_univ_target", oMyTarget);
//Go back to the first conversation level
dmwand_BuildConversation("Start", "");
}
string dmwand_Race(object oEntity)
{
switch (GetRacialType(oEntity))
{
case RACIAL_TYPE_ALL: return "All"; break;
case RACIAL_TYPE_ANIMAL: return "Animal"; break;
case RACIAL_TYPE_BEAST: return "Beast"; break;
case RACIAL_TYPE_CONSTRUCT: return "Construct"; break;
case RACIAL_TYPE_DRAGON: return "Dragon"; break;
case RACIAL_TYPE_DWARF: return "Dwarf"; break;
case RACIAL_TYPE_ELEMENTAL: return "Elemental"; break;
case RACIAL_TYPE_ELF: return "Elf"; break;
case RACIAL_TYPE_FEY: return "Fey"; break;
case RACIAL_TYPE_GIANT: return "Giant"; break;
case RACIAL_TYPE_GNOME: return "Gnome"; break;
case RACIAL_TYPE_HALFELF: return "Half Elf"; break;
case RACIAL_TYPE_HALFLING: return "Halfling"; break;
case RACIAL_TYPE_HALFORC: return "Half Orc"; break;
case RACIAL_TYPE_HUMAN: return "Human"; break;
case RACIAL_TYPE_HUMANOID_GOBLINOID: return "Goblinoid"; break;
case RACIAL_TYPE_HUMANOID_MONSTROUS: return "Monstrous"; break;
case RACIAL_TYPE_HUMANOID_ORC: return "Orc"; break;
case RACIAL_TYPE_HUMANOID_REPTILIAN: return "Reptillian"; break;
// case RACIAL_TYPE_INVALID: return "Unknown"; break;
case RACIAL_TYPE_MAGICAL_BEAST: return "Magical Beast"; break;
case RACIAL_TYPE_OUTSIDER: return "Outsider"; break;
case RACIAL_TYPE_SHAPECHANGER: return "Shapechanger"; break;
case RACIAL_TYPE_UNDEAD: return "Undead"; break;
case RACIAL_TYPE_VERMIN: return "Vermin"; break;
}
return "Unknown";
}
void dmwand_ReloadModule()
{
string sModuleName = GetModuleName();
// SendMessageToPC(oMySpeaker,"CRASHES MODULE-DISABLED");
StartNewModule(sModuleName);
}
void dmwand_ResumeDefault()
{
if(GetIsPC(oMyTarget))
{
AssignCommand ( oMyTarget, ClearAllActions());
}
else
{
ExecuteScript ( "nw_c2_default9", oMyTarget);
}
}
void dmwand_ShiftAlignment(string sAlign, int nShift)
{
if(TestStringAgainstPattern(sAlign, "law__"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_LAWFUL, nShift);
return;
}
if(TestStringAgainstPattern(sAlign, "chaos"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_CHAOTIC, nShift);
return;
}
if(TestStringAgainstPattern(sAlign, "good_"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_GOOD, nShift);
return;
}
if(TestStringAgainstPattern(sAlign, "evil_"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_EVIL, nShift);
return;
}
}
void dmwand_ShowAllAttribs()
{
string sSTR = IntToString(GetAbilityScore(oMyTarget,ABILITY_STRENGTH));
string sINT = IntToString(GetAbilityScore(oMyTarget,ABILITY_INTELLIGENCE));
string sDEX = IntToString(GetAbilityScore(oMyTarget,ABILITY_DEXTERITY));
string sWIS = IntToString(GetAbilityScore(oMyTarget,ABILITY_WISDOM));
string sCON = IntToString(GetAbilityScore(oMyTarget,ABILITY_CONSTITUTION));
string sCHA = IntToString(GetAbilityScore(oMyTarget,ABILITY_CHARISMA));
string sReport = "\n-------------------------------------------" +
"\nReported: " + IntToString(GetTimeHour()) + ":" + IntToString(GetTimeMinute()) +
"\nPlayer Name: " + GetPCPlayerName(oMyTarget) +
"PubCDKey: " + GetPCPublicCDKey(oMyTarget) +
"\nChar Name: " + GetName(oMyTarget) +
"\n-------------------------------------------" +
"\nRace: " + dmwand_Race(oMyTarget) +
"\nClass: " + dmwand_ClassLevel(oMyTarget) +
"\nXP: " + IntToString(GetXP(oMyTarget)) +
"\nGender: " + dmwand_Gender(oMyTarget) +
"\nAlign: " + dmwand_Alignment(oMyTarget) +
"\nDeity: " + GetDeity(oMyTarget) +
"\n" +
"\nSTR: " + sSTR +
"\nINT: " + sINT +
"\nWIS: " + sWIS +
"\nDEX: " + sDEX +
"\nCON: " + sCON +
"\nCHA: " + sCHA +
"\n" +
"\nHP: " + IntToString(GetCurrentHitPoints(oMyTarget)) +
" of " + IntToString(GetMaxHitPoints(oMyTarget)) +
"\nAC: " + IntToString(GetAC(oMyTarget)) +
"\n\nGold: " + IntToString(GetGold(oMyTarget)) +
"\n\nNet Worth: " + IntToString(DMFI_GetNetWorth(oMyTarget) + GetGold(oMyTarget)) +
"\nInventory:\n " + dmwand_Inventory(oMyTarget) +
"\n-------------------------------------------";
SetLocalString(oMySpeaker, "dmw_dialog0", sReport);
}
void dmwand_ShowBasicAttribs()
{
string sSTR = IntToString(GetAbilityScore(oMyTarget,ABILITY_STRENGTH));
string sINT = IntToString(GetAbilityScore(oMyTarget,ABILITY_INTELLIGENCE));
string sDEX = IntToString(GetAbilityScore(oMyTarget,ABILITY_DEXTERITY));
string sWIS = IntToString(GetAbilityScore(oMyTarget,ABILITY_WISDOM));
string sCON = IntToString(GetAbilityScore(oMyTarget,ABILITY_CONSTITUTION));
string sCHA = IntToString(GetAbilityScore(oMyTarget,ABILITY_CHARISMA));
string sReport = "\n-------------------------------------------" +
"\nPlayer Name: " + GetPCPlayerName(oMyTarget) +
"\nChar Name: " + GetName(oMyTarget) +
"\n-------------------------------------------" +
"\nRace: " + dmwand_Race(oMyTarget) +
"\nClass: " + dmwand_ClassLevel(oMyTarget) +
"\nXP: " + IntToString(GetXP(oMyTarget)) +
"\nGender: " + dmwand_Gender(oMyTarget) +
"\nAlign: " + dmwand_Alignment(oMyTarget) +
"\nDeity: " + GetDeity(oMyTarget) +
"\n" +
"\nSTR: " + sSTR +
"\nINT: " + sINT +
"\nWIS: " + sWIS +
"\nDEX: " + sDEX +
"\nCON: " + sCON +
"\nCHA: " + sCHA +
"\n" +
"\nHP: " + IntToString(GetCurrentHitPoints(oMyTarget)) +
" of " + IntToString(GetMaxHitPoints(oMyTarget)) +
"\nAC: " + IntToString(GetAC(oMyTarget)) +
"\n\nGold: " + IntToString(GetGold(oMyTarget)) +
"\n\nNet Worth: " + IntToString(DMFI_GetNetWorth(oMyTarget) + GetGold(oMyTarget)) +
"\n-------------------------------------------";
SetLocalString(oMySpeaker, "dmw_dialog0", sReport);
}
void dmwand_ShowInventory()
{
string sReport = "\n-------------------------------------------" +
"\nPlayer Name: " + GetPCPlayerName(oMyTarget) +
"\nChar Name: " + GetName(oMyTarget) +
"\n-------------------------------------------" +
"\nInventory:\n " + dmwand_Inventory(oMyTarget) +
"\n-------------------------------------------";
SetLocalString(oMySpeaker, "dmw_dialog0", sReport);
}
void dmwand_SkillCheck(int nSkill, int nSecret = TRUE)
{
int nRoll=d20();
int nRank=GetSkillRank (nSkill, oMyTarget);
int nResult=nRoll+nRank;
string sRoll=IntToString(nRoll);
string sRank=IntToString(nRank);
string sResult=IntToString(nResult);
string sSkill;
switch(nSkill)
{
case SKILL_ANIMAL_EMPATHY:
sSkill = "Animal Empathy"; break;
case SKILL_CONCENTRATION:
sSkill = "Concentration"; break;
case SKILL_DISABLE_TRAP:
sSkill = "Disable Trap"; break;
case SKILL_DISCIPLINE:
sSkill = "Discipline"; break;
case SKILL_HEAL:
sSkill = "Heal"; break;
case SKILL_HIDE:
sSkill = "Hide"; break;
case SKILL_LISTEN:
sSkill = "Listen"; break;
case SKILL_LORE:
sSkill = "Lore"; break;
case SKILL_MOVE_SILENTLY:
sSkill = "Move Silently"; break;
case SKILL_OPEN_LOCK:
sSkill = "Open Lock"; break;
case SKILL_PARRY:
sSkill = "Parry"; break;
case SKILL_PERFORM:
sSkill = "Perform"; break;
case SKILL_PERSUADE:
sSkill = "Persuade"; break;
case SKILL_PICK_POCKET:
sSkill = "Pick Pocket"; break;
case SKILL_SEARCH:
sSkill = "Search"; break;
case SKILL_SET_TRAP:
sSkill = "Set Trap"; break;
case SKILL_SPELLCRAFT:
sSkill = "Spellcraft"; break;
case SKILL_SPOT:
sSkill = "Spot"; break;
case SKILL_TAUNT:
sSkill = "Taunt"; break;
case SKILL_USE_MAGIC_DEVICE:
sSkill = "Use Magic Device"; break;
}
SendMessageToPC(oMySpeaker, GetName(oMyTarget)+"'s "+sSkill+" Check, Roll: "+sRoll+" Modifier: "+sRank+" = "+sResult);
if (!nSecret)
{
AssignCommand( oMyTarget, SpeakString(sSkill+" Check, Roll: "+sRoll+" Modifier: "+sRank+" = "+sResult));
}
}
void dmwand_SwapDayNight(int nDay)
{
int nCurrentHour;
int nCurrentMinute = GetTimeMinute();
int nCurrentSecond = GetTimeSecond();
int nCurrentMilli = GetTimeMillisecond();
nCurrentHour = ((nDay == 1)?7:19);
SetTime(nCurrentHour, nCurrentMinute, nCurrentSecond, nCurrentMilli);
dmwand_BuildConversation("TimeOfDay", "");
}
void dmwand_TakeAll()
{
dmwand_TakeAllEquipped();
dmwand_TakeAllUnequipped();
}
void dmwand_TakeAllEquipped()
{
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_ARMS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_ARROWS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BELT, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BOLTS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BOOTS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BULLETS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_CHEST, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_CLOAK, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_HEAD, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_LEFTRING, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_NECK, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oMyTarget));
}
void dmwand_TakeAllUnequipped()
{
object oEquip = GetFirstItemInInventory(oMyTarget);
while(GetIsObjectValid(oEquip))
{
dmwand_takeoneitem(oEquip);
oEquip = GetNextItemInInventory(oMyTarget);
}
}
void dmwand_TakeItem()
{
object oItem = GetLocalObject(oMySpeaker, "dmw_item");
dmwand_takeoneitem(oItem);
dmwand_BuildConversation("ListInventory", "");
}
void dmwand_takeoneitem(object oEquip)
{
if (GetIsObjectValid(oEquip) != 0)
{
AssignCommand(oMySpeaker, ActionTakeItem(oEquip, oMyTarget));
}
}
void dmwand_Toad()
{
effect ePenguin = EffectPolymorph(POLYMORPH_TYPE_PENGUIN);
effect eParalyze = EffectParalyze();
SendMessageToPC(oMySpeaker, "Penguin? Don't you mean toad?");
AssignCommand(oMyTarget, ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePenguin, oMyTarget));
AssignCommand(oMyTarget, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eParalyze, oMyTarget));
SetLocalInt(oMyTarget, "toaded", 1);
}
void dmwand_TurnNearOff()
{
object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
while(GetIsObjectValid(oMyTest) && GetIsPC(oMyTest))
{
object oMyTest = GetNextObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
}
if(GetIsObjectValid(oMyTest) && (! GetIsPC(oMyTest)))
{
dmwand_TurnOff(oMyTest);
}
}
void dmwand_TurnNearOn()
{
object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
while(GetIsObjectValid(oMyTest) && GetIsPC(oMyTest))
{
object oMyTest = GetNextObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
}
if(GetIsObjectValid(oMyTest) && (! GetIsPC(oMyTest)))
{
dmwand_TurnOn(oMyTest);
}
}
void dmwand_TurnOff(object oMyPlaceable)
{
AssignCommand(oMyPlaceable, PlayAnimation(ANIMATION_PLACEABLE_DEACTIVATE));
DelayCommand(0.4,SetPlaceableIllumination(oMyPlaceable, FALSE));
DelayCommand(0.5,RecomputeStaticLighting(GetArea(oMyPlaceable)));
}
void dmwand_TurnOn(object oMyPlaceable)
{
AssignCommand(oMyPlaceable, PlayAnimation(ANIMATION_PLACEABLE_ACTIVATE));
DelayCommand(0.4,SetPlaceableIllumination(oMyPlaceable, TRUE));
DelayCommand(0.5,RecomputeStaticLighting(GetArea(oMyPlaceable)));
}
void dmwand_TurnTargetOff()
{
dmwand_TurnOff(oMyTarget);
}
void dmwand_TurnTargetOn()
{
dmwand_TurnOn(oMyTarget);
}
void dmwand_Untoad()
{
effect eMyEffect = GetFirstEffect(oMyTarget);
while(GetIsEffectValid(eMyEffect))
{
if(GetEffectType(eMyEffect) == EFFECT_TYPE_POLYMORPH ||
GetEffectType(eMyEffect) == EFFECT_TYPE_PARALYZE)
{
RemoveEffect(oMyTarget, eMyEffect);
}
eMyEffect = GetNextEffect(oMyTarget);
}
}
//::///////////////////////////////////////////////
//:: File: dmw_conv_inc
//::
//:: Conversation functions for the DM's Helper
//:://////////////////////////////////////////////
int dmwand_BuildConversationDialog(int nCurrent, int nChoice, string sConversation, string sParams)
{
if(TestStringAgainstPattern(sConversation, "ChangeAlign"))
{
return dmw_conv_ChangeAlign(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "DispAttribs"))
{
return dmw_conv_DispAttribs(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "DoRoll"))
{
return dmw_conv_DoRoll(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "Inventory"))
{
return dmw_conv_Inventory(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "ItemListConv"))
{
return dmw_conv_ItemListConv(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "ListInventory"))
{
return dmw_conv_ListInventory(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "ListPlayers"))
{
return dmw_conv_ListPlayers(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "ModAlign"))
{
return dmw_conv_ModAlign(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "ModRep"))
{
return dmw_conv_ModRep(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "Roll"))
{
return dmw_conv_Roll(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "Start"))
{
return dmw_conv_Start(nCurrent, nChoice, sParams);
}
if(TestStringAgainstPattern(sConversation, "TimeOfDay"))
{
return dmw_conv_TimeOfDay(nCurrent, nChoice, sParams);
}
return FALSE;
}
void dmwand_BuildConversation(string sConversation, string sParams)
{
int nLast;
int nTemp;
int nChoice = 1;
int nCurrent = 1;
int nMatch;
if(TestStringAgainstPattern(sParams, "prev"))
{
//Get the number choice to start with
nCurrent = GetLocalInt(oMySpeaker, "dmw_dialogprev");
//Since we're going to the previous page, there will be a next
SetLocalString(oMySpeaker, "dmw_dialog9", "Next ->");
SetLocalString(oMySpeaker, "dmw_function9", "conv_" + sConversation);
SetLocalString(oMySpeaker, "dmw_params9", "next");
SetLocalInt(oMySpeaker, "dmw_dialognext", nCurrent);
nChoice = 8;
for(;nChoice >= 0; nChoice--)
{
int nTemp1 = nCurrent;
int nTemp2 = nCurrent;
nMatch = nTemp2;
while((nCurrent == nMatch) && (nTemp2 > 0))
{
nTemp2--;
nMatch = dmwand_BuildConversationDialog(nTemp2, nChoice, sConversation, sParams);
}
if(nTemp2 <= 0)
{
//we went back too far for some reason, so make this choice blank
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), "");
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), "");
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), "");
}
nLast = nTemp;
nTemp = nTemp1;
nTemp1 = nMatch;
nCurrent = nMatch;
}
if(nMatch > 0)
{
SetLocalString(oMySpeaker, "dmw_dialog1", "<- previous");
SetLocalString(oMySpeaker, "dmw_function1", "conv_" + sConversation);
SetLocalString(oMySpeaker, "dmw_params1", "prev");
SetLocalInt(oMySpeaker, "dmw_dialogprev", nLast);
}
//fill the NPC's dialog spot
//(saved for last because the build process tromps on it)
dmwand_BuildConversationDialog(0, 0, sConversation, sParams);
}
else
{
//fill the NPC's dialog spot
dmwand_BuildConversationDialog(0, 0, sConversation, sParams);
//No parameters specified, start at the top of the conversation
if(sParams == "")
{
nChoice = 1;
nCurrent = 1;
}
//A "next->" choice was selected
if(TestStringAgainstPattern(sParams, "next"))
{
//get the number choice to start with
nCurrent = GetLocalInt(oMySpeaker, "dmw_dialognext");
//set this as the number for the "previous" choice to use
SetLocalInt(oMySpeaker, "dmw_dialogprev", nCurrent);
//Set the first dialog choice to be "previous"
nChoice = 2;
SetLocalString(oMySpeaker, "dmw_dialog1", "<- Previous");
SetLocalString(oMySpeaker, "dmw_function1", "conv_" + sConversation);
SetLocalString(oMySpeaker, "dmw_params1", "prev");
}
//Loop through to build the dialog list
for(;nChoice <= 10; nChoice++)
{
nMatch = dmwand_BuildConversationDialog(nCurrent, nChoice, sConversation, sParams);
//nLast will be the value of the choice before the last one
nLast = nTemp;
nTemp = nMatch;
if(nMatch > 0) { nCurrent = nMatch; }
if(nMatch == 0) { nLast = 0; }
nCurrent++;
}
//If there were enough choices to fill 10 spots, make spot 9 a "next"
if(nLast > 0)
{
SetLocalString(oMySpeaker, "dmw_dialog9", "Next ->");
SetLocalString(oMySpeaker, "dmw_function9", "conv_" + sConversation);
SetLocalString(oMySpeaker, "dmw_params9", "next");
SetLocalInt(oMySpeaker, "dmw_dialognext", nLast);
}
}
}
//:://////////////////////////////////////////////
//:: Dialog functions, in alpha order
//:://////////////////////////////////////////////
//Dialog functions (in general) use the following structure:
/*
int dmw_conv_FunctName(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
//Build the current dialog entry
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Text to display in the top section.";
sCall = "";
sCallParams = "";
break;
case 1:
if(TestToDisplayOption())
{
nCurrent = 1;
sText = "Option text.";
sCall = "callthis";
sCallParams = "passthis";
break;
}
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
//Set the local variables for this dialog entry
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
//Let the caller know which choice matched
return nCurrent;
}
*/
int dmw_conv_ChangeAlign(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Which direction would you like to change?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "Law.";
sCall = "conv_ModAlign";
sCallParams = "law__";
break;
case 2:
nCurrent = 2;
sText = "Chaos.";
sCall = "conv_ModAlign";
sCallParams = "chaos";
break;
case 3:
nCurrent = 3;
sText = "Good.";
sCall = "conv_ModAlign";
sCallParams = "good_";
break;
case 4:
nCurrent = 4;
sText = "Evil.";
sCall = "conv_ModAlign";
sCallParams = "evil_";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_DispAttribs(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "What attributes would you like to see?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "Everything.";
sCall = "func_ShowAllAttribs";
sCallParams = "";
break;
case 2:
nCurrent = 2;
sText = "Basic Character.";
sCall = "func_ShowBasicAttribs";
sCallParams = "";
break;
case 3:
nCurrent = 3;
sText = "Display inventory.";
sCall = "func_ShowInventory";
sCallParams = "";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_DoRoll(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
if((! TestStringAgainstPattern(sParams, "next")) && (! TestStringAgainstPattern(sParams, "prev")))
{
SetLocalString(oMySpeaker, "dmw_rollargs", sParams);
}
string sArgs = GetLocalString(oMySpeaker, "dmw_rollargs");
string sStatOrSkill = GetStringLeft(sArgs, 7);
string sPrivate = GetStringRight(sArgs, 1);
switch(nCurrent)
{
case 0:
nCurrent = 0;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Which ability?";
}
else
{
sText = "Which skill?";
}
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Strength.";
sCall = "func_AbilityCheck";
sCallParams = sPrivate + IntToString(ABILITY_STRENGTH);
break;
}
case 2:
nCurrent = 2;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Constitution.";
sCall = "func_AbilityCheck";
sCallParams = sPrivate + IntToString(ABILITY_CONSTITUTION);
break;
}
case 3:
nCurrent = 3;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Dexterity.";
sCall = "func_AbilityCheck";
sCallParams = sPrivate + IntToString(ABILITY_DEXTERITY);
break;
}
case 4:
nCurrent = 4;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Intelligence.";
sCall = "func_AbilityCheck";
sCallParams = sPrivate + IntToString(ABILITY_INTELLIGENCE);
break;
}
case 5:
nCurrent = 5;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Wisdom.";
sCall = "func_AbilityCheck";
sCallParams = sPrivate + IntToString(ABILITY_WISDOM);
break;
}
case 6:
nCurrent = 6;
if(TestStringAgainstPattern(sStatOrSkill, "ability"))
{
sText = "Charisma.";
sCall = "func_AbilityCheck";
sCallParams = sPrivate + IntToString(ABILITY_CHARISMA);
break;
}
case 7:
nCurrent = 7;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Animal Empathy.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_ANIMAL_EMPATHY);
break;
}
case 8:
nCurrent = 8;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Concentration.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_CONCENTRATION);
break;
}
case 9:
nCurrent = 9;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Disable Trap.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_DISABLE_TRAP);
break;
}
case 10:
nCurrent = 10;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Discipline.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_DISCIPLINE);
break;
}
case 11:
nCurrent = 11;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Heal.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_HEAL);
break;
}
case 12:
nCurrent = 12;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Hide.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_HIDE);
break;
}
case 13:
nCurrent = 13;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Listen.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_LISTEN);
break;
}
case 14:
nCurrent = 14;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Lore.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_LORE);
break;
}
case 15:
nCurrent = 15;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Move Silently.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_MOVE_SILENTLY);
break;
}
case 16:
nCurrent = 16;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Open Lock.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_OPEN_LOCK);
break;
}
case 17:
nCurrent = 17;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Parry.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_PARRY);
break;
}
case 18:
nCurrent = 18;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Perform.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_PERFORM);
break;
}
case 19:
nCurrent = 19;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Persuade.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_PERSUADE);
break;
}
case 20:
nCurrent = 20;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Pick Pocket.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_PICK_POCKET);
break;
}
case 21:
nCurrent = 21;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Search.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_SEARCH);
break;
}
case 22:
nCurrent = 22;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Set Trap.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_SET_TRAP);
break;
}
case 23:
nCurrent = 23;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Spellcraft.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_SPELLCRAFT);
break;
}
case 24:
nCurrent = 24;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Spot.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_SPOT);
break;
}
case 25:
nCurrent = 25;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Taunt.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_TAUNT);
break;
}
case 26:
nCurrent = 26;
if(TestStringAgainstPattern(sStatOrSkill, "skill__"))
{
sText = "Use Magic Device.";
sCall = "func_SkillCheck";
sCallParams = sPrivate + IntToString(SKILL_USE_MAGIC_DEVICE);
break;
}
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_Inventory(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "What would you like to do with this object's inventory?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "Work with individual items.";
sCall = "conv_ListInventory";
sCallParams = "";
break;
case 2:
nCurrent = 2;
sText = "Take all items.";
sCall = "func_TakeAll";
sCallParams = "";
break;
case 3:
nCurrent = 3;
sText = "Take all equipped items.";
sCall = "func_TakeAllEquipped";
sCallParams = "";
break;
case 4:
nCurrent = 4;
sText = "Take all unequipped items.";
sCall = "func_TakeAllUnequipped";
sCallParams = "";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_ItemListConv(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
int nCache;
int nCount;
object oItem;
if((sParams != "") && (! TestStringAgainstPattern(sParams, "next")) && (! TestStringAgainstPattern(sParams, "prev")))
{
//We've been given an item to work with, save that item!
oItem = GetLocalObject(oMySpeaker, "dmw_itemcache" + sParams);
SetLocalObject(oMySpeaker, "dmw_item", oItem);
}
else
{
oItem = GetLocalObject(oMySpeaker, "dmw_item");
}
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = dmwand_ItemInfo(oItem, 1);
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "Take this item.";
sCall = "func_TakeItem";
sCallParams = "";
break;
case 2:
nCurrent = 2;
sText = "Destroy this item.";
sCall = "func_DestroyItem";
sCallParams = "";
break;
case 3:
nCurrent = 3;
if(! GetIdentified(oItem))
{
sText = "Set this item as identified.";
sCall = "func_IdentifyItem";
sCallParams = "";
break;
}
case 4:
nCurrent = 4;
if(GetIdentified(oItem))
{
sText = "Set this item as unidentified.";
sCall = "func_IdentifyItem";
sCallParams = "";
break;
}
case 5:
nCurrent = 5;
sText = "Go back to the inventory list.";
sCall = "conv_ListInventory";
sCallParams = "";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_ListInventory(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
object oItem;
int nCache;
if(sParams == "")
{
//This is the first time running this function, so cache the objects
// of all items... we don't want our list swapping itself around every
// time you change a page
int nCount = 1;
oItem = GetFirstItemInInventory(oMyTarget);
while(GetIsObjectValid(oItem))
{
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount), oItem);
oItem = GetNextItemInInventory(oMyTarget);
nCount++;
}
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_ARMS, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_ARROWS, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_BELT, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_BOLTS, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_BOOTS, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_BULLETS, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_CHEST, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_CLOAK, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_HEAD, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_LEFTRING, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_NECK, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_CARMOUR, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oMyTarget));
SetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCount++), GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oMyTarget));
nCount--;
SetLocalInt(oMySpeaker, "dmw_itemcache", nCount);
}
nCache = GetLocalInt(oMySpeaker, "dmw_itemcache");
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "What item would you like to see?";
sCall = "";
sCallParams = "";
break;
default:
//Find the next item in the cache that is valid
oItem = GetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCurrent));
while((! GetIsObjectValid(oItem)) && (nCurrent <= nCache))
{
nCurrent++;
oItem = GetLocalObject(oMySpeaker, "dmw_itemcache" + IntToString(nCurrent));
}
if(nCurrent > nCache)
{
//We've run out of cache, any other spots in this list should be
//skipped
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
}
else
{
//We found an item, set up the list entry
sText = dmwand_ItemInfo(oItem, 0);
sCall = "conv_ItemListConv";
sCallParams = IntToString(nCurrent);
}
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_ListPlayers(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
object oPlayer;
int nCache;
if((! TestStringAgainstPattern(sParams, "next")) && (! TestStringAgainstPattern(sParams, "prev")))
{
//This is the first time running this function, so cache the objects
// of all players... we don't want our list swapping itself around every
// time you change a page
SetLocalString(oMySpeaker, "dmw_playerfunc", sParams);
int nCount = 1;
oPlayer = GetFirstPC();
while(GetIsObjectValid(oPlayer))
{
SetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nCount), oPlayer);
oPlayer = GetNextPC();
nCount++;
}
nCount--;
SetLocalInt(oMySpeaker, "dmw_playercache", nCount);
}
string sFunc = GetLocalString(oMySpeaker, "dmw_playerfunc");
nCache = GetLocalInt(oMySpeaker, "dmw_playercache");
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Who would you like to work on?";
sCall = "";
sCallParams = "";
break;
default:
//Find the next player in the cache who is valid
oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nCurrent));
while((! GetIsObjectValid(oPlayer)) && (nCurrent <= nCache))
{
nCurrent++;
oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nCurrent));
}
if(nCurrent > nCache)
{
//We've run out of cache, any other spots in this list should be
//skipped
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
}
else
{
//We found a player, set up the list entry
sText = GetName(oPlayer) + " (" + GetPCPlayerName(oPlayer) + ")";
sCall = sFunc;
sCallParams = IntToString(nCurrent);
}
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_ModAlign(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Change by how much?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "1 point.";
sCall = "func_ShiftAlignment";
sCallParams = sParams + "1";
break;
case 2:
nCurrent = 2;
sText = "5 points.";
sCall = "func_ShiftAlignment";
sCallParams = sParams + "5";
break;
case 3:
nCurrent = 3;
sText = "10 points.";
sCall = "func_ShiftAlignment";
sCallParams = sParams + "10";
break;
case 4:
nCurrent = 4;
sText = "20 points.";
sCall = "func_ShiftAlignment";
sCallParams = sParams + "20";
break;
case 5:
nCurrent = 5;
sText = "50 points.";
sCall = "func_ShiftAlignment";
sCallParams = sParams + "50";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_ModRep(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
string sOneOrAll;
if((! TestStringAgainstPattern(sParams, "next")) && (! TestStringAgainstPattern(sParams, "prev")))
{
SetLocalString(oMySpeaker, "dmw_repargs", sParams);
}
sOneOrAll = GetLocalString(oMySpeaker, "dmw_repargs");
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Change reputation by how much?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "Plus 70";
sCall = "func_ModRep";
sCallParams = "+70";
break;
case 2:
nCurrent = 2;
sText = "Plus 30";
sCall = "func_ModRep";
sCallParams = "+30";
break;
case 3:
nCurrent = 3;
sText = "Plus 10";
sCall = "func_ModRep";
sCallParams = "+10";
break;
case 4:
nCurrent = 4;
sText = "Plus 5";
sCall = "func_ModRep";
sCallParams = "+05";
break;
case 5:
nCurrent = 5;
sText = "Minus 5";
sCall = "func_ModRep";
sCallParams = "-05";
break;
case 6:
nCurrent = 6;
sText = "Minus 10";
sCall = "func_ModRep";
sCallParams = "-10";
break;
case 7:
nCurrent = 7;
sText = "Minus 30";
sCall = "func_ModRep";
sCallParams = "-30";
break;
case 8:
nCurrent = 8;
sText = "Minus 70";
sCall = "func_ModRep";
sCallParams = "-70";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_Roll(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Should This Roll be Public or Private?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "Public";
sCall = "conv_DoRoll";
sCallParams = sParams + "0";
break;
case 2:
nCurrent = 2;
sText = "Private";
sCall = "conv_DoRoll";
sCallParams = sParams + "1";
break;
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_Start(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "Hello there, DM. What can I do for you?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
if(dmwand_istargetpcornpc())
{
sText = "Display this creature's attributes.";
sCall = "conv_DispAttribs";
sCallParams = "";
break;
}
case 2:
nCurrent = 2;
if(dmwand_istargetpcornpc())
{
sText = "Change this creature's alignment.";
sCall = "conv_ChangeAlign";
sCallParams = "";
break;
}
case 3:
nCurrent = 3;
if(dmwand_istargetpcornpcnme())
{
sText = "Map area out for this player.";
sCall = "func_MapArea";
sCallParams = "";
break;
}
case 4:
nCurrent = 4;
if(dmwand_istargetinventory())
{
sText = "Work with this object's inventory.";
sCall = "conv_Inventory";
sCallParams = "";
break;
}
case 5:
nCurrent = 5;
if(dmwand_istargetpcornpcnme())
{
sText = "Follow this creature.";
sCall = "func_FollowTarget";
sCallParams = "";
break;
}
case 6:
nCurrent = 6;
if(dmwand_istargetpcornpcnme())
{
sText = "Make this creature follow me.";
sCall = "func_FollowMe";
sCallParams = "";
break;
}
case 7:
nCurrent = 7;
if(dmwand_istargetpcornpcnme())
{
sText = "Make this creature go about its business.";
sCall = "func_ResumeDefault";
sCallParams = "";
break;
}
case 8:
nCurrent = 8;
if(dmwand_istargetpcnme())
{
sText = "Penguin this player.";
sCall = "func_Toad";
sCallParams = "";
break;
}
case 9:
nCurrent = 9;
if(dmwand_istargetpcnme())
{
sText = "Unpenguin this player.";
sCall = "func_Untoad";
sCallParams = "";
break;
}
case 10:
nCurrent = 10;
if(dmwand_istargetpcnme())
{
sText = "Boot this player.";
sCall = "func_KickPC";
sCallParams = "";
break;
}
case 11:
nCurrent = 11;
if(dmwand_istargetnpc())
{
sText = "Kill this, leaving a corpse.";
sCall = "func_KillAndReplace";
sCallParams = "";
break;
}
case 12:
nCurrent = 12;
if(dmwand_istargetinvalid())
{
sText = "List all players...";
sCall = "conv_ListPlayers";
sCallParams = "func_PlayerListConv";
break;
}
case 13:
nCurrent = 13;
if(dmwand_istargetinvalid())
{
sText = "Advance the current time of day.";
sCall = "conv_TimeOfDay";
sCallParams = "";
break;
}
case 14:
nCurrent = 14;
if(dmwand_istargetinvalid())
{
sText = "Reload the current running module.";
sCall = "func_ReloadModule";
sCallParams = "";
break;
}
case 15:
nCurrent = 15;
if(dmwand_istargetpcornpc())
{
sText = "Roll a skill check.";
sCall = "conv_Roll";
sCallParams = "skill__";
break;
}
case 16:
nCurrent = 16;
if(dmwand_istargetpcornpc())
{
sText = "Roll an ability check.";
sCall = "conv_Roll";
sCallParams = "ability";
break;
}
case 17:
nCurrent = 17;
if(dmwand_istargetdestroyable())
{
sText = "Destroy this object.";
sCall = "func_DestroyTarget";
sCallParams = "";
break;
}
case 18:
nCurrent = 18;
if((!dmwand_istargetdestroyable()) && dmwand_isnearbydestroyable())
{
sText = "Destroy an object near this spot.";
sCall = "func_DestroyNearbyTarget";
sCallParams = "";
break;
}
case 19:
nCurrent = 19;
if(dmwand_istargetdestroyable())
{
sText = "Turn this object on.";
sCall = "func_TurnTargetOn";
sCallParams = "";
break;
}
case 20:
nCurrent = 20;
if(dmwand_istargetdestroyable())
{
sText = "Turn this object off.";
sCall = "func_TurnTargetOff";
sCallParams = "";
break;
}
case 21:
nCurrent = 21;
if((!dmwand_istargetdestroyable()) && dmwand_isnearbydestroyable())
{
sText = "Turn on an object near this spot.";
sCall = "func_TurnNearOn";
sCallParams = "";
break;
}
case 22:
nCurrent = 22;
if((!dmwand_istargetdestroyable()) && dmwand_isnearbydestroyable())
{
sText = "Turn off an object near this spot.";
sCall = "func_TurnNearOff";
sCallParams = "";
break;
}
case 23:
nCurrent = 23;
if(dmwand_istargetnpc())
{
sText = "Change a player's reputation with this creature's faction.";
sCall = "conv_ModRep";
sCallParams = "one";
break;
}
case 24:
nCurrent = 24;
if(dmwand_istargetnpc())
{
sText = "Change all player reputations with this creature's faction.";
sCall = "conv_ModRep";
sCallParams = "all";
break;
}
case 25:
nCurrent = 25;
if(dmwand_istargetinvalid())
{
sText = "Export all characters.";
sCall = "func_ExportChars";
sCallParams = "";
break;
}
case 26:
nCurrent = 26;
if(dmwand_istargetpcnme())
{
sText = "Join this player's party.";
sCall = "func_JoinParty";
sCallParams = "";
break;
}
case 27:
nCurrent = 27;
if(dmwand_istargetinvalid())
{
sText = "Remove me from my current party.";
sCall = "func_LeaveParty";
sCallParams = "";
break;
}
case 28:
nCurrent = 28;
if(dmwand_istargetpcnme())
{
sText = "Jump this player to my location.";
sCall = "func_JumpPlayerHere";
sCallParams = "";
break;
}
case 29:
nCurrent = 29;
if(dmwand_istargetpcnme())
{
sText = "Jump me to this player's location.";
sCall = "func_JumpToPlayer";
sCallParams = "";
break;
}
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
int dmw_conv_TimeOfDay(int nCurrent, int nChoice, string sParams = "")
{
string sText = "";
string sCall = "";
string sCallParams = "";
switch(nCurrent)
{
case 0:
nCurrent = 0;
sText = "How far would you like to advance the time?";
sCall = "";
sCallParams = "";
break;
case 1:
nCurrent = 1;
sText = "1 hour.";
sCall = "func_AdvanceTime";
sCallParams = "1";
break;
case 2:
nCurrent = 2;
sText = "3 hours.";
sCall = "func_AdvanceTime";
sCallParams = "3";
break;
case 3:
nCurrent = 3;
sText = "7 hours.";
sCall = "func_AdvanceTime";
sCallParams = "7";
break;
case 4:
nCurrent = 4;
if((GetTimeHour() > 6) && (GetTimeHour() < 18))
{
sText = "Make it nighttime.";
sCall = "func_SwapDayNight";
sCallParams = "0";
break;
}
case 5:
nCurrent = 5;
if((GetTimeHour() < 6) || (GetTimeHour() > 18))
{
sText = "Make it daytime.";
sCall = "func_SwapDayNight";
sCallParams = "1";
break;
}
default:
nCurrent = 0;
sText = "";
sCall = "";
sCallParams = "";
break;
}
SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText);
SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall);
SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams);
return nCurrent;
}
void dmwand_DoDialogChoice(int nChoice)
{
string sCallFunction = GetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice));
string sCallParams = GetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice));
string sNav = "";
string sStart = GetStringLeft(sCallFunction, 5);
int nLen = GetStringLength(sCallFunction) - 5;
string sCall = GetSubString(sCallFunction, 5, nLen);
if(TestStringAgainstPattern("conv_", sStart))
{
dmwand_BuildConversation(sCall, sCallParams);
}
else
{
if(TestStringAgainstPattern("ShowAllAttribs", sCall))
{
dmwand_ShowAllAttribs();
return;
}
if(TestStringAgainstPattern("ShowBasicAttribs", sCall))
{
dmwand_ShowBasicAttribs();
return;
}
if(TestStringAgainstPattern("ShowInventory", sCall))
{
dmwand_ShowInventory();
return;
}
if(TestStringAgainstPattern("PlayerListConv", sCall))
{
dmwand_PlayerListConv(sCallParams);
return;
}
if(TestStringAgainstPattern("ShiftAlignment", sCall))
{
string sDir = GetStringLeft(sCallParams, 5);
int nLen = GetStringLength(sCallParams) - 5;
string sAmt = GetSubString(sCallParams, 5, nLen);
dmwand_ShiftAlignment(sDir, StringToInt(sAmt));
return;
}
if(TestStringAgainstPattern("MapArea", sCall))
{
dmwand_MapArea();
return;
}
if(TestStringAgainstPattern("FollowTarget", sCall))
{
dmwand_FollowTarget();
return;
}
if(TestStringAgainstPattern("FollowMe", sCall))
{
dmwand_FollowMe();
return;
}
if(TestStringAgainstPattern("ResumeDefault", sCall))
{
dmwand_ResumeDefault();
return;
}
if(TestStringAgainstPattern("Toad", sCall))
{
dmwand_Toad();
return;
}
if(TestStringAgainstPattern("Untoad", sCall))
{
dmwand_Untoad();
return;
}
if(TestStringAgainstPattern("KickPC", sCall))
{
dmwand_KickPC();
return;
}
if(TestStringAgainstPattern("IdentifyItem", sCall))
{
dmwand_IdentifyItem();
return;
}
if(TestStringAgainstPattern("DestroyItem", sCall))
{
dmwand_DestroyItem();
return;
}
if(TestStringAgainstPattern("TakeItem", sCall))
{
dmwand_TakeItem();
return;
}
if(TestStringAgainstPattern("KillAndReplace", sCall))
{
dmwand_KillAndReplace();
return;
}
if(TestStringAgainstPattern("SwapDayNight", sCall))
{
dmwand_SwapDayNight(StringToInt(sCallParams));
return;
}
if(TestStringAgainstPattern("AdvanceTime", sCall))
{
dmwand_AdvanceTime(StringToInt(sCallParams));
return;
}
if(TestStringAgainstPattern("ReloadModule", sCall))
{
dmwand_ReloadModule();
return;
}
if(TestStringAgainstPattern("TakeAll", sCall))
{
dmwand_TakeAll();
return;
}
if(TestStringAgainstPattern("TakeAllEquipped", sCall))
{
dmwand_TakeAllEquipped();
return;
}
if(TestStringAgainstPattern("TakeAllUnequipped", sCall))
{
dmwand_TakeAllUnequipped();
return;
}
if(TestStringAgainstPattern("AbilityCheck", sCall))
{
int nPrivate = StringToInt(GetStringLeft(sCallParams, 1));
int nLen = GetStringLength(sCallParams) - 1;
int nAbility = StringToInt(GetSubString(sCallParams, 1, nLen));
dmwand_AbilityCheck(nAbility, nPrivate);
return;
}
if(TestStringAgainstPattern("SkillCheck", sCall))
{
int nPrivate = StringToInt(GetStringLeft(sCallParams, 1));
int nLen = GetStringLength(sCallParams) - 1;
int nSkill = StringToInt(GetSubString(sCallParams, 1, nLen));
dmwand_SkillCheck(nSkill, nPrivate);
return;
}
if(TestStringAgainstPattern("DestroyTarget", sCall))
{
dmwand_DestroyTarget();
return;
}
if(TestStringAgainstPattern("DestroyNearbyTarget", sCall))
{
dmwand_DestroyNearbyTarget();
return;
}
if(TestStringAgainstPattern("TurnTargetOn", sCall))
{
dmwand_TurnTargetOn();
return;
}
if(TestStringAgainstPattern("TurnTargetOff", sCall))
{
dmwand_TurnTargetOff();
return;
}
if(TestStringAgainstPattern("TurnNearOff", sCall))
{
dmwand_TurnNearOff();
return;
}
if(TestStringAgainstPattern("TurnNearOn", sCall))
{
dmwand_TurnNearOn();
return;
}
if(TestStringAgainstPattern("ModRep", sCall))
{
dmwand_ModRep(sCallParams);
return;
}
if(TestStringAgainstPattern("ModOneRep", sCall))
{
dmwand_ModOneRep(sCallParams);
return;
}
if(TestStringAgainstPattern("ExportChars", sCall))
{
dmwand_ExportChars();
return;
}
if(TestStringAgainstPattern("JoinParty", sCall))
{
dmwand_JoinParty();
return;
}
if(TestStringAgainstPattern("LeaveParty", sCall))
{
dmwand_LeaveParty();
return;
}
if(TestStringAgainstPattern("JumpPlayerHere", sCall))
{
dmwand_JumpPlayerHere();
return;
}
if(TestStringAgainstPattern("JumpToPlayer", sCall))
{
dmwand_JumpToPlayer();
return;
}
}
}