219 lines
8.9 KiB
Plaintext
219 lines
8.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//Test functions from dmw_test_inc
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// checks if a nearby object is destroyable
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int dmwand_isnearbydestroyable();
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// Check if the target can be created with CreateObject
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int dmwand_istargetcreateable();
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//Check if target is a destroyable object
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int dmwand_istargetdestroyable();
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// checks if the wand was NOT clicked on an object
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int dmwand_istargetinvalid();
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// check if the target has an inventory
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int dmwand_istargetinventory();
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//Check if the target is not the wand's user
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int dmwand_istargetnotme();
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//Check if target is an NPC or monster
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int dmwand_istargetnpc();
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//Check if the target is a PC
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int dmwand_istargetpc();
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//Check if the target is a PC and not me
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int dmwand_istargetpcnme();
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// Check if the target is a PC or NPC
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// uses the CON score currently
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int dmwand_istargetpcornpc();
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//Check if the target is a PC or an npc and not me
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int dmwand_istargetpcornpcnme();
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// Check if target is a placeable
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int dmwand_istargetplaceable();
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//::///////////////////////////////////////////////
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//Conversation functions from dmw_conv_inc
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//Build Conversation by Dopple
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//Build a conversation level, adding "next" and "previous" as needed
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void dmwand_BuildConversation(string sConversation, string sParams);
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//Build Conversation Dialog by Dopple
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//Used by BuildConversation to translate string representation of a
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// dialog name to its function
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int dmwand_BuildConversationDialog(int nCurrent, int nChoice, string sConversation, string sParams);
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// Chose which direction something's alignment should change
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int dmw_conv_ChangeAlign(int nCurrent, int nChoice, string sParams = "");
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// Chose what attributes to display about a creature
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int dmw_conv_DispAttribs(int nCurrent, int nChoice, string sParams = "");
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// Chose what ability or skill to do a roll with
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int dmw_conv_DoRoll(int nCurrent, int nChoice, string sParams = "");
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// Chose what to do with an object's inventory
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int dmw_conv_Inventory(int nCurrent, int nChoice, string sParams = "");
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// Diaplay an item's stats, and chose what to do with that item
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int dmw_conv_ItemListConv(int nCurrent, int nChoice, string sParams = "");
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// List a creature's inventory
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int dmw_conv_ListInventory(int nCurrent, int nChoice, string sParams = "");
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// List all players
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int dmw_conv_ListPlayers(int nCurrent, int nChoice, string sParams = "");
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// Chose how much to modify alignment by
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int dmw_conv_ModAlign(int nCurrent, int nChoice, string sParams = "");
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// Chose how much to change reputation by
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int dmw_conv_ModRep(int nCurrent, int nChoice, string sParams = "");
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// Chose whether a roll should be public or private
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int dmw_conv_Roll(int nCurrent, int nChoice, string sParams = "");
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// Starting conversation, all branches lead from here
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int dmw_conv_Start(int nCurrent, int nChoice, string sParams = "");
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// Chose how far to advance the time of day
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int dmw_conv_TimeOfDay(int nCurrent, int nChoice, string sParams = "");
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//::///////////////////////////////////////////////
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//dmwand functions from dmw_func_inc
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//Ability Roll Funtion by Jhenne
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// - nAbility: ABILITY_*
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// - nSecret: TRUE if roll should not be shown to other players
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void dmwand_AbilityCheck(int nAbility, int nSecret = TRUE);
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//Advance time by Dopple
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// -nHours: number of hours to advance time by
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void dmwand_AdvanceTime(int nHours);
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//Alignment by Robert Bernavich, Jhenne, Archaego
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// function returns concatenated string version of objects Alignment
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string dmwand_Alignment(object oEntity);
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//ClassLevel by Robert Bernavich, Jhenne, Archaego
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// Returns all three classes and levels in string format of Object
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string dmwand_ClassLevel(object oEntity);
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//Destroy item by Dopple
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//Destroys item in "dmw_item" local object on speaker, then returns to
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// inventory list dialog
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void dmwand_DestroyItem();
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//Destroy nearby by Dopple
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// Destroy the first object we find nearby the target location, then
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// return to starting dialog
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void dmwand_DestroyNearbyTarget();
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//Destroy target by Dopple, adapted from Bioware script in World Builder Guide
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// destroy target object/creature, then return to starting dialog
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void dmwand_DestroyTarget();
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//Export Characters suggested by a great number of people
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void dmwand_ExportChars();
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//Follow me by Jhenne
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// force creature or player to follow user
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void dmwand_FollowMe();
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//Follow Target by Jhenne
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// force user to follow target
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void dmwand_FollowTarget();
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//Gender by Robert Bernavich, Jhenne, Archaego
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// function returns a string value of objects gender
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string dmwand_Gender(object oEntity);
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//Identify item by Dopple
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// toggle identified status of item in "dmw_item" local object on user,
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// then return to the ItemListConv dialog
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void dmwand_IdentifyItem();
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//Inventory by Robert Bernavich, Jhenne, Archaego, Dopple
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// Loop through the objects inventory and return a string value of entire
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// inventory
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string dmwand_Inventory(object oEntity);
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//Item Info by Robert Bernavich, Jhenne, Archaego, and Dopple
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string dmwand_ItemInfo(object oItem, int nLongForm = 0);
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//Join player's party
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void dmwand_JoinParty();
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//Jump player by Jhenne
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void dmwand_JumpPlayerHere();
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//Jump to player by Jhenne
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void dmwand_JumpToPlayer();
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//Kick PC by Dopple and Jhenne
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// Kick out the target PC
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void dmwand_KickPC();
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//Kill the target, forcing it to leave a corpse behind
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// taken from Bioware's KillAndReplace() in the World Builder Guide
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void dmwand_KillAndReplace();
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//Leave target's party
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void dmwand_LeaveParty();
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//Map area by Dopple
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// Give the target a full map of the area
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void dmwand_MapArea();
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//Mod One Rep by Jhenne and Dopple
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// Modify the reputations of target creature and player towards each other
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void dmwand_ModOneRep(string sPlayer);
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//Mod Rep by Jhenne and Dopple
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// Modify the reputations of target creature and all players towards each
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// other
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void dmwand_ModRep(string sAmt);
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//Player list conversation by Dopple
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// Used to return to starting dialog after selecting a player
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void dmwand_PlayerListConv(string sParams);
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//Race by Robert Bernavich, Jhenne, Archaego
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// Returns string version of objects race
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string dmwand_Race(object oEntity);
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//Reload Module by Dopple
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// reload the current running module
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void dmwand_ReloadModule();
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//Resume default by Jhenne
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// make target resume waypoints if creature, stop everything if player
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void dmwand_ResumeDefault();
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//Shift Alignment by Jhenne and Dopple
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// Shift the alignment of object
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// - sAlign: law__/chaos/good_/evil
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// - nShift: amount to shift by
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void dmwand_ShiftAlignment(string sAlign, int nShift);
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//ShowAllAttribs by Robert Bernavich, Jhenne, Archaego
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// Return formatted report of player's character information
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void dmwand_ShowAllAttribs();
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//ShowBasicAttribs by Robert Bernavich, Jhenne, Archaego
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// Return formatted report of player's basic character information
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void dmwand_ShowBasicAttribs();
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//ShowInventory by RRobert Bernavich, Jhenne, Archaego
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// Return formatted report of player's inventory
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void dmwand_ShowInventory();
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//Skill Roll Funtion by Jhenne, modified by Dopple
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// - nSkill: SKILL_*
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// - nSecret: TRUE if roll should not be shown to other players
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void dmwand_SkillCheck(int nSkill, int nSecret = TRUE);
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//Swap Day/Night by Dopple
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// - nDay: 1 to make it day, 0 to make it night
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void dmwand_SwapDayNight(int nDay);
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//Take all by Jhenne and Dopple
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// Take all items from target
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void dmwand_TakeAll();
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//Take all equipped by Jhenne and Dopple
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// Take all equipped items off of target
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void dmwand_TakeAllEquipped();
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//Take all unequipped by Jhenne and Dopple
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// take all unequipped items from target
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void dmwand_TakeAllUnequipped();
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//Take Item by Jhenne and Dopple
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// take dialog-selected item from target, and return to inventory list dialog
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void dmwand_TakeItem();
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//Item Stripper by Jhenne - remove item from target
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// - oEquip: object to remove
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void dmwand_takeoneitem(object oEquip);
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//Toad..err..penguin the player by Dopple
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// I would rather a chicken, but it seems that's not a valid polymorph type :(
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void dmwand_Toad();
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//TurnNearOff by Dopple, adapted from Bioware's on/off script
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// Turn a placeable near the target location off
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void dmwand_TurnNearOff();
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//TurnNearOn by Dopple, adapted from Bioware's on/off script
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// Turn a placeable near the target location on
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void dmwand_TurnNearOn();
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//TurnOff by Dopple, adapted from Bioware's on/off script
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// Turn a placeable off
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void dmwand_TurnOff(object oMyPlaceable);
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//TurnOn by Dopple, adapted from Bioware's on/off script
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// Turn a placeable on
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void dmwand_TurnOn(object oMyPlaceable);
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//TurnTargetOff by Dopple, adapted from Bioware's on/off script
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// Turn target off
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void dmwand_TurnTargetOff();
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//TurnTargetOn by Dopple, adapted from Bioware's on/off script
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// Turn target on
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void dmwand_TurnTargetOn();
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//UnToad..err..penguin the player by Dopple
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// reverse effects of Toad
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void dmwand_Untoad();
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//Do Dialog Choice by Dopple
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//Dialog function in dmw_dodialog_inc, performs a function or starts
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// another dialog function when a dialog choice is selected
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void dmwand_DoDialogChoice(int nChoice);
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//Start Conversation by Dopple
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// Function to start the ball rolling, in dmw_start_inc
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void dmwand_StartConversation();
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