void lrgwymeus_abarm(object oActivator); void ChangeAlignment(object oCreature, int nAlignment, int nAlignmentScale=ALIGNMENT_GOOD, int bFullChange=FALSE); //////////////////////////////////////////// // Script: lrgwy_include // Author: Lord Random // Date: August 5, 2002 // Version: 1.0 // Copyright (c) 2001 Bioware Corp. //:::::::::::::::::::::::::::::::::::::::::: // Source(s) // 1. Lord Random's Gateway-Builder's // Playground Module //:::::::::::::::::::::::::::::::::::::::::: // Description // This is the include file for the Gateway // (gwy) Project. //:::::::::::::::::::::::::::::::::::::::::: // Requirements //:::::::::::::::::::::::::::::::::::::::::: // Notes //:::::::::::::::::::::::::::::::::::::::::: // Modification History // Date Who Modifications // ---------- ------------- ---------------- // 8/ 5/2002 Lord Random Created script //////////////////////////////////////////// // Functions //////////////////////////////////////////// // Script: lrgwymeus_abarm // Author: Lord Random // Date: August 5, 2002 // Version: 1.0 // Copyright (c) 2001 Bioware Corp. //:::::::::::::::::::::::::::::::::::::::::: // Description // This function activates a conversation // with the Ability Score Armband when it // has been "used". //:::::::::::::::::::::::::::::::::::::::::: // Requirements // 1. This function must be #include'd in the // module event script lrgwymeus. //:::::::::::::::::::::::::::::::::::::::::: // Notes //:::::::::::::::::::::::::::::::::::::::::: // Modification History // Date Who Modifications // ---------- ------------- ---------------- // 8/ 5/2002 Lord Random Created script //////////////////////////////////////////// void lrgwymeus_abarm(object oActivator) { AssignCommand(oActivator, ActionStartConversation(oActivator, "lrgwyo_abarm", TRUE)); } //////////////////////////////////////////// // Script: ChangeAlignment // Author: Lord Random // Date: August 5, 2002 // Version: 1.0 // Copyright (c) 2001 Bioware Corp. //:::::::::::::::::::::::::::::::::::::::::: // Description // This function changes the alignment of // the object creature passed as a // parameter. //:::::::::::::::::::::::::::::::::::::::::: // Requirements //:::::::::::::::::::::::::::::::::::::::::: // Notes //:::::::::::::::::::::::::::::::::::::::::: // oCreature.........The creature who's alignment will be changed // nAlignment........What to change the alignment to // nAlignmentScale...ALIGNMENT_GOOD, _EVIL, _CHAOTIC, // or _LAWFUL. Only used when the // alignment is NEUTRAL to pinpoint // which kind of neutral-good/evil // or law/chaos? // bFullChange.......Change them all the way to the // extreme of the alignment? //:::::::::::::::::::::::::::::::::::::::::: // Modification History // Date Who Modifications // ---------- ------------- ---------------- // 8/ 5/2002 Lord Random Created script //////////////////////////////////////////// void ChangeAlignment(object oCreature, int nAlignment, int nAlignmentScale=ALIGNMENT_GOOD, int bFullChange=FALSE) { int nCurrentGoodEvil=GetGoodEvilValue(oCreature); int nCurrentLawChaos=GetLawChaosValue(oCreature); switch(nAlignment) { case ALIGNMENT_GOOD: AdjustAlignment(oCreature, ALIGNMENT_GOOD, 100-nCurrentGoodEvil); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); break; case ALIGNMENT_EVIL: AdjustAlignment(oCreature, ALIGNMENT_EVIL, nCurrentGoodEvil); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); break; case ALIGNMENT_LAWFUL: AdjustAlignment(oCreature, ALIGNMENT_LAWFUL, 100-nCurrentLawChaos); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); break; case ALIGNMENT_CHAOTIC: AdjustAlignment(oCreature, ALIGNMENT_CHAOTIC, nCurrentLawChaos); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); break; case ALIGNMENT_NEUTRAL: if (nAlignmentScale==ALIGNMENT_GOOD || nAlignmentScale==ALIGNMENT_EVIL) { if (nCurrentGoodEvil > 50) { AdjustAlignment(oCreature, ALIGNMENT_EVIL, nCurrentGoodEvil-50); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); } else { AdjustAlignment(oCreature, ALIGNMENT_GOOD, 50-nCurrentGoodEvil); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); } } else if (nAlignmentScale==ALIGNMENT_LAWFUL || nAlignmentScale==ALIGNMENT_CHAOTIC) { if (nCurrentLawChaos > 50) { AdjustAlignment(oCreature, ALIGNMENT_CHAOTIC, nCurrentLawChaos-50); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); } else { AdjustAlignment(oCreature, ALIGNMENT_LAWFUL, 50-nCurrentLawChaos); if (bFullChange==TRUE) ChangeAlignment(oCreature, nAlignment, nAlignmentScale, FALSE); } } break; } } //void main() //{ //}