77 lines
2.4 KiB
Plaintext
77 lines
2.4 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name: pgs_disp_member
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This script will display 8 guild members to
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the player, along with their guild rank name.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Samius Maximus
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//:: Created On:
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//:://////////////////////////////////////////////
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#include "inc_gsystem"
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int StartingConditional()
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{
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object oLoop = GetFirstPC();
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object oPlayer = GetPCSpeaker();
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int iCount = 0;
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int iGuild = GetLocalInt (oPlayer, "Player_Guild_Number");
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int iPosition = GetLocalInt (oPlayer, "List_Position");
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SetLocalInt (oPlayer, "Next_Set_Is_Available", FALSE);
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SetLocalInt (oPlayer, "Token_Position", 1);
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//--------------------------------------------
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//Locate current player for member position.
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//--------------------------------------------
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while (iCount != iPosition)
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{
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if (!GetIsObjectValid (oLoop))
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break;
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else
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{
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if (GetLocalInt (oLoop, "Player_Guild_Number") == iGuild) /*Valid guild member?*/
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iCount++;
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if (iCount != iPosition) /*Check object position.*/
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oLoop = GetNextPC();
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}
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}
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iCount = 1; /*Reset the counter.*/
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//--------------------------------------------
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//First valid member found - begin member list.
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//--------------------------------------------
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while (iCount != 10)
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{
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if (!GetIsObjectValid (oLoop))
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{
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SetLocalString (oPlayer, "Temp_List_Member" + IntToString (iCount), "");
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iCount++;
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}
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else if (GetLocalInt (oLoop, "Player_Guild_Number") == iGuild)
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{
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SetLocalString (oPlayer, "Temp_List_Member" + IntToString (iCount),
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GetName (oLoop) + " [" + GetModuleGuildRankName (iGuild,
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GetLocalInt (oLoop, "Player_Guild_Rank")) + "]");
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iCount++;
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iPosition++;
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}
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oLoop = GetNextPC();
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}
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SetLocalInt (oPlayer, "Next_List_Position", iPosition - 1);
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//--------------------------------------------
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//Check if the next member set is available.
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//--------------------------------------------
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if (GetIsObjectValid (oLoop))
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SetLocalInt (oPlayer, "Next_Set_Is_Available", TRUE);
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return TRUE;
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}
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