//::////////////////////////////////////////////// //:: Animal Affinity Conversation //:: psi_animalaffin //::////////////////////////////////////////////// /** @file This allows you to choose which stats to boost using the AA power @author Stratovarius @date Created - 29.10.2005 */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "inc_dynconv" #include "psi_inc_psifunc" ////////////////////////////////////////////////// /* Constant defintions */ ////////////////////////////////////////////////// const int STAGE_STAT_CHOICE = 0; const int STAGE_CONFIRMATION = 1; ////////////////////////////////////////////////// /* Aid functions */ ////////////////////////////////////////////////// // Just takes the stat and returns the name string StatToName(int nStat) { if (nStat == ABILITY_STRENGTH) return GetStringByStrRef(135); else if (nStat == ABILITY_DEXTERITY) return GetStringByStrRef(133); else if (nStat == ABILITY_CONSTITUTION) return GetStringByStrRef(132); else if (nStat == ABILITY_WISDOM) return GetStringByStrRef(136); else if (nStat == ABILITY_INTELLIGENCE) return GetStringByStrRef(134); else if (nStat == ABILITY_CHARISMA) return GetStringByStrRef(131); // if its not a stat return ""; } ////////////////////////////////////////////////// /* Main function */ ////////////////////////////////////////////////// void main() { object oPC = GetPCSpeaker(); /* Get the value of the local variable set by the conversation script calling * this script. Values: * DYNCONV_ABORTED Conversation aborted * DYNCONV_EXITED Conversation exited via the exit node * DYNCONV_SETUP_STAGE System's reply turn * 0 Error - something else called the script * Other The user made a choice */ int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE); // The stage is used to determine the active conversation node. // 0 is the entry node. int nStage = GetStage(oPC); // Check which of the conversation scripts called the scripts if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort return; if(nValue == DYNCONV_SETUP_STAGE) { // Check if this stage is marked as already set up // This stops list duplication when scrolling if(!GetIsStageSetUp(nStage, oPC)) { // variable named nStage determines the current conversation node // Function SetHeader to set the text displayed to the PC // Function AddChoice to add a response option for the PC. The responses are show in order added if(nStage == STAGE_STAT_CHOICE) { // Set the header SetHeader("Select the Ability Score you would like to boost."); // Add responses for the PC, skipping ones that are active if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_STRENGTH))) AddChoice(StatToName(ABILITY_STRENGTH), ABILITY_STRENGTH, oPC); if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_DEXTERITY))) AddChoice(StatToName(ABILITY_DEXTERITY), ABILITY_DEXTERITY, oPC); if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_CONSTITUTION))) AddChoice(StatToName(ABILITY_CONSTITUTION), ABILITY_CONSTITUTION, oPC); if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_WISDOM))) AddChoice(StatToName(ABILITY_WISDOM), ABILITY_WISDOM, oPC); if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_INTELLIGENCE))) AddChoice(StatToName(ABILITY_INTELLIGENCE), ABILITY_INTELLIGENCE, oPC); if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_CHARISMA))) AddChoice(StatToName(ABILITY_CHARISMA), ABILITY_CHARISMA, oPC); MarkStageSetUp(STAGE_STAT_CHOICE, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values } else if(nStage == STAGE_CONFIRMATION)//confirmation { int nChoice = GetLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat"); AddChoice(GetStringByStrRef(4752), TRUE); // "Yes" AddChoice(GetStringByStrRef(4753), FALSE); // "No" string sName = StatToName(nChoice); string sText = "You have selected " + sName + " as the ability to boost.\n"; /*string sText = "You have selected these abilities to boost.\n"; // This reads the PC's choices and adds em int i; for(i = 0; i < 6; i++) //Total possible choices { // If the selection is a legal weapon sName = "PRC_Power_AnimalAffinity_Stat" + IntToString(i); nChoice = GetLocalInt(oPC, sName); // If it returns an actual stat if (StatToName(nChoice) != "") { sText += IntToString (i) + ": " + StatToName(nChoice) + ".\n"; } }*/ sText += "Is this correct?"; SetHeader(sText); MarkStageSetUp(STAGE_CONFIRMATION, oPC); } } // Do token setup SetupTokens(); } // End of conversation cleanup else if(nValue == DYNCONV_EXITED) { // End of conversation cleanup DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat"); //DeleteLocalInt(oPC, "AACounter"); DeleteLocalFloat(oPC, "PRC_Power_AnimalAffinity_Duration"); DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_ManifLvl"); //DeleteLocalInt(oManifester, "PRC_Power_AnimalAffinity_Augment"); } // Abort conversation cleanup. // NOTE: This section is only run when the conversation is aborted // while aborting is allowed. When it isn't, the dynconvo infrastructure // handles restoring the conversation in a transparent manner else if(nValue == DYNCONV_ABORTED) { // End of conversation cleanup DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat"); //DeleteLocalInt(oPC, "AACounter"); DeleteLocalFloat(oPC, "PRC_Power_AnimalAffinity_Duration"); DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_ManifLvl"); //DeleteLocalInt(oManifester, "PRC_Power_AnimalAffinity_Augment"); } // Handle PC responses else { // variable named nChoice is the value of the player's choice as stored when building the choice list // variable named nStage determines the current conversation node int nChoice = GetChoice(oPC); if(nStage == STAGE_STAT_CHOICE) { // If there are more stats to do /* // Keeps track of how many times we've been through here int nCounter = GetLocalInt(oPC, "AACounter"); SetLocalInt(oPC, "AACounter", (nCount + 1)); if (GetLocalInt(oPC, "PRC_Power_AnimalAffinity_Augment") > nCounter) { nStage = STAGE_STAT_CHOICE; } else { nStage = STAGE_CONFIRMATION; } sName = "PRC_Power_AnimalAffinity_Stat" + IntToString(nCounter);*/ nStage = STAGE_CONFIRMATION; SetLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat", nChoice); } else if(nStage == STAGE_CONFIRMATION)//confirmation { if(nChoice == TRUE) { int nStat = GetLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat"); float fDur = GetLocalFloat(oPC, "PRC_Power_AnimalAffinity_Duration"); effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eDex = EffectAbilityIncrease(nStat, 4); effect eLink = EffectLinkEffects(eDex, eDur); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDur, TRUE, POWER_ANIMAL_AFFINITY, GetLocalInt(oPC, "PRC_Power_AnimalAffinity_ManifLvl") ); SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC); SetLocalInt(oPC, "AnimalAffin"+IntToString(nStat), TRUE); DelayCommand(fDur, DeleteLocalInt(oPC, "AnimalAffin"+IntToString(nStat))); // And we're all done AllowExit(DYNCONV_EXIT_FORCE_EXIT); } else { nStage = STAGE_STAT_CHOICE; // Reset the counter //DeleteLocalInt(oPC, "AACounter"); MarkStageNotSetUp(STAGE_STAT_CHOICE, oPC); MarkStageNotSetUp(STAGE_CONFIRMATION, oPC); } DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat"); } // Store the stage value. If it has been changed, this clears out the choices SetStage(nStage, oPC); } }