//::////////////////////////////////////////////// //:: Power Leech Conversation //:: power_leech.nss //::////////////////////////////////////////////// /** @file This allows you to choose which stat to drain from the spell target @author Tenjac @date Created - 10.3.2006 */ //::////////////////////////////////////////////// //::////////////////////////////////////////////// #include "inc_dynconv" #include "prc_inc_spells" ////////////////////////////////////////////////// /* 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 ""; } void DrainLoop(object oTarget, object oPC, float fRemove, int nRoundCounter, int nStat) { if ((nRoundCounter > 0) && (!GetIsDead(oTarget))) { effect eDex = EffectAbilityIncrease(nStat, 1); effect eDex2 = EffectAbilityDecrease(nStat, 1); //Impact VFX SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE), oPC); SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE), oTarget); //Drain SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDex, oPC, fRemove); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDex2, oTarget, fRemove); fRemove = (fRemove - 6.0f); nRoundCounter--; DelayCommand(6.0f, DrainLoop(oTarget, oPC, fRemove, nRoundCounter, nStat)); } else { // finished, so remove from target list int nArraySize = array_get_size(oPC, "PRC_PowerLeechTarget"); if (nArraySize <= 1 || !GetIsObjectValid(array_get_object(oPC, "PRC_PowerLeechTarget", (nArraySize-1)))) // then we delete the array to clear up the mess array_delete(oPC, "PRC_PowerLeechTarget"); else // just delete oTarget from it { int i; object oCompare; for(i = 0; i < nArraySize; i++) { oCompare = array_get_object(oPC, "PRC_PowerLeechTarget", i); if (oCompare == oTarget) // delete this one { array_set_object(oPC, "PRC_PowerLeechTarget", i, OBJECT_INVALID); } } } } } ////////////////////////////////////////////////// /* Main function */ ////////////////////////////////////////////////// void main() { object oPC = GetPCSpeaker(); object oTarget = GetLocalObject(oPC, "PRC_PowerLeechTarget"); /* 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 AddChoice(StatToName(ABILITY_STRENGTH), ABILITY_STRENGTH, oPC); AddChoice(StatToName(ABILITY_DEXTERITY), ABILITY_DEXTERITY, oPC); AddChoice(StatToName(ABILITY_CONSTITUTION), ABILITY_CONSTITUTION, oPC); AddChoice(StatToName(ABILITY_WISDOM), ABILITY_WISDOM, oPC); AddChoice(StatToName(ABILITY_INTELLIGENCE), ABILITY_INTELLIGENCE, oPC); 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_Leech_Stat"); AddChoice(GetStringByStrRef(4752), TRUE); // "Yes" AddChoice(GetStringByStrRef(4753), FALSE); // "No" string sName = StatToName(nChoice); string sText = "You have selected " + sName + ".\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_Leech_Stat"); } // 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_Leech_Stat"); } // 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 nStage = STAGE_CONFIRMATION; SetLocalInt(oPC, "PRC_Power_Leech_Stat", nChoice); } else if(nStage == STAGE_CONFIRMATION)//confirmation { if(nChoice == TRUE) { //Do the drain int nRoundCounter = GetLocalInt(oPC, "PRC_Power_Leech_Counter"); float fRemove = GetLocalFloat(oPC, "PRC_Power_Leech_fDur"); DrainLoop(oTarget, oPC, fRemove, nRoundCounter, GetLocalInt(oPC, "PRC_Power_Leech_Stat")); // 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_Leech_Stat"); DeleteLocalFloat(oPC, "PRC_Power_Leech_fDur"); DeleteLocalInt(oPC, "PRC_Power_Leech_Counter"); } // Store the stage value. If it has been changed, this clears out the choices SetStage(nStage, oPC); } }