PRC8/nwn/nwnprc/trunk/newspellbook/shd_smith_craft.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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//:://////////////////////////////////////////////
//:: Shadowsmith Shadow Craft Conversation
//:: shd_smith_craft
//:://////////////////////////////////////////////
/** @file
This allows you to choose any weapon and create it.
@author Stratovarius
@date Created - 05.03.2019
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "inc_dynconv"
#include "prc_alterations"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_WEAPON_CHOICE = 0;
const int STAGE_CONFIRMATION = 1;
//////////////////////////////////////////////////
/* Aid functions */
//////////////////////////////////////////////////
//////////////////////////////////////////////////
/* 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_WEAPON_CHOICE)
{
// Set the header
SetHeader("Select the item you would like to shadow craft.");
// Add responses for the PC
// This reads all of the legal choices from baseitems.2da
int i;
for(i = 0; i < 64; i++) //Weapon rows in baseitems.2da
{
if (DEBUG) DoDebug("shd_smith_craft Step #1");
// If the selection is a legal weapon
if (StringToInt(Get2DACache("baseitems", "WeaponType", i)) > 0)
{
if (DEBUG) DoDebug("shd_smith_craft Step #2");
string sWeaponName = GetStringByStrRef(StringToInt(Get2DACache("baseitems", "Name", i)));
// Skip blanks and items with moving parts
if (sWeaponName != "")
{
if (DEBUG) DoDebug("shd_smith_craft Step #3");
if (i != 4 && i != 6 && i != 7 && i != 8 && i != 11 && i != 35 && i != 45 && i != 61 && i != 111)
{
AddChoice(sWeaponName, i, oPC);
}
}
}
}
AddChoice("Dwarven Waraxe", 108, oPC);
if (GetLevelByClass(CLASS_TYPE_SHADOWSMITH, oPC) >= 8)
{
AddChoice("Padded Armor", 1001, oPC);
AddChoice("Leather Armor", 1002, oPC);
AddChoice("Studded Leather Armor", 1003, oPC);
AddChoice("Chain Shirt Armor", 1004, oPC);
}
MarkStageSetUp(STAGE_WEAPON_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, "ShadowCraft_Choice");
AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
AddChoice(GetStringByStrRef(4753), FALSE); // "No"
string sName = GetStringByStrRef(StringToInt(Get2DACache("baseitems", "Name", nChoice)));
if (nChoice > 1000)
{
if (nChoice == 1001) sName = "Padded Armor";
else if (nChoice == 1002) sName = "Leather Armor";
else if (nChoice == 1003) sName = "Studded Leather Armor";
else if (nChoice == 1004) sName = "Chain Shirt Armor";
}
string sText = "You have selected " + sName + " as your shadow crafted item.\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, "ShadowCraft_Choice");
DeleteLocalInt(oPC, "ShadowCraft_Augment");
DeleteLocalFloat(oPC, "ShadowCraft_Duration");
}
// 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, "ShadowCraft_Choice");
DeleteLocalInt(oPC, "ShadowCraft_Augment");
DeleteLocalFloat(oPC, "ShadowCraft_Duration");
}
// 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_WEAPON_CHOICE)
{
// Go to this stage next
nStage = STAGE_CONFIRMATION;
SetLocalInt(oPC, "ShadowCraft_Choice", nChoice);
}
else if(nStage == STAGE_CONFIRMATION)//confirmation
{
if(nChoice == TRUE)
{
int nEnhance = 0;
int nClass = GetLevelByClass(CLASS_TYPE_SHADOWSMITH, oPC);
if (nClass > 5) nEnhance = nClass - 5;
int nBaseType, nSuccess;
float fDur = HoursToSeconds(nClass);
object oItem;
int nItem = GetLocalInt(oPC, "ShadowCraft_Choice");
if (1000 > nItem) // Crafting weapons
{
if (nEnhance > 0) nSuccess = GetIsSkillSuccessful(oPC, SKILL_CRAFT_WEAPON, 20+nEnhance);
// This is what the basic non-magical version of bioware weapons use as a resref
string sWeaponTemplate = "nw_" + Get2DACache("baseitems", "ItemClass", nItem) + "001";
string sAmmo = "";
object oAmmo;
oItem = CreateItemOnObject(sWeaponTemplate, oPC);
nBaseType = GetBaseItemType(oItem);
if(nBaseType == BASE_ITEM_LONGBOW && nBaseType == BASE_ITEM_SHORTBOW)
{
sAmmo = "nw_wamar001";
oAmmo = CreateItemOnObject(sAmmo, oPC, d6(3));
AssignCommand(oPC, ActionEquipItem(oAmmo, INVENTORY_SLOT_ARROWS));
// Ammoed weapons get their ammo enhanced as well
if (nEnhance > 0 && nSuccess) AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyEnhancementBonus(nEnhance), oAmmo, fDur);
}
else if(nBaseType == BASE_ITEM_HEAVYCROSSBOW && nBaseType == BASE_ITEM_LIGHTCROSSBOW)
{
sAmmo = "nw_wambo001";
oAmmo = CreateItemOnObject(sAmmo, oPC, d6(3));
AssignCommand(oPC, ActionEquipItem(oAmmo, INVENTORY_SLOT_BOLTS));
// Ammoed weapons get their ammo enhanced as well
if (nEnhance > 0 && nSuccess) AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyEnhancementBonus(nEnhance), oAmmo, fDur);
}
else if(nBaseType == BASE_ITEM_SLING)
{
sAmmo = "nw_wambu001";
oAmmo = CreateItemOnObject(sAmmo, oPC, d6(3));
AssignCommand(oPC, ActionEquipItem(oAmmo, INVENTORY_SLOT_BULLETS));
// Ammoed weapons get their ammo enhanced as well
if (nEnhance > 0 && nSuccess) AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyEnhancementBonus(nEnhance), oAmmo, fDur);
}
if (IPGetIsMeleeWeapon(oItem)) AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyVisualEffect(ITEM_VISUAL_HOLY), oItem, fDur);
// If the power was augmented, add a straight enhancement bonus equivalent to the augmentation value
if (nEnhance > 0 && nSuccess) AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyEnhancementBonus(nEnhance), oItem, fDur);
// Equip the weapon
AssignCommand(oPC, ActionEquipItem(oItem, INVENTORY_SLOT_RIGHTHAND));
}
else if (nItem > 1000) // Armor picked
{
string sArmor;
if (nItem == 1001) sArmor = "nw_aarcl009"; // Padded
else if (nItem == 1002) sArmor = "nw_aarcl001"; // Leather
else if (nItem == 1003) sArmor = "nw_aarcl002"; // Studded
else sArmor = "nw_aarcl012"; // Chain
oItem = CreateItemOnObject(sArmor, oPC);
if (nEnhance > 0) nSuccess = GetIsSkillSuccessful(oPC, SKILL_CRAFT_ARMOR, 20+nEnhance);
if (nEnhance > 0 && nSuccess) AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyACBonus(nEnhance), oItem, fDur);
// Improved Shadow item ability, always granted by default.
AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertySkillBonus(SKILL_HIDE, 10), oItem, fDur);
// Equip the weapon
AssignCommand(oPC, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
}
// No dropping and no selling the item
SetPlotFlag(oItem, TRUE);
SetDroppableFlag(oItem, FALSE);
SetItemCursedFlag(oItem, TRUE);
// Remove the item when the duration is over.
DelayCommand(fDur - 1.0, SetPlotFlag(oItem, FALSE));
DelayCommand(fDur - 1.0, AssignCommand(oItem, SetIsDestroyable(TRUE)));
DestroyObject(oItem, fDur);
// And we're all done
AllowExit(DYNCONV_EXIT_FORCE_EXIT);
}
else
{
nStage = STAGE_WEAPON_CHOICE;
MarkStageNotSetUp(STAGE_WEAPON_CHOICE, oPC);
MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
}
DeleteLocalInt(oPC, "ShadowCraft_Choice");
}
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}