Files
PRC8/nwn/nwnprc/trunk/scripts/prc_fact_cunconv.nss
Jaysyn904 0e9dabdfb3 2026/04/20 Update
Aberrations shouldn't show up on the default Druid PnP Wildshape list.
Added Assassin to GetIsBioSpellCastClass()
Updated CloakedCastingDC() to work with Factotum's Cunning Brilliance.
Greatly expanded the possible class abilities for Factotum's Cunning Brilliance.
Fixed Sublime Chord related bug in PRCGetIsRealSpellKnownByClass().
2026-04-20 15:53:14 -04:00

354 lines
17 KiB
Plaintext

//:://////////////////////////////////////////////
//:: Factotum Cunning Brilliance choice script
//:: prc_fact_cunconv
//:://////////////////////////////////////////////
/*
@author Stratovarius - 2021.11.04
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_factotum"
#include "prc_feat_const"
#include "inc_dynconv"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_SELECT_ABILITIES = 0;
const int STAGE_SELECT_FAVORED_ENEMY = 1;
const int STAGE_CONFIRM_SELECTION = 2;
const int CHOICE_BACK_TO_LSELECT = -1;
const int STRREF_BACK_TO_LSELECT = 16836035; // "Return to level selection."
const int STRREF_SELECTED_HEADER1 = 16824209; // "You have selected:"
const int STRREF_SELECTED_HEADER2 = 16824210; // "Is this correct?"
const int STRREF_END_CONVO_SELECT = 16824212; // "Finish"
const int LEVEL_STRREF_START = 16824809;
const int STRREF_YES = 4752; // "Yes"
const int STRREF_NO = 4753; // "No"
const int SORT = TRUE; // If the sorting takes too much CPU, set to FALSE
const int DEBUG_LIST = FALSE;
//////////////////////////////////////////////////
/* Function defintions */
//////////////////////////////////////////////////
void PrintList(object oPC)
{
string tp = "Printing list:\n";
string s = GetLocalString(oPC, "PRC_FactotumConvo_List_Head");
if(s == ""){
tp += "Empty\n";
}
else{
tp += s + "\n";
s = GetLocalString(oPC, "PRC_FactotumConvo_List_Next_" + s);
while(s != ""){
tp += "=> " + s + "\n";
s = GetLocalString(oPC, "PRC_FactotumConvo_List_Next_" + s);
}
}
DoDebug(tp);
}
/**
* Creates a linked list of entries that is sorted into alphabetical order
* as it is built.
* Assumption: mystery names are unique.
*
* @param oPC The storage object aka whomever is gaining powers in this conversation
* @param sChoice The choice string
* @param nChoice The choice value
*/
void AddToTempList(object oPC, string sChoice, int nChoice)
{
if(DEBUG_LIST) DoDebug("\nAdding to temp list: '" + sChoice + "' - " + IntToString(nChoice));
if(DEBUG_LIST) PrintList(oPC);
// If there is nothing yet
if(!GetLocalInt(oPC, "PRC_FactotumConvo_ListInited"))
{
SetLocalString(oPC, "PRC_FactotumConvo_List_Head", sChoice);
SetLocalInt(oPC, "PRC_FactotumConvo_List_" + sChoice, nChoice);
SetLocalInt(oPC, "PRC_FactotumConvo_ListInited", TRUE);
}
else
{
// Find the location to instert into
string sPrev = "", sNext = GetLocalString(oPC, "PRC_FactotumConvo_List_Head");
while(sNext != "" && StringCompare(sChoice, sNext) >= 0)
{
if(DEBUG_LIST) DoDebug("Comparison between '" + sChoice + "' and '" + sNext + "' = " + IntToString(StringCompare(sChoice, sNext)));
sPrev = sNext;
sNext = GetLocalString(oPC, "PRC_FactotumConvo_List_Next_" + sNext);
}
// Insert the new entry
// Does it replace the head?
if(sPrev == "")
{
if(DEBUG_LIST) DoDebug("New head");
SetLocalString(oPC, "PRC_FactotumConvo_List_Head", sChoice);
}
else
{
if(DEBUG_LIST) DoDebug("Inserting into position between '" + sPrev + "' and '" + sNext + "'");
SetLocalString(oPC, "PRC_FactotumConvo_List_Next_" + sPrev, sChoice);
}
SetLocalString(oPC, "PRC_FactotumConvo_List_Next_" + sChoice, sNext);
SetLocalInt(oPC, "PRC_FactotumConvo_List_" + sChoice, nChoice);
}
}
/**
* Reads the linked list built with AddToTempList() to AddChoice() and
* deletes it.
*
* @param oPC A PC gaining powers at the moment
*/
void TransferTempList(object oPC)
{
string sChoice = GetLocalString(oPC, "PRC_FactotumConvo_List_Head");
int nChoice = GetLocalInt (oPC, "PRC_FactotumConvo_List_" + sChoice);
DeleteLocalString(oPC, "PRC_FactotumConvo_List_Head");
string sPrev;
if(DEBUG_LIST) DoDebug("Head is: '" + sChoice + "' - " + IntToString(nChoice));
while(sChoice != "")
{
// Add the choice
AddChoice(sChoice, nChoice, oPC);
// Get next
sChoice = GetLocalString(oPC, "PRC_FactotumConvo_List_Next_" + (sPrev = sChoice));
nChoice = GetLocalInt (oPC, "PRC_FactotumConvo_List_" + sChoice);
if(DEBUG_LIST) DoDebug("Next is: '" + sChoice + "' - " + IntToString(nChoice) + "; previous = '" + sPrev + "'");
// Delete the already handled data
DeleteLocalString(oPC, "PRC_FactotumConvo_List_Next_" + sPrev);
DeleteLocalInt (oPC, "PRC_FactotumConvo_List_" + sPrev);
}
DeleteLocalInt(oPC, "PRC_FactotumConvo_ListInited");
}
void main()
{
object oPC = GetPCSpeaker();
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
int nStage = GetStage(oPC);
string sPowerFile = "cls_spell_sorc";
// 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)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Running setup stage for stage " + IntToString(nStage));
// Check if this stage is marked as already set up
// This stops list duplication when scrolling
if(!GetIsStageSetUp(nStage, oPC))
{
if(DEBUG) DoDebug("prc_fact_cunconv: Stage was not set up already");
// Level selection stage
if(nStage == STAGE_SELECT_ABILITIES)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Building level selection");
SetHeader("Choose the class abilities you would like to learn. You can only learn three for today.");
if (!GetIsAbilitySaved(oPC, FEAT_BARBARIAN_ENDURANCE)) AddChoice("Barbarian: Fast Movement", FEAT_BARBARIAN_ENDURANCE);
if (!GetIsAbilitySaved(oPC, FEAT_BARBARIAN_RAGE)) AddChoice("Barbarian: Rage", FEAT_BARBARIAN_RAGE);
if (!GetIsAbilitySaved(oPC, FEAT_CLOAKED_CASTING)) AddChoice("Beguiler: Cloaked Casting", FEAT_CLOAKED_CASTING);
if (!GetIsAbilitySaved(oPC, FEAT_CRUSADER_SMITE)) AddChoice("Crusader: Smite", FEAT_CRUSADER_SMITE);
if (!GetIsAbilitySaved(oPC, FEAT_DRAGONSHAMAN_RESOLVE)) AddChoice("Dragon Shaman: Draconic Resolve", FEAT_DRAGONSHAMAN_RESOLVE);
if (!GetIsAbilitySaved(oPC, FEAT_NATURE_SENSE)) AddChoice("Druid: Nature Sense", FEAT_NATURE_SENSE);
if (!GetIsAbilitySaved(oPC, FEAT_WOODLAND_STRIDE)) AddChoice("Druid: Woodland Stride", FEAT_WOODLAND_STRIDE);
if (!GetIsAbilitySaved(oPC, FEAT_TRACKLESS_STEP)) AddChoice("Druid: Trackless Step", FEAT_TRACKLESS_STEP);
if (!GetIsAbilitySaved(oPC, FEAT_RESIST_NATURES_LURE)) AddChoice("Druid: Resist Nature's Lure", FEAT_RESIST_NATURES_LURE);
if (!GetIsAbilitySaved(oPC, FEAT_VENOM_IMMUNITY)) AddChoice("Druid: Venom Immunity", FEAT_VENOM_IMMUNITY);
if (!GetIsAbilitySaved(oPC, FEAT_METTLE)) AddChoice("Hexblade: Mettle", FEAT_METTLE);
if (!GetIsAbilitySaved(oPC, FEAT_EVASION)) AddChoice("Monk: Evasion", FEAT_EVASION);
if (!GetIsAbilitySaved(oPC, FEAT_STILL_MIND)) AddChoice("Monk: Still Mind", FEAT_STILL_MIND);
if (!GetIsAbilitySaved(oPC, FEAT_PURITY_OF_BODY)) AddChoice("Monk: Purity of Body", FEAT_PURITY_OF_BODY);
if (!GetIsAbilitySaved(oPC, FEAT_IMPROVED_EVASION)) AddChoice("Monk: Improved Evasion", FEAT_IMPROVED_EVASION);
if (!GetIsAbilitySaved(oPC, FEAT_USE_POISON)) AddChoice("Ninja: Poison Use", FEAT_USE_POISON);
if (!GetIsAbilitySaved(oPC, FEAT_DIVINE_HEALTH)) AddChoice("Paladin: Divine Health", FEAT_DIVINE_HEALTH);
if (!GetIsAbilitySaved(oPC, FEAT_CRIPPLING_STRIKE)) AddChoice("Rogue: Crippling Strike", FEAT_CRIPPLING_STRIKE);
if (!GetIsAbilitySaved(oPC, FEAT_DEFENSIVE_ROLL)) AddChoice("Rogue: Defensive Strike", FEAT_DEFENSIVE_ROLL);
if (!GetIsAbilitySaved(oPC, FEAT_OPPORTUNIST)) AddChoice("Rogue: Opportunist", FEAT_OPPORTUNIST);
if (!GetIsAbilitySaved(oPC, FEAT_SLIPPERY_MIND)) AddChoice("Rogue: Slippery Mind", FEAT_SLIPPERY_MIND);
if (!GetIsAbilitySaved(oPC, FEAT_SNEAK_ATTACK)) AddChoice("Rogue: Sneak Attack", FEAT_SNEAK_ATTACK);
AddChoice("Ranger: Favored Enemy", -1000); // Favored Enemy submenu trigger
// Set the next, previous and wait tokens to default values
SetDefaultTokens();
// Set the convo quit text to "Abort"
SetCustomToken(DYNCONV_TOKEN_EXIT, GetStringByStrRef(DYNCONV_STRREF_ABORT_CONVO));
}
// Favored Enemy selection stage
else if(nStage == STAGE_SELECT_FAVORED_ENEMY)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Building favored enemy selection");
SetHeader("Choose your Favored Enemy type:");
// Add specific favored enemy feats
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_ABERRATION))
AddChoice("Aberration", FEAT_FAVORED_ENEMY_ABERRATION);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_ANIMAL))
AddChoice("Animal", FEAT_FAVORED_ENEMY_ANIMAL);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_BEAST))
AddChoice("Beast", FEAT_FAVORED_ENEMY_BEAST);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_CONSTRUCT))
AddChoice("Construct", FEAT_FAVORED_ENEMY_CONSTRUCT);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_DRAGON))
AddChoice("Dragon", FEAT_FAVORED_ENEMY_DRAGON);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_DWARF))
AddChoice("Dwarf", FEAT_FAVORED_ENEMY_DWARF);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_ELEMENTAL))
AddChoice("Elemental", FEAT_FAVORED_ENEMY_ELEMENTAL);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_ELF))
AddChoice("Elf", FEAT_FAVORED_ENEMY_ELF);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_FEY))
AddChoice("Fey", FEAT_FAVORED_ENEMY_FEY);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_GIANT))
AddChoice("Giant", FEAT_FAVORED_ENEMY_GIANT);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_GNOME))
AddChoice("Gnome", FEAT_FAVORED_ENEMY_GNOME);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_GOBLINOID))
AddChoice("Goblinoid", FEAT_FAVORED_ENEMY_GOBLINOID);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_HALFELF))
AddChoice("Half-Elf", FEAT_FAVORED_ENEMY_HALFELF);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_HALFLING))
AddChoice("Halfling", FEAT_FAVORED_ENEMY_HALFLING);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_HALFORC))
AddChoice("Half-Orc", FEAT_FAVORED_ENEMY_HALFORC);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_HUMAN))
AddChoice("Human", FEAT_FAVORED_ENEMY_HUMAN);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_MAGICAL_BEAST))
AddChoice("Magical Beast", FEAT_FAVORED_ENEMY_MAGICAL_BEAST);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_MONSTROUS))
AddChoice("Monstrous Humanoid", FEAT_FAVORED_ENEMY_MONSTROUS);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_ORC))
AddChoice("Orc", FEAT_FAVORED_ENEMY_ORC);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_OOZE))
AddChoice("Ooze", FEAT_FAVORED_ENEMY_OOZE);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_OUTSIDER))
AddChoice("Outsider", FEAT_FAVORED_ENEMY_OUTSIDER);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_PLANT))
AddChoice("Plant", FEAT_FAVORED_ENEMY_PLANT);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_REPTILIAN))
AddChoice("Reptilian Humanoid", FEAT_FAVORED_ENEMY_REPTILIAN);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_SHAPECHANGER))
AddChoice("Shapechanger", FEAT_FAVORED_ENEMY_SHAPECHANGER);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_UNDEAD))
AddChoice("Undead", FEAT_FAVORED_ENEMY_UNDEAD);
if (!GetIsAbilitySaved(oPC, FEAT_FAVORED_ENEMY_VERMIN))
AddChoice("Vermin", FEAT_FAVORED_ENEMY_VERMIN);
SetDefaultTokens();
SetCustomToken(DYNCONV_TOKEN_EXIT, GetStringByStrRef(DYNCONV_STRREF_ABORT_CONVO));
}
// Selection confirmation stage
else if(nStage == STAGE_CONFIRM_SELECTION)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Building selection confirmation");
// Build the confirmation query
string sToken = GetStringByStrRef(STRREF_SELECTED_HEADER1) + "\n\n"; // "You have selected:"
int nSpellId = GetLocalInt(oPC, "CunningBrilliance");
sToken += GetStringByStrRef(StringToInt(Get2DACache("feat", "FEAT", nSpellId)))+"\n";
sToken += GetStringByStrRef(StringToInt(Get2DACache("feat", "DESCRIPTION", nSpellId)))+"\n\n";
sToken += GetStringByStrRef(STRREF_SELECTED_HEADER2); // "Is this correct?"
SetHeader(sToken);
AddChoice(GetStringByStrRef(STRREF_YES), TRUE, oPC); // "Yes"
AddChoice(GetStringByStrRef(STRREF_NO), FALSE, oPC); // "No"
}
}
// Do token setup
SetupTokens();
}
else if(nValue == DYNCONV_EXITED)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Running exit handler");
// End of conversation cleanup
}
else if(nValue == DYNCONV_ABORTED)
{
// This section should never be run, since aborting this conversation should
// always be forbidden and as such, any attempts to abort the conversation
// should be handled transparently by the system
}
// Handle PC response
else
{
int nChoice = GetChoice(oPC);
if(DEBUG) DoDebug("prc_fact_cunconv: Handling PC response, stage = " + IntToString(nStage) + "; nChoice = " + IntToString(nChoice) + "; choice text = '" + GetChoiceText(oPC) + "'");
if(nStage == STAGE_SELECT_ABILITIES)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Ability selected");
// Check if Favored Enemy was selected
if(nChoice == -1000) // Our special value
{
nStage = STAGE_SELECT_FAVORED_ENEMY;
}
else
{
SetLocalInt(oPC, "CunningBrilliance", nChoice);
nStage = STAGE_CONFIRM_SELECTION;
}
MarkStageNotSetUp(STAGE_SELECT_ABILITIES, oPC);
}
else if(nStage == STAGE_SELECT_FAVORED_ENEMY)
{
if(DEBUG) DoDebug("prc_fact_cunconv: Favored enemy selected");
SetLocalInt(oPC, "CunningBrilliance", nChoice);
nStage = STAGE_CONFIRM_SELECTION;
MarkStageNotSetUp(STAGE_SELECT_FAVORED_ENEMY, oPC);
}
else if(nStage == STAGE_CONFIRM_SELECTION)
{
if (nChoice)
{
int nSpellId = GetLocalInt(oPC, "CunningBrilliance");
MarkAbilitySaved(oPC, nSpellId);
SetLocalInt(oPC, "CunningBrillianceCount", GetLocalInt(oPC, "CunningBrillianceCount")+1);
}
// We have more to go
if(3 > GetLocalInt(oPC, "CunningBrillianceCount"))
{
nStage = STAGE_SELECT_ABILITIES;
}
else
{
// And we're all done
DelayCommand(0.5, CheckBrillianceSlots(oPC));
AllowExit(DYNCONV_EXIT_FORCE_EXIT);
}
MarkStageNotSetUp(STAGE_CONFIRM_SELECTION, oPC);
}
if(DEBUG) DoDebug("prc_fact_cunconv: New stage: " + IntToString(nStage));
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}