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.
		
			
				
	
	
		
			177 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //:://////////////////////////////////////////////
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| //:: Blood of the Martyr Conversation
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| //:: sp_cnv_bldmartyr
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| //:://////////////////////////////////////////////
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| /** @file
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|     This lets you drain your HP to heal the target
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| 
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| 
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|     @author Stratovarius
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|     @date   Created  - 26.2.2006
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| */
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| //:://////////////////////////////////////////////
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| //:://////////////////////////////////////////////
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| 
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| #include "prc_inc_spells"
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| #include "inc_dynconv"
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| 
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| //////////////////////////////////////////////////
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| /* Constant defintions                          */
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| //////////////////////////////////////////////////
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| 
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| const int STAGE_HEAL_AMOUNT       = 0;
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| const int STAGE_CONFIRMATION      = 1;
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| 
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| //////////////////////////////////////////////////
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| /* Aid functions                                */
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| //////////////////////////////////////////////////
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| 
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| 
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| 
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| //////////////////////////////////////////////////
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| /* Main function                                */
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| //////////////////////////////////////////////////
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| 
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| void main()
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| {
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|     object oPC = GetPCSpeaker();
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|     /* Get the value of the local variable set by the conversation script calling
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|      * this script. Values:
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|      * DYNCONV_ABORTED     Conversation aborted
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|      * DYNCONV_EXITED      Conversation exited via the exit node
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|      * DYNCONV_SETUP_STAGE System's reply turn
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|      * 0                   Error - something else called the script
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|      * Other               The user made a choice
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|      */
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|     int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
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|     // The stage is used to determine the active conversation node.
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|     // 0 is the entry node.
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|     int nStage = GetStage(oPC);
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| 
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|     // Check which of the conversation scripts called the scripts
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|     if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort
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|         return;
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| 
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|     if(nValue == DYNCONV_SETUP_STAGE)
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|     {
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|         // Check if this stage is marked as already set up
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|         // This stops list duplication when scrolling
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|         if(!GetIsStageSetUp(nStage, oPC))
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|         {
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|             // variable named nStage determines the current conversation node
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|             // Function SetHeader to set the text displayed to the PC
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|             // Function AddChoice to add a response option for the PC. The responses are show in order added
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| 	    if(nStage == STAGE_HEAL_AMOUNT)//Stat to burn
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|             {
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|                	// Set the header
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|                	string sAmount = "How much would you like to heal your ally by?\n";
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|                	sAmount += "The minimum you can heal your ally is 20.\n";
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|                	sAmount += "You cannot heal more than your current hitpoint total.\n";
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|                	sAmount += "Your current value is " + IntToString(GetLocalInt(oPC, "BloodMartyrAmount"));
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|                 SetHeader(sAmount);
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| 
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|                 AddChoice("Add 1", 1);
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|                 AddChoice("Add 5", 5);
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|                 AddChoice("Add 10", 10);
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|                 AddChoice("Subtract 1", -1);
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| 		AddChoice("Subtract 5", -5);
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|                 AddChoice("Subtract 10", -10);
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|                 AddChoice("Finished", 666);
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| 
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|                 MarkStageSetUp(STAGE_HEAL_AMOUNT, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
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|                 SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
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|             }
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|             else if(nStage == STAGE_CONFIRMATION)//confirmation
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|             {
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|                 int nAmount = GetLocalInt(oPC, "BloodMartyrAmount");
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|                 AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
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|                 AddChoice(GetStringByStrRef(4753), FALSE); // "No"
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| 
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|                 string sText = "You have selected " + IntToString(nAmount) + " as the value to heal.\n";
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|                 sText += "Is this correct?";
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| 
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|                 SetHeader(sText);
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|                 MarkStageSetUp(STAGE_CONFIRMATION, oPC);
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|             }
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|         }
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| 
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|         // Do token setup
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|         SetupTokens();
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|     }
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|     // End of conversation cleanup
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|     else if(nValue == DYNCONV_EXITED)
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|     {
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|         // End of conversation cleanup
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|         DeleteLocalInt(oPC, "BloodMartyrAmount");
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|         DeleteLocalObject(oPC, "BloodMartyrTarget");
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|     }
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|     // Abort conversation cleanup.
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|     // NOTE: This section is only run when the conversation is aborted
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|     // while aborting is allowed. When it isn't, the dynconvo infrastructure
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|     // handles restoring the conversation in a transparent manner
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|     else if(nValue == DYNCONV_ABORTED)
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|     {
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|         // End of conversation cleanup
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|         DeleteLocalInt(oPC, "BloodMartyrAmount");
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|         DeleteLocalObject(oPC, "BloodMartyrTarget");
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|     }
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|     // Handle PC responses
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|     else
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|     {
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|         // variable named nChoice is the value of the player's choice as stored when building the choice list
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|         // variable named nStage determines the current conversation node
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|         int nChoice = GetChoice(oPC);
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|         if(nStage == STAGE_HEAL_AMOUNT)
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|         {
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|             // Exit value for this stage
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|             if (nChoice == 666)
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|             {
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|             	nStage = STAGE_CONFIRMATION;
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|             }
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|             else
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|             {
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|             	int nPFAmount = GetLocalInt(oPC, "BloodMartyrAmount");
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|             	SetLocalInt(oPC, "BloodMartyrAmount", (nPFAmount + nChoice));
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|             	nStage = STAGE_HEAL_AMOUNT;
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|             }
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|         }
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|         else if(nStage == STAGE_CONFIRMATION)//confirmation
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|         {
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|             // No point in letting them finish if they haven't healed anything
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|             // Or if they try to exit without healing for at least 20
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|             if(nChoice == TRUE && GetLocalInt(oPC, "BloodMartyrAmount") >= 20)
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|             {
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|             	int nAmount = GetLocalInt(oPC, "BloodMartyrAmount");
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|             	if (nAmount > GetCurrentHitPoints(oPC)) nAmount = GetCurrentHitPoints(oPC);
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|             	
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|             	object oTarget = GetLocalObject(oPC, "BloodMartyrTarget");
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| 		effect eHeal = PRCEffectHeal(nAmount, oTarget);
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| 		effect eDam = PRCEffectDamage(oTarget, nAmount);
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|     		effect eVis = EffectVisualEffect(VFX_IMP_HEALING_X);
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|     		effect eVis2 = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
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|     		effect eLinkHeal = EffectLinkEffects(eHeal, eVis);
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|     		effect eLinkHarm = EffectLinkEffects(eDam, eVis2);
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| 
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| 		SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLinkHeal, oTarget);
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| 		SPApplyEffectToObject(DURATION_TYPE_INSTANT, eLinkHarm, oPC);
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| 
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|                 // And we're all done
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|                	AllowExit(DYNCONV_EXIT_FORCE_EXIT);
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| 
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|             }
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|             else
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|             {
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|                 nStage = STAGE_HEAL_AMOUNT;
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|                 MarkStageNotSetUp(STAGE_HEAL_AMOUNT, oPC);
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|                 MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
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|             }
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| 
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|             DeleteLocalInt(oPC, "BloodMartyrAmount");
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|             DeleteLocalObject(oPC, "BloodMartyrTarget");
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|         }
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| 
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|         // Store the stage value. If it has been changed, this clears out the choices
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|         SetStage(nStage, oPC);
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|     }
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| }
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