Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
216 lines
8.0 KiB
Plaintext
216 lines
8.0 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Power Leech Conversation
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//:: power_leech.nss
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//:://////////////////////////////////////////////
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/** @file
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This allows you to choose which stat to drain
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from the spell target
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@author Tenjac
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@date Created - 10.3.2006
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "inc_dynconv"
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#include "prc_inc_spells"
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//////////////////////////////////////////////////
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/* Constant defintions */
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//////////////////////////////////////////////////
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const int STAGE_STAT_CHOICE = 0;
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const int STAGE_CONFIRMATION = 1;
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//////////////////////////////////////////////////
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/* Aid functions */
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//////////////////////////////////////////////////
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// Just takes the stat and returns the name
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string StatToName(int nStat)
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{
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if (nStat == ABILITY_STRENGTH) return GetStringByStrRef(135);
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else if (nStat == ABILITY_DEXTERITY) return GetStringByStrRef(133);
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else if (nStat == ABILITY_CONSTITUTION) return GetStringByStrRef(132);
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else if (nStat == ABILITY_WISDOM) return GetStringByStrRef(136);
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else if (nStat == ABILITY_INTELLIGENCE) return GetStringByStrRef(134);
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else if (nStat == ABILITY_CHARISMA) return GetStringByStrRef(131);
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// if its not a stat
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return "";
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}
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void DrainLoop(object oTarget, object oPC, float fRemove, int nRoundCounter, int nStat)
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{
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if ((nRoundCounter > 0) && (!GetIsDead(oTarget)))
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{
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effect eDex = EffectAbilityIncrease(nStat, 1);
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effect eDex2 = EffectAbilityDecrease(nStat, 1);
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//Impact VFX
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE), oPC);
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SPApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_REDUCE_ABILITY_SCORE), oTarget);
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//Drain
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDex, oPC, fRemove);
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SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDex2, oTarget, fRemove);
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fRemove = (fRemove - 6.0f);
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nRoundCounter--;
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DelayCommand(6.0f, DrainLoop(oTarget, oPC, fRemove, nRoundCounter, nStat));
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}
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else
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{
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// finished, so remove from target list
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int nArraySize = array_get_size(oPC, "PRC_PowerLeechTarget");
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if (nArraySize <= 1 || !GetIsObjectValid(array_get_object(oPC, "PRC_PowerLeechTarget", (nArraySize-1)))) // then we delete the array to clear up the mess
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array_delete(oPC, "PRC_PowerLeechTarget");
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else // just delete oTarget from it
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{
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int i;
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object oCompare;
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for(i = 0; i < nArraySize; i++)
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{
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oCompare = array_get_object(oPC, "PRC_PowerLeechTarget", i);
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if (oCompare == oTarget) // delete this one
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{
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array_set_object(oPC, "PRC_PowerLeechTarget", i, OBJECT_INVALID);
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}
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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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void main()
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{
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object oPC = GetPCSpeaker();
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object oTarget = GetLocalObject(oPC, "PRC_PowerLeechTarget");
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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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// 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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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_STAT_CHOICE)
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{
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// Set the header
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SetHeader("Select the Ability Score you would like to boost.");
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// Add responses for the PC
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AddChoice(StatToName(ABILITY_STRENGTH), ABILITY_STRENGTH, oPC);
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AddChoice(StatToName(ABILITY_DEXTERITY), ABILITY_DEXTERITY, oPC);
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AddChoice(StatToName(ABILITY_CONSTITUTION), ABILITY_CONSTITUTION, oPC);
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AddChoice(StatToName(ABILITY_WISDOM), ABILITY_WISDOM, oPC);
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AddChoice(StatToName(ABILITY_INTELLIGENCE), ABILITY_INTELLIGENCE, oPC);
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AddChoice(StatToName(ABILITY_CHARISMA), ABILITY_CHARISMA, oPC);
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MarkStageSetUp(STAGE_STAT_CHOICE, 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 nChoice = GetLocalInt(oPC, "PRC_Power_Leech_Stat");
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AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
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AddChoice(GetStringByStrRef(4753), FALSE); // "No"
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string sName = StatToName(nChoice);
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string sText = "You have selected " + sName + ".\n";
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sText += "Is this correct?";
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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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// 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, "PRC_Power_Leech_Stat");
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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, "PRC_Power_Leech_Stat");
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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_STAT_CHOICE)
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{
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// If there are more stats to do
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nStage = STAGE_CONFIRMATION;
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SetLocalInt(oPC, "PRC_Power_Leech_Stat", nChoice);
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}
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else if(nStage == STAGE_CONFIRMATION)//confirmation
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{
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if(nChoice == TRUE)
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{
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//Do the drain
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int nRoundCounter = GetLocalInt(oPC, "PRC_Power_Leech_Counter");
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float fRemove = GetLocalFloat(oPC, "PRC_Power_Leech_fDur");
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DrainLoop(oTarget, oPC, fRemove, nRoundCounter, GetLocalInt(oPC, "PRC_Power_Leech_Stat"));
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// We're all done
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AllowExit(DYNCONV_EXIT_FORCE_EXIT);
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}
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else
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{
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nStage = STAGE_STAT_CHOICE;
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// Reset the counter
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//DeleteLocalInt(oPC, "AACounter");
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MarkStageNotSetUp(STAGE_STAT_CHOICE, oPC);
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MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
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}
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DeleteLocalInt(oPC, "PRC_Power_Leech_Stat");
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DeleteLocalFloat(oPC, "PRC_Power_Leech_fDur");
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DeleteLocalInt(oPC, "PRC_Power_Leech_Counter");
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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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