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PRC8/nwn/nwnprc/trunk/psionics/hidden_talent_cv.nss
Jaysyn904 5f749871cd 2025/12/14 Late Update
Moved Hidden Talent a from a masterfeat to a dynamic conversation.
Updated PRC8 version number.
2025-12-14 22:31:30 -05:00

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//:://////////////////////////////////////////////
//:: Hidden Talent Power Conversation
//:: hidden_talent_cv
//:://////////////////////////////////////////////
/** @file
This allows you to choose a psionic power for Hidden Talent feat
@author Modified from prc_favsoulweap.nss
@date Created - 2025.12.14
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "prc_inc_fork"
#include "inc_item_props"
#include "prc_x2_itemprop"
#include "inc_dynconv"
#include "psi_inc_psifunc"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_POWER_CHOICE = 0;
const int STAGE_CONFIRMATION = 1;
//////////////////////////////////////////////////
/* Aid functions */
//////////////////////////////////////////////////
//////////////////////////////////////////////////
/* Main function */
//////////////////////////////////////////////////
void main()
{
//object oPC = GetPCSpeaker();
object oPC = OBJECT_SELF;
/* 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);
if(DEBUG) DoDebug("hidden_talent_cv: Entering Hidden Talent conversation");
// 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_POWER_CHOICE)
{
string sHeader1 = "Select a 1st-level psionic power for Hidden Talent.\n";
sHeader1 += "This will grant you the ability to manifest this power as a psionic-like ability.";
SetHeader(sHeader1);
// Loop through all Hidden Talent feats (25901-25946)
int added = 0;
int i;
string sFeatName;
for(i = 25901; i <= 25946; i++)
{
// Get the feat name from the feats.2da
sFeatName = Get2DACache("feats", "NAME", i);
if(sFeatName != "" && sFeatName != "****")
{
// Convert the feat constant name to display name
// Remove "FEAT_HIDDEN_TALENT_" and replace underscores with spaces
string sDisplayName = GetStringByStrRef(StringToInt(sFeatName));
if(sDisplayName == "") sDisplayName = "Power " + IntToString(i);
AddChoice(sDisplayName, i, oPC);
added++;
}
}
if(added == 0)
{
AddChoice("No valid powers found.", 0, oPC);
}
MarkStageSetUp(STAGE_POWER_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, "HiddenTalentPower");
AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
AddChoice(GetStringByStrRef(4753), FALSE); // "No"
string sText = "You have selected the Hidden Talent power.\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, "HiddenTalentPower");
}
// 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, "HiddenTalentPower");
}
// 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_POWER_CHOICE)
{
// Go to this stage next
nStage = STAGE_CONFIRMATION;
SetLocalInt(oPC, "HiddenTalentPower", nChoice);
}
else if(nStage == STAGE_CONFIRMATION)//confirmation
{
if(nChoice == TRUE)
{
int nFeatID = GetLocalInt(oPC, "HiddenTalentPower");
// Grant the Hidden Talent feat directly
AddSkinFeat(nFeatID, nFeatID, GetPCSkin(oPC), oPC);
// Mark that Hidden Talent has been chosen
SetPersistantLocalInt(oPC, "HiddenTalentChosen", TRUE);
// And we're all done
AllowExit(DYNCONV_EXIT_FORCE_EXIT);
}
else
{
nStage = STAGE_POWER_CHOICE;
MarkStageNotSetUp(STAGE_POWER_CHOICE, oPC);
MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
}
DeleteLocalInt(oPC, "HiddenTalentPower");
}
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}