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.
		
			
				
	
	
		
			112 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			112 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| //:://////////////////////////////////////////////
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| //:: Short description
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| //:: filename
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| //:://////////////////////////////////////////////
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| /** @file
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|     Long description
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| 
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| 
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|     @author Joe Random
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|     @date   Created  - yyyy.mm.dd
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| */
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| //:://////////////////////////////////////////////
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| //:://////////////////////////////////////////////
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| 
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| #include "prc_alterations"
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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_ALIGNMENT        = 0;
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| 
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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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|             if(nStage == STAGE_ALIGNMENT)
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|             {
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|                 SetHeader("How do you want to change your alignment?");
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|                 AddChoice("Good",    1, oPC);
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|                 AddChoice("Evil",    2, oPC);
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|                 AddChoice("Lawful",  3, oPC);
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|                 AddChoice("Chaotic", 4, oPC);
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|                 AddChoice("Neutral", 5, oPC);
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|                 MarkStageSetUp(nStage, 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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|         }
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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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|         // Add any locals set through this conversation
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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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|         // Add any locals set through this conversation
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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_ALIGNMENT)
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|         {   
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|             switch(nChoice)
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|             {
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|                 case 1: AdjustAlignment(oPC, ALIGNMENT_GOOD,    100); break;
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|                 case 2: AdjustAlignment(oPC, ALIGNMENT_EVIL,    100); break;
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|                 case 3: AdjustAlignment(oPC, ALIGNMENT_LAWFUL,  100); break;
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|                 case 4: AdjustAlignment(oPC, ALIGNMENT_CHAOTIC, 100); break;
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|                 case 5: AdjustAlignment(oPC, ALIGNMENT_NEUTRAL, 100); break;
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|             }
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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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