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PRC8/nwn/nwnprc/trunk/scripts/prc_fact_cunconv.nss
Jaysyn904 427e48a81e 2026/04/20 Update 2
The PnP version of Black Blade of Disaster now actually follows 3e PnP.
The onSpawn call for incorporeal creatures now uses SetIncorporeal().
Fixed minor typo in prc_fact_cunconv
2026-04-20 23:37:32 -04:00

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//:://////////////////////////////////////////////
//:: 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 Roll", 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);
}
}