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.
195 lines
8.1 KiB
Plaintext
195 lines
8.1 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Truenaming Crafted Tool Conversation
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//:: true_ct_target
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//:://////////////////////////////////////////////
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/** @file
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This allows you to pick the target for the Crafted Tool utterances
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@author Stratovarius
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@date Created - 5.8.2006
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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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#include "true_inc_trufunc"
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//////////////////////////////////////////////////
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/* Constant defintions */
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//////////////////////////////////////////////////
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const int STAGE_QUICKSLOT_CHOICE = 0;
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const int STAGE_TARGET = 1;
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const int STAGE_CONFIRMATION = 2;
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//////////////////////////////////////////////////
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/* Aid functions */
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//////////////////////////////////////////////////
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// Just takes the slot and returns the name
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string SlotToName(int nSlot)
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{
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if (nSlot == INVENTORY_SLOT_ARMS) return "Gloves";
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else if (nSlot == INVENTORY_SLOT_BELT) return "Belt";
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else if (nSlot == INVENTORY_SLOT_BOOTS) return "Boots";
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else if (nSlot == INVENTORY_SLOT_CHEST) return "Armour";
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else if (nSlot == INVENTORY_SLOT_CLOAK) return "Cloak";
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else if (nSlot == INVENTORY_SLOT_HEAD) return "Helmet";
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else if (nSlot == INVENTORY_SLOT_LEFTHAND) return "Left Hand";
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else if (nSlot == INVENTORY_SLOT_LEFTRING) return "Left Ring";
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else if (nSlot == INVENTORY_SLOT_NECK) return "Amulet";
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else if (nSlot == INVENTORY_SLOT_RIGHTHAND) return "Right Hand";
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else if (nSlot == INVENTORY_SLOT_RIGHTRING) return "Right Ring";
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// if its not a slot
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return "";
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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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/* 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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if (DEBUG) DoDebug("Dynaconvo Var: " + IntToString(nValue));
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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_QUICKSLOT_CHOICE)
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{
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// Set the header
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SetHeader("Select the Quickslot you would like to fill.");
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// Add responses for the PC
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AddChoice("Quickslot #1", 1);
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AddChoice("Quickslot #2", 2);
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AddChoice("Quickslot #3", 3);
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AddChoice("Quickslot #4", 4);
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MarkStageSetUp(STAGE_QUICKSLOT_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_TARGET)
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{
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// Set the header
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SetHeader("Which inventory slot would you like to fill the quickslot with?");
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// Add responses for the PC
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AddChoice(SlotToName(INVENTORY_SLOT_ARMS) , INVENTORY_SLOT_ARMS );
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AddChoice(SlotToName(INVENTORY_SLOT_BELT) , INVENTORY_SLOT_BELT );
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AddChoice(SlotToName(INVENTORY_SLOT_BOOTS) , INVENTORY_SLOT_BOOTS );
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AddChoice(SlotToName(INVENTORY_SLOT_CHEST) , INVENTORY_SLOT_CHEST );
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AddChoice(SlotToName(INVENTORY_SLOT_CLOAK) , INVENTORY_SLOT_CLOAK );
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AddChoice(SlotToName(INVENTORY_SLOT_HEAD) , INVENTORY_SLOT_HEAD );
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AddChoice(SlotToName(INVENTORY_SLOT_LEFTHAND) , INVENTORY_SLOT_LEFTHAND );
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AddChoice(SlotToName(INVENTORY_SLOT_LEFTRING) , INVENTORY_SLOT_LEFTRING );
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AddChoice(SlotToName(INVENTORY_SLOT_NECK) , INVENTORY_SLOT_NECK );
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AddChoice(SlotToName(INVENTORY_SLOT_RIGHTHAND), INVENTORY_SLOT_RIGHTHAND);
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AddChoice(SlotToName(INVENTORY_SLOT_RIGHTRING), INVENTORY_SLOT_RIGHTRING);
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MarkStageSetUp(STAGE_TARGET, 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, "TrueQuickSlotToFill");
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int nSlot = GetLocalInt(oPC, "TrueInventorySlotToTarget");
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AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
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AddChoice(GetStringByStrRef(4753), FALSE); // "No"
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string sText = "You have selected Quickslot #" + IntToString(nChoice) + ".\n";
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sText += "The inventory slot to fill the quickslot with is " + SlotToName(nSlot) + ".\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, "TrueQuickSlotToFill");
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DeleteLocalInt(oPC, "TrueInventorySlotToTarget");
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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, "TrueQuickSlotToFill");
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DeleteLocalInt(oPC, "TrueInventorySlotToTarget");
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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_QUICKSLOT_CHOICE)
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{
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nStage = STAGE_TARGET;
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SetLocalInt(oPC, "TrueQuickSlotToFill", nChoice);
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}
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else if(nStage == STAGE_TARGET)
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{
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nStage = STAGE_CONFIRMATION;
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SetLocalInt(oPC, "TrueInventorySlotToTarget", 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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// Final target choice. Fill the chosen quickslot with the chosen inventory slot
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SetLocalInt(oPC, "TrueQuickSlot" + IntToString(GetLocalInt(oPC, "TrueQuickSlotToFill")), GetLocalInt(oPC, "TrueInventorySlotToTarget"));
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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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else
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{
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nStage = STAGE_QUICKSLOT_CHOICE;
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MarkStageNotSetUp(STAGE_QUICKSLOT_CHOICE, oPC);
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MarkStageNotSetUp(STAGE_TARGET, oPC);
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MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
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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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