171 lines
6.0 KiB
Plaintext
171 lines
6.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name: Book writing include file
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//:: FileName: td_quill_inc
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//:://////////////////////////////////////////////
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/*
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using the quill pen a player can write in and rename a blank book,
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or write on and title a sheet of parchment. Instruction on how to use the
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quill pen are in its description, then a pc first aquires a quill pen it
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opens the examine window for the pen, also using the activate item power
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on the pc will also fire the examine feature. To name a book or title a
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sheet of parchment the player must speak in talk volume "name-"
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(without the quotation marks) plus what he or she wishes the title of the
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book to be. Then use the quill's activate item power on the book or sheet
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of parchment. To write in or on a book or parchment the process is the
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same with the exception of "name-" changing to "write-" (again without
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the quotation marks). Books and parchments can be written in multiple
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times, each new entry being added to what was written before.
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Once a book (not parchment) has been written the pc can make a "published"
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copy of that book by placeing it in the printers desk and chosing make copy
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from the dialogue. A book so coppied can no longer be written in and will
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have the default bioware book apearance.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Thales Darkshine (Russ Henson)
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//:: Created On: 07-20-2008
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//:://////////////////////////////////////////////
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//* constants
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string NOT_BOOK = "You can not write on this with this pen";
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string NAME_BOOK = "You write the name of the book on the cover";
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string WRITE_BOOK = "You write in the book";
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string WRITE_NOTE = "You write on the sheet of paper";
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string BOOK_DONE = "This book is already full you must write in a blank book";
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string NAME_NOTE = "You write a title on the top of this sheet of Paper";
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//* Prototypes
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// Set the Name of the book
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// changes books current name to value of sName
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void SetBookName(object oBook, string sName);
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// Put at title on the note
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// keeps original name first, adds characters title after
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void SetNoteName(object oNote, string sName);
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// Set the Description of the book
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// keep original description only if it is not the default
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// new descritpion is value of sNewText
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void WriteBook(object obook, string sNewText);
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// Set the Description of the Note
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// keep original description only if it is not the default
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// new descritpion is value of sNewText
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void WriteNote(object oNote, string sNewText);
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//Added by Drakaden
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// Set the Description of the Character Description
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// keep original description only if it is not the default
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// new descritpion is value of sNewText
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void WriteDesc(object oDesc, string sNewText);
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//::///////////////////////////////////////////////
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//:: Name SetBookName
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//:://////////////////////////////////////////////
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/*
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changes name of book to what the player
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says as a chat message.
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*/
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//:://////////////////////////////////////////////
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void SetBookName(object oBook, string sName)
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{
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SetName(oBook,sName);
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return;
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}
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//::///////////////////////////////////////////////
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//:: Name SetNoteName
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//:://////////////////////////////////////////////
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/*
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changes name of book to what the player
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says as a chat message.
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*/
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//:://////////////////////////////////////////////
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void SetNoteName(object oNote, string sName)
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{
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SetName(oNote,sName);
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return;
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}
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//::///////////////////////////////////////////////
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//:: Name WriteBook
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//:://////////////////////////////////////////////
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/*
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updated books descritpion with last player chat
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*/
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//:://////////////////////////////////////////////
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void WriteBook(object oBook, string sNewText)
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{
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//Modified by Drakaden, made so all writable material lose their original description with a local variable instead.
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if (GetLocalInt(oBook, "DescCleanUp1") != 1)
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{
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SetDescription(oBook, " ", TRUE);
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SetDescription(oBook, sNewText, TRUE);
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SetLocalInt(oBook, "DescCleanUp1", 1);
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return;
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}
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else
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{
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//Modified by Drakaden, set so it doesn't keep the original description of the writing material.
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//Modified again so the ---NEXT PAGE--- isn't looking like botched work.
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SetDescription(oBook, GetDescription(oBook,FALSE,TRUE)+ "\n\n---NEXT PAGE---\n\n" + sNewText, TRUE);
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}
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/*
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// check for original destricpion of book.
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string sOldText = GetDescription(oBook,FALSE,TRUE);
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// if book has not been written in yet it should have the
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// following description
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if (sOldText == "A simple leather bound book with blank pages")
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{
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SetDescription(oBook, sNewText, TRUE);
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return;
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}
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else
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SetDescription(oBook, GetDescription(oBook,TRUE,TRUE)+ " ---NEXT PAGE--- " + sNewText, TRUE);
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*/
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}
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//::///////////////////////////////////////////////
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//:: Name WriteNote
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//:://////////////////////////////////////////////
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/*
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updated books descritpion with last player chat
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*/
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//:://////////////////////////////////////////////
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void WriteNote(object oNote, string sNewText)
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{
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//Modified by Drakaden, made so all writable material lose their original description with a local variable instead.
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if (GetLocalInt(oNote, "DescCleanUp1") != 1)
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{
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SetDescription(oNote, " ", TRUE);
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SetDescription(oNote, sNewText, TRUE);
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SetLocalInt(oNote, "DescCleanUp1", 1);
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return;
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}
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else
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{
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SetDescription(oNote, GetDescription(oNote,FALSE,TRUE)+ sNewText, TRUE);
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}
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/*
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// check for original destricpion of book.
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string sOldText = GetDescription(oNote,FALSE,TRUE);
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// if book has not been written in yet it should have the
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// following description
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if (sOldText == "a blank sheet of parchment")
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{
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SetDescription(oNote, sNewText, TRUE);
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return;
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}
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else
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SetDescription(oNote, GetDescription(oNote,FALSE,TRUE)+ sNewText, TRUE);
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*/
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}
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//Added by Drakaden, character description changing code.
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void WriteDesc(object oDesc, string sNewText)
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{
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SetDescription(oDesc, GetDescription(oDesc,FALSE,TRUE)+ sNewText, TRUE);
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}
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//void main() {}
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