// VOICE CONFIGURATION - NEW IN 1.07 and UP // Set this to 0 if you want to DISABLE listening by NPCs for performance reasons. // See readme for additional information regarding possible issues and effects. const int DMFI_LISTENING_GLOBAL = 1; // NOTE: OMW_COLORS is an invisible object that must be present in your module. // It has high ascii characters in the name and is used to get the color codes. // This was ripped wholeheartedly by an example posted by Richterm on the bioboards. string DST_COLOR_TAGS = GetName(GetObjectByTag("dem_color_text")); string DST_COLOR_WHITE = GetSubString(DST_COLOR_TAGS, 0, 6); string DST_COLOR_YELLOW = GetSubString(DST_COLOR_TAGS, 6, 6); string DST_COLOR_MAGENTA = GetSubString(DST_COLOR_TAGS, 12, 6); string DST_COLOR_CYAN = GetSubString(DST_COLOR_TAGS, 18, 6); string DST_COLOR_RED = GetSubString(DST_COLOR_TAGS, 24, 6); string DST_COLOR_GREEN = GetSubString(DST_COLOR_TAGS, 30, 6); string DST_COLOR_BLUE = GetSubString(DST_COLOR_TAGS, 36, 6); // Colors for each type of roll. Change the colors if you like. string DMFI_ROLL_COLOR = DST_COLOR_CYAN; string DST_COLOR_NORMAL = DST_COLOR_WHITE; int DMW_START_CUSTOM_TOKEN = 8000; //Retrieve targetting information object oMySpeaker = GetLastSpeaker(); object oMyTarget = GetLocalObject(oMySpeaker, "dmfi_univ_target"); location lMyLoc = GetLocalLocation(oMySpeaker, "dmfi_univ_location"); // checks if a nearby object is destroyable int dmwand_isnearbydestroyable(); // Check if the target can be created with CreateObject int dmwand_istargetcreateable(); //Check if target is a destroyable object int dmwand_istargetdestroyable(); // checks if the wand was NOT clicked on an object int dmwand_istargetinvalid(); // check if the target has an inventory int dmwand_istargetinventory(); //Check if the target is not the wand's user int dmwand_istargetnotme(); //Check if target is an NPC or monster int dmwand_istargetnpc(); //Check if the target is a PC int dmwand_istargetpc(); //Check if the target is a PC and not me int dmwand_istargetpcnme(); // Check if the target is a PC or NPC // uses the CON score currently int dmwand_istargetpcornpc(); //Check if the target is a PC or an npc and not me int dmwand_istargetpcornpcnme(); // Check if target is a placeable int dmwand_istargetplaceable(); //bulds the conversion int dmwand_BuildConversationDialog(int nCurrent, int nChoice, string sConversation, string sParams); int dmw_conv_ListPlayers(int nCurrent, int nChoice, string sParams = ""); int dmw_conv_Start(int nCurrent, int nChoice, string sParams = ""); void dmwand_BuildConversation(string sConversation, string sParams); void dmwand_StartConversation(); // DMFI Color Text function. It returns a colored string. // sText is the string that will be colored and sColor is the color // options: yellow, magenta, cyan, red, green, blue - truncated at first letter // Ex: sMsg = ColorText(sMsg, "y"); //Add the include file - yields yellow colored msg. string ColorText(string sText, string sColor); string ColorText(string sText, string sColor) { string sApply = DST_COLOR_NORMAL; string sTest = GetStringLowerCase(GetStringLeft(sColor, 1)); if (sTest=="y") sApply = DST_COLOR_YELLOW; else if (sTest == "m") sApply = DST_COLOR_MAGENTA; else if (sTest == "c") sApply = DST_COLOR_CYAN; else if (sTest == "r") sApply = DST_COLOR_RED; else if (sTest == "g") sApply = DST_COLOR_GREEN; else if (sTest == "r") sApply = DST_COLOR_BLUE; string sFinal = sApply + sText + DST_COLOR_NORMAL; return sFinal; } int dmwand_isnearbydestroyable() { object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL); int nTargetType = GetObjectType(oMyTest); return (GetIsObjectValid(oMyTest) && (! GetIsPC(oMyTest)) && ((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE))); } int dmwand_istargetcreateable() { if(! GetIsObjectValid(oMyTarget)) { return FALSE; } int nTargetType = GetObjectType(oMyTarget); return ((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE)); } int dmwand_istargetdestroyable() { if(! GetIsObjectValid(oMyTarget)) { return FALSE; } int nTargetType = GetObjectType(oMyTarget); if(! GetIsPC(oMyTarget)) { return ((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE)); } return FALSE; } int dmwand_istargetinvalid() { return !GetIsObjectValid(oMyTarget); } int dmwand_istargetinventory() { return (GetIsObjectValid(oMyTarget) && GetHasInventory(oMyTarget)); } int dmwand_istargetnotme() { return (GetIsObjectValid(oMyTarget) && (oMySpeaker != oMyTarget)); } int dmwand_istargetpc() { return (GetIsObjectValid(oMyTarget) && GetIsPC(oMyTarget)); } int dmwand_istargetpcnme() { return (GetIsObjectValid(oMyTarget) && GetIsPC(oMyTarget) && (oMySpeaker != oMyTarget)); } int dmwand_istargetpcornpc() { return (GetIsObjectValid(oMyTarget) && GetAbilityScore(oMyTarget, ABILITY_CONSTITUTION)); } int dmwand_istargetnpc() { return (dmwand_istargetpcornpc() && (!GetIsPC(oMyTarget))); } int dmwand_istargetpcornpcnme() { return (dmwand_istargetpcornpc() && (oMySpeaker != oMyTarget)); } int dmwand_istargetplaceable() { if(! GetIsObjectValid(oMyTarget)) { return FALSE; } int nTargetType = GetObjectType(oMyTarget); return (nTargetType == OBJECT_TYPE_PLACEABLE); } int dmw_conv_Start(int nCurrent, int nChoice, string sParams = "") { string sText = ""; string sCall = ""; string sCallParams = ""; switch(nCurrent) { case 0: nCurrent = 0; sText = "Hello there, DM. What can I do for you?"; sCall = ""; sCallParams = ""; break; case 1: nCurrent = 1; if(dmwand_istargetpcnme()) { sText = "Penguin this player."; sCall = "func_Toad"; sCallParams = ""; break; } case 2: nCurrent = 2; if(dmwand_istargetpcnme()) { sText = "Unpenguin this player."; sCall = "func_Untoad"; sCallParams = ""; break; } case 3: nCurrent = 3; if(dmwand_istargetpcnme()) { sText = "Boot this player."; sCall = "func_KickPC"; sCallParams = ""; break; } case 4: nCurrent = 4; if(dmwand_istargetinvalid()) { sText = "List all players..."; sCall = "conv_ListPlayers"; sCallParams = "func_PlayerListConv"; break; } case 5: nCurrent = 5; if(dmwand_istargetpcnme()) { sText = "Jump this player to my location."; sCall = "func_JumpPlayerHere"; sCallParams = ""; break; } case 6: nCurrent = 6; if(dmwand_istargetpcnme()) { sText = "Jump me to this player's location."; sCall = "func_JumpToPlayer"; sCallParams = ""; break; } case 7: nCurrent = 7; if(dmwand_istargetpcnme()) { sText = "Jump this player's party to my location."; sCall = "func_JumpPartyHere"; sCallParams = ""; break; } default: nCurrent = 0; sText = ""; sCall = ""; sCallParams = ""; break; } SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText); SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall); SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams); return nCurrent; } void DMFI_untoad(object oTarget, object oUser) { if (GetLocalInt(oTarget, "toaded")==1) { effect eMyEffect = GetFirstEffect(oTarget); while(GetIsEffectValid(eMyEffect)) { if(GetEffectType(eMyEffect) == EFFECT_TYPE_POLYMORPH || GetEffectType(eMyEffect) == EFFECT_TYPE_PARALYZE) RemoveEffect(oTarget, eMyEffect); eMyEffect = GetNextEffect(oTarget); } } else { FloatingTextStringOnCreature("Dude, he is no toad!", oUser); } } void DMFI_toad(object oTarget, object oUser) { effect ePenguin = EffectPolymorph(POLYMORPH_TYPE_PENGUIN); effect eParalyze = EffectParalyze(); SendMessageToPC(oUser, "Penguin? Don't you mean toad?"); AssignCommand(oTarget, ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePenguin, oTarget)); AssignCommand(oTarget, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eParalyze, oTarget)); SetLocalInt(oTarget, "toaded", 1); } void dmwand_KickPC(object oTarget, object oUser) { // Create a lightning strike, thunder, scorch mark, and random small // lightnings at target's location location lMyLoc = GetLocation (oTarget); AssignCommand( oUser, ApplyEffectAtLocation ( DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_M), lMyLoc)); AssignCommand ( oUser, PlaySound ("as_wt_thundercl3")); object oScorch = CreateObject ( OBJECT_TYPE_PLACEABLE, "plc_weathmark", lMyLoc, FALSE); object oTargetArea = GetArea(oUser); int nXPos, nYPos, nCount; for(nCount = 0; nCount < 5; nCount++) { nXPos = Random(10) - 5; nYPos = Random(10) - 5; vector vNewVector = GetPositionFromLocation(lMyLoc); vNewVector.x += nXPos; vNewVector.y += nYPos; location lNewLoc = Location(oTargetArea, vNewVector, 0.0); AssignCommand( oUser, ApplyEffectAtLocation ( DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_LIGHTNING_S), lNewLoc)); } DelayCommand ( 20.0, DestroyObject ( oScorch)); SendMessageToAllDMs (GetName(oTarget) + " was booted from the game. PC CD KEY: " + GetPCPublicCDKey(oTarget) + " PC IP ADDRESS: " + GetPCIPAddress(oTarget)); PrintString(GetName(oTarget) + " was booted from the game. PC CD KEY: " + GetPCPublicCDKey(oTarget) + " PC IP ADDRESS: " + GetPCIPAddress(oTarget)); // Kick the target out of the game BootPC(oTarget); } void dmwand_JumpPlayerHere() { location lJumpLoc = GetLocation(oMySpeaker); AssignCommand(oMyTarget, ClearAllActions()); AssignCommand(oMyTarget, ActionJumpToLocation(lJumpLoc)); } //Added by hahnsoo, jumps a party to the DM void dmwand_JumpPartyHere() { location lJumpLoc = GetLocation(oMySpeaker); object oParty = GetFirstFactionMember(oMyTarget); while (GetIsObjectValid(oParty)) { AssignCommand(oParty, ClearAllActions()); AssignCommand(oParty, ActionJumpToLocation(lJumpLoc)); oParty = GetNextFactionMember(oMyTarget); } } void dmwand_JumpToPlayer() { location lJumpLoc = GetLocation(oMyTarget); AssignCommand(oMySpeaker, ActionJumpToLocation(lJumpLoc)); } void dmwand_PlayerListConv(string sParams) { int nPlayer = StringToInt(sParams); int nCache; int nCount; object oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nPlayer)); oMyTarget = oPlayer; SetLocalObject(oMySpeaker, "dmfi_univ_target", oMyTarget); //Go back to the first conversation level dmwand_BuildConversation("Start", ""); } //:://///////////////////////////////////////////// //:: File: dmw_conv_inc //:: //:: Conversation functions for the DM's Helper //::////////////////////////////////////////////// int dmwand_BuildConversationDialog(int nCurrent, int nChoice, string sConversation, string sParams) { if(TestStringAgainstPattern(sConversation, "ListPlayers")) { return dmw_conv_ListPlayers(nCurrent, nChoice, sParams); } if(TestStringAgainstPattern(sConversation, "Start")) { return dmw_conv_Start(nCurrent, nChoice, sParams); } return FALSE; } void dmwand_BuildConversation(string sConversation, string sParams) { int nLast; int nTemp; int nChoice = 1; int nCurrent = 1; int nMatch; if(TestStringAgainstPattern(sParams, "prev")) { //Get the number choice to start with nCurrent = GetLocalInt(oMySpeaker, "dmw_dialogprev"); //Since we're going to the previous page, there will be a next SetLocalString(oMySpeaker, "dmw_dialog9", "Next ->"); SetLocalString(oMySpeaker, "dmw_function9", "conv_" + sConversation); SetLocalString(oMySpeaker, "dmw_params9", "next"); SetLocalInt(oMySpeaker, "dmw_dialognext", nCurrent); nChoice = 8; for(;nChoice >= 0; nChoice--) { int nTemp1 = nCurrent; int nTemp2 = nCurrent; nMatch = nTemp2; while((nCurrent == nMatch) && (nTemp2 > 0)) { nTemp2--; nMatch = dmwand_BuildConversationDialog(nTemp2, nChoice, sConversation, sParams); } if(nTemp2 <= 0) { //we went back too far for some reason, so make this choice blank SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), ""); SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), ""); SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), ""); } nLast = nTemp; nTemp = nTemp1; nTemp1 = nMatch; nCurrent = nMatch; } if(nMatch > 0) { SetLocalString(oMySpeaker, "dmw_dialog1", "<- previous"); SetLocalString(oMySpeaker, "dmw_function1", "conv_" + sConversation); SetLocalString(oMySpeaker, "dmw_params1", "prev"); SetLocalInt(oMySpeaker, "dmw_dialogprev", nLast); } //fill the NPC's dialog spot //(saved for last because the build process tromps on it) dmwand_BuildConversationDialog(0, 0, sConversation, sParams); } else { //fill the NPC's dialog spot dmwand_BuildConversationDialog(0, 0, sConversation, sParams); //No parameters specified, start at the top of the conversation if(sParams == "") { nChoice = 1; nCurrent = 1; } //A "next->" choice was selected if(TestStringAgainstPattern(sParams, "next")) { //get the number choice to start with nCurrent = GetLocalInt(oMySpeaker, "dmw_dialognext"); //set this as the number for the "previous" choice to use SetLocalInt(oMySpeaker, "dmw_dialogprev", nCurrent); //Set the first dialog choice to be "previous" nChoice = 2; SetLocalString(oMySpeaker, "dmw_dialog1", "<- Previous"); SetLocalString(oMySpeaker, "dmw_function1", "conv_" + sConversation); SetLocalString(oMySpeaker, "dmw_params1", "prev"); } //Loop through to build the dialog list for(;nChoice <= 10; nChoice++) { nMatch = dmwand_BuildConversationDialog(nCurrent, nChoice, sConversation, sParams); //nLast will be the value of the choice before the last one nLast = nTemp; nTemp = nMatch; if(nMatch > 0) { nCurrent = nMatch; } if(nMatch == 0) { nLast = 0; } nCurrent++; } //If there were enough choices to fill 10 spots, make spot 9 a "next" if(nLast > 0) { SetLocalString(oMySpeaker, "dmw_dialog9", "Next ->"); SetLocalString(oMySpeaker, "dmw_function9", "conv_" + sConversation); SetLocalString(oMySpeaker, "dmw_params9", "next"); SetLocalInt(oMySpeaker, "dmw_dialognext", nLast); } } } int dmw_conv_ListPlayers(int nCurrent, int nChoice, string sParams = "") { string sText = ""; string sCall = ""; string sCallParams = ""; object oPlayer; int nCache; if((! TestStringAgainstPattern(sParams, "next")) && (! TestStringAgainstPattern(sParams, "prev"))) { //This is the first time running this function, so cache the objects // of all players... we don't want our list swapping itself around every // time you change a page SetLocalString(oMySpeaker, "dmw_playerfunc", sParams); int nCount = 1; oPlayer = GetFirstPC(); while(GetIsObjectValid(oPlayer)) { SetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nCount), oPlayer); oPlayer = GetNextPC(); nCount++; } nCount--; SetLocalInt(oMySpeaker, "dmw_playercache", nCount); } string sFunc = GetLocalString(oMySpeaker, "dmw_playerfunc"); nCache = GetLocalInt(oMySpeaker, "dmw_playercache"); switch(nCurrent) { case 0: nCurrent = 0; sText = "Who would you like to work on?"; sCall = ""; sCallParams = ""; break; default: //Find the next player in the cache who is valid oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nCurrent)); while((! GetIsObjectValid(oPlayer)) && (nCurrent <= nCache)) { nCurrent++; oPlayer = GetLocalObject(oMySpeaker, "dmw_playercache" + IntToString(nCurrent)); } if(nCurrent > nCache) { //We've run out of cache, any other spots in this list should be //skipped nCurrent = 0; sText = ""; sCall = ""; sCallParams = ""; } else { //We found a player, set up the list entry sText = GetName(oPlayer) + " (" + GetPCPlayerName(oPlayer) + ")"; sCall = sFunc; sCallParams = IntToString(nCurrent); } break; } SetLocalString(oMySpeaker, "dmw_dialog" + IntToString(nChoice), sText); SetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice), sCall); SetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice), sCallParams); return nCurrent; } void dmwand_DoDialogChoice(int nChoice) { string sCallFunction = GetLocalString(oMySpeaker, "dmw_function" + IntToString(nChoice)); string sCallParams = GetLocalString(oMySpeaker, "dmw_params" + IntToString(nChoice)); string sNav = ""; string sStart = GetStringLeft(sCallFunction, 5); int nLen = GetStringLength(sCallFunction) - 5; string sCall = GetSubString(sCallFunction, 5, nLen); if(TestStringAgainstPattern("conv_", sStart)) { dmwand_BuildConversation(sCall, sCallParams); } else { if(TestStringAgainstPattern("PlayerListConv", sCall)) { dmwand_PlayerListConv(sCallParams); return; } if(TestStringAgainstPattern("Toad", sCall)) { DMFI_toad(oMyTarget, oMySpeaker); return; } if(TestStringAgainstPattern("Untoad", sCall)) { DMFI_untoad(oMyTarget, oMySpeaker); return; } if(TestStringAgainstPattern("KickPC", sCall)) { dmwand_KickPC(oMyTarget, oMySpeaker); return; } if(TestStringAgainstPattern("JumpPlayerHere", sCall)) { dmwand_JumpPlayerHere(); return; } if(TestStringAgainstPattern("JumpToPlayer", sCall)) { dmwand_JumpToPlayer(); return; } if(TestStringAgainstPattern("JumpPartyHere", sCall)) { dmwand_JumpPartyHere(); return; } } }