//:://///////////////////////////////////////////// //Test functions from dmw_test_inc // 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(); //:://///////////////////////////////////////////// //Conversation functions from dmw_conv_inc //Build Conversation by Dopple //Build a conversation level, adding "next" and "previous" as needed void dmwand_BuildConversation(string sConversation, string sParams); //Build Conversation Dialog by Dopple //Used by BuildConversation to translate string representation of a // dialog name to its function int dmwand_BuildConversationDialog(int nCurrent, int nChoice, string sConversation, string sParams); // Chose which direction something's alignment should change int dmw_conv_ChangeAlign(int nCurrent, int nChoice, string sParams = ""); // Chose what attributes to display about a creature int dmw_conv_DispAttribs(int nCurrent, int nChoice, string sParams = ""); // Chose what ability or skill to do a roll with int dmw_conv_DoRoll(int nCurrent, int nChoice, string sParams = ""); // Chose what to do with an object's inventory int dmw_conv_Inventory(int nCurrent, int nChoice, string sParams = ""); // Diaplay an item's stats, and chose what to do with that item int dmw_conv_ItemListConv(int nCurrent, int nChoice, string sParams = ""); // List a creature's inventory int dmw_conv_ListInventory(int nCurrent, int nChoice, string sParams = ""); // List all players int dmw_conv_ListPlayers(int nCurrent, int nChoice, string sParams = ""); // Chose how much to modify alignment by int dmw_conv_ModAlign(int nCurrent, int nChoice, string sParams = ""); // Chose how much to change reputation by int dmw_conv_ModRep(int nCurrent, int nChoice, string sParams = ""); // Chose whether a roll should be public or private int dmw_conv_Roll(int nCurrent, int nChoice, string sParams = ""); // Starting conversation, all branches lead from here int dmw_conv_Start(int nCurrent, int nChoice, string sParams = ""); // Chose how far to advance the time of day int dmw_conv_TimeOfDay(int nCurrent, int nChoice, string sParams = ""); //:://///////////////////////////////////////////// //dmwand functions from dmw_func_inc //Ability Roll Funtion by Jhenne // - nAbility: ABILITY_* // - nSecret: TRUE if roll should not be shown to other players void dmwand_AbilityCheck(int nAbility, int nSecret = TRUE); //Advance time by Dopple // -nHours: number of hours to advance time by void dmwand_AdvanceTime(int nHours); //Alignment by Robert Bernavich, Jhenne, Archaego // function returns concatenated string version of objects Alignment string dmwand_Alignment(object oEntity); //ClassLevel by Robert Bernavich, Jhenne, Archaego // Returns all three classes and levels in string format of Object string dmwand_ClassLevel(object oEntity); //Destroy item by Dopple //Destroys item in "dmw_item" local object on speaker, then returns to // inventory list dialog void dmwand_DestroyItem(); //Destroy nearby by Dopple // Destroy the first object we find nearby the target location, then // return to starting dialog void dmwand_DestroyNearbyTarget(); //Destroy target by Dopple, adapted from Bioware script in World Builder Guide // destroy target object/creature, then return to starting dialog void dmwand_DestroyTarget(); //Export Characters suggested by a great number of people void dmwand_ExportChars(); //Follow me by Jhenne // force creature or player to follow user void dmwand_FollowMe(); //Follow Target by Jhenne // force user to follow target void dmwand_FollowTarget(); //Gender by Robert Bernavich, Jhenne, Archaego // function returns a string value of objects gender string dmwand_Gender(object oEntity); //Identify item by Dopple // toggle identified status of item in "dmw_item" local object on user, // then return to the ItemListConv dialog void dmwand_IdentifyItem(); //Inventory by Robert Bernavich, Jhenne, Archaego, Dopple // Loop through the objects inventory and return a string value of entire // inventory string dmwand_Inventory(object oEntity); //Item Info by Robert Bernavich, Jhenne, Archaego, and Dopple string dmwand_ItemInfo(object oItem, int nLongForm = 0); //Join player's party void dmwand_JoinParty(); //Jump player by Jhenne void dmwand_JumpPlayerHere(); //Jump to player by Jhenne void dmwand_JumpToPlayer(); //Kick PC by Dopple and Jhenne // Kick out the target PC void dmwand_KickPC(); //Kill the target, forcing it to leave a corpse behind // taken from Bioware's KillAndReplace() in the World Builder Guide void dmwand_KillAndReplace(); //Leave target's party void dmwand_LeaveParty(); //Map area by Dopple // Give the target a full map of the area void dmwand_MapArea(); //Mod One Rep by Jhenne and Dopple // Modify the reputations of target creature and player towards each other void dmwand_ModOneRep(string sPlayer); //Mod Rep by Jhenne and Dopple // Modify the reputations of target creature and all players towards each // other void dmwand_ModRep(string sAmt); //Player list conversation by Dopple // Used to return to starting dialog after selecting a player void dmwand_PlayerListConv(string sParams); //Race by Robert Bernavich, Jhenne, Archaego // Returns string version of objects race string dmwand_Race(object oEntity); //Reload Module by Dopple // reload the current running module void dmwand_ReloadModule(); //Resume default by Jhenne // make target resume waypoints if creature, stop everything if player void dmwand_ResumeDefault(); //Shift Alignment by Jhenne and Dopple // Shift the alignment of object // - sAlign: law__/chaos/good_/evil // - nShift: amount to shift by void dmwand_ShiftAlignment(string sAlign, int nShift); //ShowAllAttribs by Robert Bernavich, Jhenne, Archaego // Return formatted report of player's character information void dmwand_ShowAllAttribs(); //ShowBasicAttribs by Robert Bernavich, Jhenne, Archaego // Return formatted report of player's basic character information void dmwand_ShowBasicAttribs(); //ShowInventory by RRobert Bernavich, Jhenne, Archaego // Return formatted report of player's inventory void dmwand_ShowInventory(); //Skill Roll Funtion by Jhenne, modified by Dopple // - nSkill: SKILL_* // - nSecret: TRUE if roll should not be shown to other players void dmwand_SkillCheck(int nSkill, int nSecret = TRUE); //Swap Day/Night by Dopple // - nDay: 1 to make it day, 0 to make it night void dmwand_SwapDayNight(int nDay); //Take all by Jhenne and Dopple // Take all items from target void dmwand_TakeAll(); //Take all equipped by Jhenne and Dopple // Take all equipped items off of target void dmwand_TakeAllEquipped(); //Take all unequipped by Jhenne and Dopple // take all unequipped items from target void dmwand_TakeAllUnequipped(); //Take Item by Jhenne and Dopple // take dialog-selected item from target, and return to inventory list dialog void dmwand_TakeItem(); //Item Stripper by Jhenne - remove item from target // - oEquip: object to remove void dmwand_takeoneitem(object oEquip); //Toad..err..penguin the player by Dopple // I would rather a chicken, but it seems that's not a valid polymorph type :( void dmwand_Toad(); //TurnNearOff by Dopple, adapted from Bioware's on/off script // Turn a placeable near the target location off void dmwand_TurnNearOff(); //TurnNearOn by Dopple, adapted from Bioware's on/off script // Turn a placeable near the target location on void dmwand_TurnNearOn(); //TurnOff by Dopple, adapted from Bioware's on/off script // Turn a placeable off void dmwand_TurnOff(object oMyPlaceable); //TurnOn by Dopple, adapted from Bioware's on/off script // Turn a placeable on void dmwand_TurnOn(object oMyPlaceable); //TurnTargetOff by Dopple, adapted from Bioware's on/off script // Turn target off void dmwand_TurnTargetOff(); //TurnTargetOn by Dopple, adapted from Bioware's on/off script // Turn target on void dmwand_TurnTargetOn(); //UnToad..err..penguin the player by Dopple // reverse effects of Toad void dmwand_Untoad(); //Do Dialog Choice by Dopple //Dialog function in dmw_dodialog_inc, performs a function or starts // another dialog function when a dialog choice is selected void dmwand_DoDialogChoice(int nChoice); //Start Conversation by Dopple // Function to start the ball rolling, in dmw_start_inc void dmwand_StartConversation();