20250530 Late Update

Added @Rakiov's brilliant NUI spellcast system & power attack GUI.
Fixed incorrect constants for Charming the Arrow and Investigator.
Updated loadhints.2da.
This commit is contained in:
Jaysyn904
2025-05-30 23:23:08 -04:00
parent a85b0de327
commit 1fa8b68d5d
23 changed files with 2718 additions and 7818 deletions

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@@ -1,676 +0,0 @@
//:://////////////////////////////////////////////
//:: Alternate magic system gain evaluation script
//:: prc_amagsys_gain
//:://////////////////////////////////////////////
/** @file
This file determines if the given character
has gained new spells / powers / utterances /
whathaveyou since the last time it was run.
If so, it starts the relevant selection
conversations.
Add new classes to their respective magic
user type block, or if such doesn't exist
yet for the system the class belongs to,
make a new block for them at the end of main().
@author Ornedan
@date Created - 2006.12.14
*/
//:://////////////////////////////////////////////
//:: Updated for .35 by Jaysyn 2023/03/11
//:://////////////////////////////////////////////
#include "inc_dynconv"
#include "psi_inc_psifunc"
#include "inc_newspellbook"
#include "true_inc_trufunc"
#include "tob_inc_tobfunc"
#include "shd_inc_shdfunc"
#include "inv_inc_invfunc"
//////////////////////////////////////////////////
/* Function prototypes */
//////////////////////////////////////////////////
void CheckSpellbooks(object oPC);
void CheckPsionics(object oPC);
void CheckInvocations(object oPC);
void CheckToB(object oPC);
void CheckShadow(object oPC);
void CheckTruenaming(object oPC);
int CheckMissingPowers(object oPC, int nClass);
int CheckMissingSpells(object oPC, int nClass, int nMinLevel, int nMaxLevel);
int CheckMissingUtterances(object oPC, int nClass, int nLexicon);
int CheckMissingManeuvers(object oPC, int nClass);
int CheckMissingMysteries(object oPC, int nClass);
int CheckMissingInvocations(object oPC, int nClass);
void AMSCompatibilityCheck(object oPC);
//////////////////////////////////////////////////
/* Function definitions */
//////////////////////////////////////////////////
void main()
{
object oPC = OBJECT_SELF;
// Sanity checks - Shifted or polymorphed characters may have their hide fucked up, and might be missing access to their hide-feats
// @todo Shifting probably doesn't do this anymore, could be ditchable - Ornedan, 20061214
if(GetLocalInt(oPC, "nPCShifted"))
return;
effect eTest = GetFirstEffect(oPC);
while(GetIsEffectValid(eTest))
{
if(GetEffectType(eTest) == EFFECT_TYPE_POLYMORPH)
return;
eTest = GetNextEffect(oPC);
}
DelayCommand(0.0f, CheckSpellbooks(oPC));
}
// Handle new spellbooks
void CheckSpellbooks(object oPC)
{
if(GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC) > 0)
{
CheckMissingSpells(oPC, CLASS_TYPE_SUBLIME_CHORD, 4, 9);
if(GetHasFeat(FEAT_SUBLIME_CHORD_SPELLCASTING_BARD, oPC))
{
CheckMissingSpells(oPC, CLASS_TYPE_BARD, 0, 3);
}
if(GetHasFeat(FEAT_SUBLIME_CHORD_SPELLCASTING_SORCERER))
{
CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, 0, 3);
}
if(GetHasFeat(FEAT_SUBLIME_CHORD_SPELLCASTING_WARMAGE, oPC))
{
CheckMissingSpells(oPC, CLASS_TYPE_WARMAGE, 0, 3);
}
if(GetHasFeat(FEAT_SUBLIME_CHORD_SPELLCASTING_DUSKBLADE, oPC))
{
CheckMissingSpells(oPC, CLASS_TYPE_DUSKBLADE, 0, 3);
}
if(GetHasFeat(FEAT_SUBLIME_CHORD_SPELLCASTING_BEGUILER, oPC))
{
CheckMissingSpells(oPC, CLASS_TYPE_BEGUILER, 0, 3);
}
}
// Check all classes that might need a spellbook update
if(GetIsRHDSorcerer(oPC)) CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, 0, 9);
if(GetIsRHDBard(oPC)) CheckMissingSpells(oPC, CLASS_TYPE_BARD, 0, 6);
if(!GetPRCSwitch(PRC_BARD_DISALLOW_NEWSPELLBOOK))
CheckMissingSpells(oPC, CLASS_TYPE_BARD, 0, 6);
if(!GetPRCSwitch(PRC_SORC_DISALLOW_NEWSPELLBOOK))
CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, 0, 9);
CheckMissingSpells(oPC, CLASS_TYPE_SUEL_ARCHANAMACH, 1, 5);
CheckMissingSpells(oPC, CLASS_TYPE_FAVOURED_SOUL, 0, 9);
CheckMissingSpells(oPC, CLASS_TYPE_WARMAGE, 0, 9);
CheckMissingSpells(oPC, CLASS_TYPE_DREAD_NECROMANCER, 1, 9);
CheckMissingSpells(oPC, CLASS_TYPE_HEXBLADE, 1, 4);
CheckMissingSpells(oPC, CLASS_TYPE_DUSKBLADE, 0, 5);
CheckMissingSpells(oPC, CLASS_TYPE_JUSTICEWW, 1, 4);
CheckMissingSpells(oPC, CLASS_TYPE_KNIGHT_WEAVE, 1, 6);
CheckMissingSpells(oPC, CLASS_TYPE_ARCHIVIST, 0, 9);
CheckMissingSpells(oPC, CLASS_TYPE_BEGUILER, 0, 9);
CheckMissingSpells(oPC, CLASS_TYPE_HARPER, 1, 3);
CheckMissingSpells(oPC, CLASS_TYPE_ASSASSIN, 1, 4);
CheckMissingSpells(oPC, CLASS_TYPE_CELEBRANT_SHARESS, 1, 4);
// Check psionics
DelayCommand(0.0f, CheckPsionics(oPC));
}
/* void CheckSpellbooks(object oPC)
{
if(GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC) > 0)
{
// Manually check Sublime Chord spells (levels 4<>9)
CheckMissingSpells(oPC, CLASS_TYPE_SUBLIME_CHORD, 4, 9);
// Get the character's *base* arcane class (Sublime Chord isn't returned)
int nPrimaryArcane = GetPrimaryArcaneClass(oPC);
// Carveout: Allow known spells from Bard/Sorc/Warmage etc. up to level 3
if(nPrimaryArcane == CLASS_TYPE_BARD)
{
CheckMissingSpells(oPC, CLASS_TYPE_BARD, 0, 3);
}
else if(nPrimaryArcane == CLASS_TYPE_SORCERER)
{
CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, 0, 3);
}
else if(nPrimaryArcane == CLASS_TYPE_WARMAGE)
{
CheckMissingSpells(oPC, CLASS_TYPE_WARMAGE, 0, 3);
}
else if(nPrimaryArcane == CLASS_TYPE_DUSKBLADE)
{
CheckMissingSpells(oPC, CLASS_TYPE_DUSKBLADE, 0, 3);
}
else if(nPrimaryArcane == CLASS_TYPE_BEGUILER)
{
CheckMissingSpells(oPC, CLASS_TYPE_BEGUILER, 0, 3);
}
// Stop here; Sublime Chord handled separately
return;
}
if(GetIsRHDSorcerer(oPC) && CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, 0, 9))
return;
if(GetIsRHDBard(oPC) && CheckMissingSpells(oPC, CLASS_TYPE_BARD, 0, 6))
return;
if(!GetPRCSwitch(PRC_BARD_DISALLOW_NEWSPELLBOOK) && CheckMissingSpells(oPC, CLASS_TYPE_BARD, 0, 6))
return;
if(!GetPRCSwitch(PRC_SORC_DISALLOW_NEWSPELLBOOK) && CheckMissingSpells(oPC, CLASS_TYPE_SORCERER, 0, 9))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_SUEL_ARCHANAMACH, 1, 5))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_FAVOURED_SOUL, 0, 9))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_WARMAGE, 0, 9))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_DREAD_NECROMANCER, 1, 9))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_HEXBLADE, 1, 4))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_DUSKBLADE, 0, 5))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_JUSTICEWW, 1, 4))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_KNIGHT_WEAVE, 1, 6))
return;
// if(CheckMissingSpells(oPC, CLASS_TYPE_SUBLIME_CHORD, 4, 9))
// return;
if(CheckMissingSpells(oPC, CLASS_TYPE_ARCHIVIST, 0, 9))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_BEGUILER, 0, 9))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_HARPER, 1, 3))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_ASSASSIN, 1, 4))
return;
if(CheckMissingSpells(oPC, CLASS_TYPE_CELEBRANT_SHARESS, 1, 4))
return;
DelayCommand(0.0f, CheckPsionics(oPC));
}
*/
// Handle psionics
void CheckPsionics(object oPC)
{
if(CheckMissingPowers(oPC, CLASS_TYPE_PSION))
return;
if(CheckMissingPowers(oPC, CLASS_TYPE_WILDER))
return;
if(CheckMissingPowers(oPC, CLASS_TYPE_PSYWAR))
return;
if(CheckMissingPowers(oPC, CLASS_TYPE_PSYCHIC_ROGUE))
return;
if(CheckMissingPowers(oPC, CLASS_TYPE_FIST_OF_ZUOKEN))
return;
if(CheckMissingPowers(oPC, CLASS_TYPE_WARMIND))
return;
//expanded knowledge
if(CheckMissingPowers(oPC, -1))
return;
//epic expanded knowledge
if(CheckMissingPowers(oPC, -2))
return;
DelayCommand(0.0f, CheckInvocations(oPC));
}
// Handle Invocations
void CheckInvocations(object oPC)
{
if(CheckMissingInvocations(oPC, CLASS_TYPE_DRAGONFIRE_ADEPT))
return;
if(CheckMissingInvocations(oPC, CLASS_TYPE_WARLOCK))
return;
if(CheckMissingInvocations(oPC, CLASS_TYPE_DRAGON_SHAMAN))
return;
//extra invocations
if(CheckMissingInvocations(oPC, CLASS_TYPE_INVALID))
return;
//epic extra invocations
if(CheckMissingInvocations(oPC, -2))
return;
DelayCommand(0.0f, CheckToB(oPC));
}
// Handle Tome of Battle
void CheckToB(object oPC)
{
if(CheckMissingManeuvers(oPC, CLASS_TYPE_CRUSADER))
return;
if(CheckMissingManeuvers(oPC, CLASS_TYPE_SWORDSAGE))
return;
if(CheckMissingManeuvers(oPC, CLASS_TYPE_WARBLADE))
return;
DelayCommand(0.0f, CheckShadow(oPC));
}
// Handle Shadowcasting
void CheckShadow(object oPC)
{
if(CheckMissingMysteries(oPC, CLASS_TYPE_SHADOWCASTER))
return;
if(CheckMissingMysteries(oPC, CLASS_TYPE_SHADOWSMITH))
return;
DelayCommand(0.0f, CheckTruenaming(oPC));
}
// Handle Truenaming - Three different Lexicons to check
void CheckTruenaming(object oPC)
{
if(CheckMissingUtterances(oPC, CLASS_TYPE_TRUENAMER, LEXICON_EVOLVING_MIND))
return;
if(CheckMissingUtterances(oPC, CLASS_TYPE_TRUENAMER, LEXICON_CRAFTED_TOOL))
return;
if(CheckMissingUtterances(oPC, CLASS_TYPE_TRUENAMER, LEXICON_PERFECTED_MAP))
return;
if(!GetIsDM(oPC))
DelayCommand(0.0f, AMSCompatibilityCheck(oPC));
}
int CheckMissingPowers(object oPC, int nClass)
{
int nLevel = GetLevelByClass(nClass, oPC);
if(!nLevel && nClass != -1 && nClass != -2)
return FALSE;
else if(nClass == -1 && !GetHasFeat(FEAT_EXPANDED_KNOWLEDGE_1))
return FALSE;
else if(nClass == -2 && !GetHasFeat(FEAT_EPIC_EXPANDED_KNOWLEDGE_1))
return FALSE;
int nCurrentPowers = GetPowerCount(oPC, nClass);
int nMaxPowers = GetMaxPowerCount(oPC, nClass);
if(nCurrentPowers < nMaxPowers)
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "nClass", nClass);
StartDynamicConversation("psi_powconv", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
return FALSE;
}
int CheckMissingInvocations(object oPC, int nClass)
{
int nLevel = GetLevelByClass(nClass, oPC);
if(!nLevel && (nClass == CLASS_TYPE_DRAGONFIRE_ADEPT || nClass == CLASS_TYPE_WARLOCK || nClass == CLASS_TYPE_DRAGON_SHAMAN))
return FALSE;
else if(nClass == CLASS_TYPE_INVALID && !GetHasFeat(FEAT_EXTRA_INVOCATION_I))
return FALSE;
else if(nClass == -2 && !GetHasFeat(FEAT_EPIC_EXTRA_INVOCATION_I))
return FALSE;
int nCurrentInvocations = GetInvocationCount(oPC, nClass);
if(DEBUG) DoDebug("Current Invocations: " + IntToString(nCurrentInvocations));
int nMaxInvocations = GetMaxInvocationCount(oPC, nClass);
if(DEBUG) DoDebug("Max Invocations: " + IntToString(nMaxInvocations));
if(nCurrentInvocations < nMaxInvocations)
{
// Mark the class for which the PC is to gain invocations and start the conversation
SetLocalInt(oPC, "nClass", nClass);
StartDynamicConversation("inv_invokeconv", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
return FALSE;
}
void AddSpellsForLevel(int nClass, int nLevel)
{
object oPC = OBJECT_SELF;
object oSkin = GetPCSkin(oPC);
//object oToken = GetHideToken(oPC);
string sFile = GetFileForClass(nClass);
string sSpellbook;
int nSpellbookType = GetSpellbookTypeForClass(nClass);
if(nSpellbookType == SPELLBOOK_TYPE_SPONTANEOUS)
sSpellbook = "Spellbook"+IntToString(nClass);
else
sSpellbook = "Spellbook_Known_"+IntToString(nClass)+"_"+IntToString(nLevel);
// Create spells known persistant array if it is missing
int nSize = persistant_array_get_size(oPC, sSpellbook);
if (nSize < 0)
{
persistant_array_create(oPC, sSpellbook);
nSize = 0;
}
//check for learnable spells
object oToken_Class = GetObjectByTag("SpellLvl_" + IntToString(nClass) + "_Level_" + IntToString(nLevel));
int nSpells_Total = persistant_array_get_size(oToken_Class, "Lkup");
int i;
for(i = 0; i < nSpells_Total; i++)
{
int nSpellbookID = persistant_array_get_int(oToken_Class, "Lkup", i);
if(Get2DAString(sFile, "AL", nSpellbookID) != "1")
{
persistant_array_set_int(oPC, sSpellbook, nSize, nSpellbookID);
nSize++;
if(nSpellbookType == SPELLBOOK_TYPE_SPONTANEOUS)
{
int nIPFeatID = StringToInt(Get2DACache(sFile, "IPFeatID", nSpellbookID));
int nFeatID = StringToInt(Get2DACache(sFile, "FeatID", nSpellbookID));
AddSpellUse(oPC, nSpellbookID, nClass, sFile, "NewSpellbookMem_" + IntToString(nClass), nSpellbookType, oSkin, nFeatID, nIPFeatID);
}
}
}
}
int CheckMissingSpells(object oPC, int nClass, int nMinLevel, int nMaxLevel)
{
int nLevel;
//:: Rakshasa cast as sorcerers
if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_RAKSHASA)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_OUTSIDER, oPC);
//:: Aranea cast as sorcerers
else if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_ARANEA)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_SHAPECHANGER, oPC);
//::Arkamoi cast as sorcerers
else if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_ARKAMOI)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_MONSTROUS, oPC);
//::Hobgoblin Warsouls cast as sorcerers
else if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_HOBGOBLIN_WARSOUL)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_MONSTROUS, oPC);
//:: Driders cast as sorcerers
else if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_DRIDER)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_ABERRATION, oPC);
//:: Marrutact cast as 6/7 sorcerers
else if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_MARRUTACT)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_MONSTROUS, oPC);
//:: Redspawn Arcaniss cast as 3/4 sorcerers
else if(nClass == CLASS_TYPE_SORCERER && !GetLevelByClass(CLASS_TYPE_SORCERER, oPC) && GetRacialType(oPC) == RACIAL_TYPE_REDSPAWN_ARCANISS)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_MONSTROUS, oPC);
//:: Gloura cast as bards
else if(nClass == CLASS_TYPE_BARD && !GetLevelByClass(CLASS_TYPE_BARD, oPC) && GetRacialType(oPC) == RACIAL_TYPE_GLOURA)
nLevel = GetSpellslotLevel(nClass, oPC); //GetLevelByClass(CLASS_TYPE_MONSTROUS, oPC);
else
nLevel = nClass == CLASS_TYPE_SUBLIME_CHORD ? GetLevelByClass(nClass, oPC) : GetSpellslotLevel(nClass, oPC);
if (DEBUG) DoDebug("CheckMissingSpells 1 Class: " + IntToString(nClass));
if (DEBUG) DoDebug("CheckMissingSpells 1 Level: " + IntToString(nLevel));
if(!nLevel)
return FALSE;
if(nClass == CLASS_TYPE_BARD || nClass == CLASS_TYPE_SORCERER)
{
if((GetLevelByClass(nClass, oPC) == nLevel) //no PrC
&& !(GetHasFeat(FEAT_DRACONIC_GRACE, oPC) || GetHasFeat(FEAT_DRACONIC_BREATH, oPC))) //no Draconic feats that apply
return FALSE;
}
else if(nClass == CLASS_TYPE_ARCHIVIST)
{
int nLastGainLevel = GetPersistantLocalInt(oPC, "LastSpellGainLevel");
nLevel = GetLevelByClass(CLASS_TYPE_ARCHIVIST, oPC);
if(nLastGainLevel < nLevel)
{
if(nLevel == 1)
{
//count the number of available at 1st level spells
int nSpellsAvailable = 3 + GetAbilityModifier(ABILITY_INTELLIGENCE, oPC);
SetLocalInt(oPC, "LrnLvlUp", nSpellsAvailable);
}
else if(nLevel > 1)
//add additional 2 spells form cleric list
SetLocalInt(oPC, "LrnLvlUp", 2);
SetLocalInt(oPC, "SpellGainClass", CLASS_TYPE_ARCHIVIST);
SetLocalInt(oPC, "SpellbookMinSpelllevel", nMinLevel);
StartDynamicConversation("prc_s_spellgain", oPC, DYNCONV_EXIT_NOT_ALLOWED, TRUE, FALSE, oPC);
return TRUE;
}
//add cleric spells known for level 0
else if(persistant_array_get_size(oPC, "Spellbook_Known_"+IntToString(CLASS_TYPE_ARCHIVIST)+"_0") < 5) // TODO: replace with GetSpellKnownCurrentCount
{
ActionDoCommand(AddSpellsForLevel(CLASS_TYPE_ARCHIVIST, 0));
}
else
return FALSE;
}
if (DEBUG) DoDebug("CheckMissingSpells 2 Class: " + IntToString(nClass));
if (DEBUG) DoDebug("CheckMissingSpells 2 Level: " + IntToString(nLevel));
int i;
for(i = nMinLevel; i <= nMaxLevel; i++)
{
int nMaxSpells = GetSpellKnownMaxCount(nLevel, i, nClass, oPC);
if(nMaxSpells > 0)
{
int nCurrentSpells = GetSpellKnownCurrentCount(oPC, i, nClass);
int nSpellsAvailable = GetSpellUnknownCurrentCount(oPC, i, nClass);
if(nCurrentSpells < nMaxSpells && nSpellsAvailable > 0)
{
if(GetSpellbookTypeForClass(nClass) == SPELLBOOK_TYPE_SPONTANEOUS && bKnowsAllClassSpells(nClass))
{
ActionDoCommand(AddSpellsForLevel(nClass, i));
}
else
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "SpellGainClass", nClass);
SetLocalInt(oPC, "SpellbookMinSpelllevel", nMinLevel);
SetLocalInt(oPC, "SpellbookMaxSpelllevel", nMaxLevel);
StartDynamicConversation("prc_s_spellgain", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
}
}
}
//Advanced Learning check
nLevel = GetLevelByClass(nClass, oPC);
int nALSpells = GetPersistantLocalInt(oPC, "AdvancedLearning_"+IntToString(nClass));
if(nClass == CLASS_TYPE_BEGUILER && nALSpells < (nLevel+1)/4)//one every 4 levels starting at 3.
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "SpellGainClass", CLASS_TYPE_BEGUILER);
SetLocalInt(oPC, "SpellbookMinSpelllevel", nMinLevel);
SetLocalInt(oPC, "AdvancedLearning", 1);
StartDynamicConversation("prc_s_spellgain", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
else if(nClass == CLASS_TYPE_DREAD_NECROMANCER && nALSpells < nLevel/4)//one every 4 levels
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "SpellGainClass", CLASS_TYPE_DREAD_NECROMANCER);
SetLocalInt(oPC, "SpellbookMinSpelllevel", nMinLevel);
SetLocalInt(oPC, "AdvancedLearning", 1);
StartDynamicConversation("prc_s_spellgain", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
else if(nClass == CLASS_TYPE_WARMAGE)
{
if((nLevel >= 40 && nALSpells < 9) ||// :/
(nLevel >= 36 && nLevel < 40 && nALSpells < 8) ||
(nLevel >= 32 && nLevel < 36 && nALSpells < 7) ||
(nLevel >= 28 && nLevel < 32 && nALSpells < 6) ||
(nLevel >= 24 && nLevel < 28 && nALSpells < 5) ||
(nLevel >= 16 && nLevel < 24 && nALSpells < 4) ||
(nLevel >= 11 && nLevel < 16 && nALSpells < 3) ||
(nLevel >= 6 && nLevel < 11 && nALSpells < 2) ||
(nLevel >= 3 && nLevel < 6 && nALSpells < 1))
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "SpellGainClass", CLASS_TYPE_WARMAGE);
SetLocalInt(oPC, "SpellbookMinSpelllevel", nMinLevel);
SetLocalInt(oPC, "AdvancedLearning", 1);
StartDynamicConversation("prc_s_spellgain", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
}
else if(nClass == CLASS_TYPE_NIGHTSTALKER && nALSpells < (nLevel+1)/6)//one every 6 levels starting at 5th
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "SpellGainClass", CLASS_TYPE_NIGHTSTALKER);
SetLocalInt(oPC, "SpellbookMinSpelllevel", nMinLevel);
SetLocalInt(oPC, "AdvancedLearning", 1);
StartDynamicConversation("prc_s_spellgain", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
return FALSE;
}
int CheckMissingUtterances(object oPC, int nClass, int nLexicon)
{
int nLevel = GetLevelByClass(nClass, oPC);
if(!nLevel)
return FALSE;
int nCurrentUtterances = GetUtteranceCount(oPC, nClass, nLexicon);
int nMaxUtterances = GetMaxUtteranceCount(oPC, nClass, nLexicon);
if(DEBUG) DoDebug("CheckMissingUtterances(" + IntToString(nClass) + ", " + IntToString(nLexicon) + ", " + GetName(oPC) + ") = " + IntToString(nCurrentUtterances) + ", " + IntToString(nMaxUtterances));
if(nCurrentUtterances < nMaxUtterances)
{
// Mark the class for which the PC is to gain Utterances and start the conversation
SetLocalInt(oPC, "nClass", nClass);
StartDynamicConversation("true_utterconv", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
return FALSE;
}
int CheckMissingManeuvers(object oPC, int nClass)
{
int nLevel = GetLevelByClass(nClass, oPC);
if(!nLevel)
return FALSE;
int nCurrentManeuvers = GetManeuverCount(oPC, nClass, MANEUVER_TYPE_MANEUVER);
int nMaxManeuvers = GetMaxManeuverCount(oPC, nClass, MANEUVER_TYPE_MANEUVER);
int nCurrentStances = GetManeuverCount(oPC, nClass, MANEUVER_TYPE_STANCE);
int nMaxStances = GetMaxManeuverCount(oPC, nClass, MANEUVER_TYPE_STANCE);
if(nCurrentManeuvers < nMaxManeuvers || nCurrentStances < nMaxStances)
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "nClass", nClass);
StartDynamicConversation("tob_moveconv", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
return FALSE;
}
int CheckMissingMysteries(object oPC, int nClass)
{
int nLevel = GetLevelByClass(nClass, oPC);
if(!nLevel)
return FALSE;
int nCurrentMysteries = GetMysteryCount(oPC, nClass);
int nMaxMysteries = GetMaxMysteryCount(oPC, nClass);
if(nCurrentMysteries < nMaxMysteries)
{
// Mark the class for which the PC is to gain powers and start the conversation
SetLocalInt(oPC, "nClass", nClass);
StartDynamicConversation("shd_mystconv", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
return TRUE;
}
return FALSE;
}
//AMS Compatibility functions - xwarren:
void CopyAMSArray(object oPC, object oAMSToken, int nClass, string sArray, int nMin, int nMax, int nLoopSize = 100)
{
string sFile = GetFileForClass(nClass);
int i = nMin;
while(i < nMin + nLoopSize && i < nMax)
{
int nSpellbookID = persistant_array_get_int(oPC, sArray, i);
int nSpell = StringToInt(Get2DACache(sFile, "RealSpellID", nSpellbookID));
if(DEBUG) DoDebug("Copying spell "+IntToString(nSpell));
array_set_int(oAMSToken, sArray, i, nSpell);
i++;
}
if(i < nMax)
DelayCommand(0.0, CopyAMSArray(oPC, oAMSToken, nClass, sArray, i, nMax));
}
void DoBuckUpAMS(object oPC, int nClass, string sSpellbook, object oHideToken, object oAMSToken)
{
if(DEBUG) DoDebug("Creating buck-up copy of "+sSpellbook);
if(array_exists(oAMSToken, sSpellbook))
array_delete(oAMSToken, sSpellbook);
array_create(oAMSToken, sSpellbook);
int nSize = persistant_array_get_size(oPC, sSpellbook);
DelayCommand(0.0, CopyAMSArray(oPC, oAMSToken, nClass, sSpellbook, 0, nSize));
}
void AMSCompatibilityCheck(object oPC)
{
//Get an extra hide token with amagsys info
object oAMSToken = GetHideToken(oPC, TRUE);
object oHideToken = GetHideToken(oPC); //ebonfowl: no longer used but I'm leaving it to not have to edit other functions
int i;
for(i = 1; i <= 8; i++)
{
int nClass = GetClassByPosition(i, oPC);
string sSpellbook;
int nSpellbookType = GetSpellbookTypeForClass(nClass);
if(nSpellbookType == SPELLBOOK_TYPE_SPONTANEOUS)
{
sSpellbook = "Spellbook"+IntToString(nClass);
int nSize1 = persistant_array_get_size(oPC, sSpellbook);
int nSize2 = array_get_size(oAMSToken, sSpellbook);
if(nSize1 > nSize2)
DelayCommand(0.1f, DoBuckUpAMS(oPC, nClass, sSpellbook, oHideToken, oAMSToken));
}
else if(nSpellbookType == SPELLBOOK_TYPE_PREPARED)
{
int j;
for(j = 0; j <= 9; j++)
{
sSpellbook = "Spellbook_Known_"+IntToString(nClass)+"_"+IntToString(j);
int nSize1 = persistant_array_get_size(oPC, sSpellbook);
int nSize2 = array_get_size(oAMSToken, sSpellbook);
if(nSize1 > nSize2)
DelayCommand(0.1f, DoBuckUpAMS(oPC, nClass, sSpellbook, oHideToken, oAMSToken));
}
}
}
}

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View File

@@ -1,63 +0,0 @@
//::///////////////////////////////////////////////
//:: Power Attack NUI
//:: hp_pa_chatscript
//:://////////////////////////////////////////////
/*
A OnChat script that parses what is said and opens the power attack NUI
if provided /pa. Otherwise if /pa x is provided run the command directly
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
#include "nw_inc_nui"
#include "hp_pa_view"
#include "hp_string_util"
void main()
{
// Get current player
object oPlayer = GetPCChatSpeaker();
if (!GetIsPC(oPlayer))
{
return;
}
// get current player message and split it up into a list
string sCommand = GetPCChatMessage();
json sCommandSplit = StringSplit(sCommand);
if(JsonGetLength(sCommandSplit) > 0)
{
string firstWord = JsonGetString(JsonArrayGet(sCommandSplit, 0));
// if first word is /pa we are using the power attack interface
if(firstWord == "/pa")
{
if(JsonGetLength(sCommandSplit) >= 2)
{
//if a parameter is given then run the power attack command directly.
string param1 = JsonGetString(JsonArrayGet(sCommandSplit, 1));
int paAmount = StringToInt(param1);
SetLocalInt(oPlayer, "PRC_PowerAttack_Level", paAmount);
ExecuteScript("hp_pa_script", oPlayer);
// update the NUI so it is in sync
int nToken = NuiFindWindow(oPlayer, NUI_PRC_POWER_ATTACK_WINDOW);
if (nToken != 0)
{
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_TEXT_BIND, JsonString(IntToString(paAmount)));
}
}
else
{
// if no param is given then open the NUI
NuiPRCPowerAttackView(oPlayer);
}
// clear message from chat
SetPCChatMessage();
}
}
}

View File

@@ -1,96 +0,0 @@
//::///////////////////////////////////////////////
//:: Power Attack Script
//:: hp_pa_script
//:://////////////////////////////////////////////
/*
A script that sets the power attack on a player based on the amount
given.
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
#include "prc_spell_const"
void SetPowerAttack();
//
// Sets the power attack for a player, if the player has power attack and the
// amount is less than or equal to the players BAB it will apply the
// power attack and set the current power attack to the player at variable
// 'prcPaScriptPaVariable', otherwise it will tell the player it can't.
//
// Arguments:
// amount int the amount of power attack you want
// oPlayer object the player to apply the power attack to
//
void main()
{
ExecuteScript("prc_nui_pwrattk");
/* int amount = GetLocalInt(OBJECT_SELF, "PRC_PowerAttack_Level");
int prevPowerAttack5 = GetLocalInt(OBJECT_SELF, "prevPowerAttack5");
int prevPowerAttack1 = GetLocalInt(OBJECT_SELF, "prevPowerAttack1");
int powerAttack5Amount = amount / 5;
int powerAttack1Amount = amount % 5;
// Current actions can cause this to not run right away, so clear the queue
// and force this to happen.
ClearAllActions();
//sets the 5 values for Power attack ranging from 0,5,10,15,20 respectivly
if (prevPowerAttack5 != powerAttack5Amount)
{
if (powerAttack5Amount == 0) // Power Attack 0
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK6, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack5Amount == 1) // Power Attack 5
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK7, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack5Amount == 2) // Power Attack 10
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK8, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack5Amount == 3) // Power Attack 15
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK9, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack5Amount == 4) // Power Attack 20
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK10, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
SetLocalInt(OBJECT_SELF, "prevPowerAttack5", powerAttack5Amount);
}
if (prevPowerAttack1 != powerAttack1Amount)
{
//sets the 1 values for Power attack ranging from 0,1,2,3,4 respectivly
if (powerAttack1Amount == 0) // Power Attack 0
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK1, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack1Amount == 1) // Power Attack 1
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK2, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack1Amount == 2) // Power Attack 2
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK3, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack1Amount == 3) // Power Attack 3
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK4, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack1Amount == 4) // Power Attack 4
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK5, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
SetLocalInt(OBJECT_SELF, "prevPowerAttack1", powerAttack1Amount);
}
*/
}

View File

@@ -1,126 +0,0 @@
//::///////////////////////////////////////////////
//:: Power Attack NUI
//:: ha_pa_view
//:://////////////////////////////////////////////
/*
A NUI that sets the power attack on a player based on the amount
given.
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
#include "nw_inc_nui"
// #include "nw_inc_nui_insp" // used to debug
//
// NuiPRCPowerAttackView
// The NUI window for the Power Attack interface, running this function
// creates the window itself
//
// Arguments:
// oPlayer object the player referenced for the NUI
//
void NuiPRCPowerAttackView(object oPlayer);
// The Window ID
const string NUI_PRC_POWER_ATTACK_WINDOW = "nui_prc_power_attack_window";
// LocalVar for the geometry of the window
const string NUI_PRC_PA_GEOMETRY_VAR = "paNuiGeometry";
// Event For Left Button
const string NUI_PRC_PA_LEFT_BUTTON_EVENT = "nui_prc_pa_left_button_event";
// Event For Right Button
const string NUI_PRC_PA_RIGHT_BUTTON_EVENT = "nui_prc_pa_right_button_event";
// Bind for Text
const string NUI_PRC_PA_TEXT_BIND = "nui_prc_pa_text_bind";
// Left Button Enabled Bind
const string NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND = "leftButtonEnabled";
// Right Button Enabled Bind
const string NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND = "rightButtonEnabled";
void NuiPRCPowerAttackView(object oPlayer)
{
// First we look for any previous windows, if found (ie, non-zero) we destory them so we can start fresh.
int nPreviousToken = NuiFindWindow(oPlayer, NUI_PRC_POWER_ATTACK_WINDOW);
if (nPreviousToken != 0)
{
NuiDestroy(oPlayer, nPreviousToken);
}
// base element for NUI
json jRoot = JsonArray();
// Create and set parameters for left button
json jLeftButton = NuiId(NuiButton(JsonString("-")), NUI_PRC_PA_LEFT_BUTTON_EVENT);
jLeftButton = NuiWidth(jLeftButton, 32.0f);
jLeftButton = NuiHeight(jLeftButton, 32.0f);
jLeftButton = NuiEnabled(jLeftButton, NuiBind(NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND));
// Create and set parameters for text field
json jText = NuiText(NuiBind(NUI_PRC_PA_TEXT_BIND), TRUE, NUI_SCROLLBARS_NONE);
jText = NuiWidth(jText, 32.0f);
jText = NuiHeight(jText, 32.0f);
// Create and set parameters for right button
json jRightButton = NuiId(NuiButton(JsonString("+")), NUI_PRC_PA_RIGHT_BUTTON_EVENT);
jRightButton = NuiWidth(jRightButton, 32.0f);
jRightButton = NuiHeight(jRightButton, 32.0f);
jRightButton = NuiEnabled(jRightButton, NuiBind(NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND));
// create button layout
json jRow = JsonArray();
jRow = JsonArrayInsert(jRow, NuiSpacer());
jRow = JsonArrayInsert(jRow, jLeftButton);
jRow = JsonArrayInsert(jRow, jText);
jRow = JsonArrayInsert(jRow, jRightButton);
jRow = JsonArrayInsert(jRow, NuiSpacer());
jRow = NuiRow(jRow);
jRoot = JsonArrayInsert(jRoot, jRow);
// set overall layout
jRoot = NuiCol(jRoot);
// Create the window and set binds for parameters in case we want to change them later
json nui = NuiWindow(jRoot, JsonString("Power Attack"), NuiBind("geometry"), NuiBind("resizable"), NuiBind("collapsed"), NuiBind("closable"), NuiBind("transparent"), NuiBind("border"));
int nToken = NuiCreate(oPlayer, nui, NUI_PRC_POWER_ATTACK_WINDOW);
// get the geometry of the window in case we opened this before and have a
// preference for location
json geometry = GetLocalJson(oPlayer, NUI_PRC_PA_GEOMETRY_VAR);
// Default to put this near the middle and let the person adjust its location
if (geometry == JsonNull())
{
geometry = NuiRect(1095.0f,312.0f, 166.0f, 93.0f);
}
// Set the binds to their default values
NuiSetBind(oPlayer, nToken, "geometry", geometry);
NuiSetBind(oPlayer, nToken, "collapsed", JsonBool(FALSE));
NuiSetBind(oPlayer, nToken, "resizable", JsonBool(FALSE));
NuiSetBind(oPlayer, nToken, "closable", JsonBool(TRUE));
NuiSetBind(oPlayer, nToken, "transparent", JsonBool(TRUE));
NuiSetBind(oPlayer, nToken, "border", JsonBool(FALSE));
int paAmount = GetLocalInt(oPlayer, "PRC_PowerAttack_Level");
int currentBAB = GetBaseAttackBonus(oPlayer);
// if we reach the left or right limits of the power attack, then disable the buttons
json leftButtonEnabled = (paAmount == 0) ? JsonBool(FALSE) : JsonBool(TRUE);
json rightButtonEnabled = (paAmount == currentBAB) ? JsonBool(FALSE) : JsonBool(TRUE);
// set the current PA amount to the window
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_TEXT_BIND, JsonString(IntToString(paAmount)));
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND, leftButtonEnabled);
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND, rightButtonEnabled);
}

View File

@@ -1,99 +0,0 @@
//::///////////////////////////////////////////////
//:: String Util
//:: hp_string_util
//:://////////////////////////////////////////////
/*
A util class for providing useful string functions.
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
//
// StringSplit
// Takes a string and splits it by " " into a json list of strings
// i.e. "this is a test" returns
// {
// "this",
// "is",
// "a",
// "test"
// }
//
// Parameters:
// string input the string input
//
// Returns:
// json the json list of words
//
json StringSplit(string input);
//
// TrimString
// Takes a string and trims any leading whitespace characters
// i.e. " this is a test" returns
// "this is a test"
//
// Parameters:
// input string the input string to trim
//
// Returns:
// string the trimmed string
//
string TrimString(string input);
json StringSplit(string input)
{
json retValue = JsonArray();
string subString = "";
//trim any whitespace characters first
string currString = TrimString(input);
// loop until we process the whole string
while(currString != "")
{
string currChar = GetStringLeft(currString, 1);
if (currChar != "" && currChar != " ")
{
// if the current character isn't nothing or whitespace, then add it
// to the current sub string.
subString += currChar;
}
else
{
// otherwise if the substring is not empty, then add it to the list
// of words to return
if(subString != "")
{
retValue = JsonArrayInsert(retValue, JsonString(subString));
subString = "";
}
}
// pop and move to next character
currString = GetStringRight(currString, GetStringLength(currString)-1);
}
// if there is any sub string left at the end of the loop, add it to the list
if(subString != "")
{
retValue = JsonArrayInsert(retValue, JsonString(subString));
}
return retValue;
}
string TrimString(string input)
{
string retValue = input;
// while the string is not empty and we are looking at a whitespace, pop it.
while(retValue != "" && GetStringLeft(retValue, 1) == " ")
{
retValue = GetStringRight(retValue, GetStringLength(retValue)-1);
}
return retValue;
}

View File

@@ -1,115 +0,0 @@
//::///////////////////////////////////////////////
//:: Power Attack Events
//:: hp_pa_events
//:://////////////////////////////////////////////
/*
The NUI events for the Power Attack NUI Window
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
#include "nw_inc_nui"
#include "hp_pa_view"
//
// SetWindowGeometry
// Sets the window geometry for the Power Attack NUI to the player
// so it can be remembered when opened next time
//
// Arguments:
// oPlayer object the player that owns the window
// nToken int the windowId
//
void SetWindowGeometry(object oPlayer, int nToken);
void main()
{
object oPlayer = NuiGetEventPlayer();
int nToken = NuiGetEventWindow();
string sEvent = NuiGetEventType();
string sElement = NuiGetEventElement();
int nIndex = NuiGetEventArrayIndex();
string sWindowId = NuiGetWindowId(oPlayer, nToken);
//HandleWindowInspectorEvent(); // used to debug
if(sWindowId != NUI_PRC_POWER_ATTACK_WINDOW)
{
return;
}
// Get the current Power Attack value for player
int currentPAAmount = GetLocalInt(oPlayer, "PRC_PowerAttack_Level");
// if the window is closed, save the geometry
if (sEvent == "close")
{
SetWindowGeometry(oPlayer, nToken);
return;
}
// Not a mouseup event, nothing to do.
if (sEvent != "mouseup")
{
return;
}
int currentBAB = GetBaseAttackBonus(oPlayer);
if (sElement == NUI_PRC_PA_LEFT_BUTTON_EVENT)
{
// if the decreased power attack doesn't go below 0 then perform PA decrease
if(currentPAAmount-1 >= 0)
{
SetLocalInt(oPlayer, "PRC_PowerAttack_Level", currentPAAmount-1);
ExecuteScript("hp_pa_script", oPlayer);
// if decreased pwoer attack is lower than the current BAB then allow
// the incrase button
if(currentPAAmount-1 <= currentBAB)
{
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND, JsonBool(TRUE));
}
}
else
{
// otherwise we have hit the limit and disable the left button
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND, JsonBool(FALSE));
}
}
if (sElement == NUI_PRC_PA_RIGHT_BUTTON_EVENT)
{
//if the incrased power attack amount is less than or equal to the BAB
// then perform the PA increase
if(currentPAAmount+1 <= currentBAB)
{
SetLocalInt(oPlayer, "PRC_PowerAttack_Level", currentPAAmount+1);
ExecuteScript("hp_pa_script", oPlayer);
// if the increased power attack amount is greater than 0 then enable
// the decrease button
if (currentPAAmount+1 > 0)
{
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND, JsonBool(TRUE));
}
}
else
{
// otherwise we have hit the limit and disable the right button
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND, JsonBool(FALSE));
}
}
currentPAAmount = GetLocalInt(oPlayer, "PRC_PowerAttack_Level");
// set the geometry to the player since we only get mouseup events on button presses :(
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_TEXT_BIND, JsonString(IntToString(currentPAAmount)));
SetWindowGeometry(oPlayer, nToken);
}
void SetWindowGeometry(object oPlayer, int nToken)
{
json dimensions = NuiGetBind(oPlayer, nToken, "geometry");
SetLocalJson(oPlayer, NUI_PRC_PA_GEOMETRY_VAR, dimensions);
}