PRC8/trunk/psionics/psi_animalaffin.nss
Jaysyn904 1662218bb4 Initial upload.
Adding base PRC 4.19a files to repository.
2022-10-07 13:51:24 -04:00

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//:://////////////////////////////////////////////
//:: Animal Affinity Conversation
//:: psi_animalaffin
//:://////////////////////////////////////////////
/** @file
This allows you to choose which stats to boost using the AA power
@author Stratovarius
@date Created - 29.10.2005
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
#include "inc_dynconv"
#include "psi_inc_psifunc"
//////////////////////////////////////////////////
/* Constant defintions */
//////////////////////////////////////////////////
const int STAGE_STAT_CHOICE = 0;
const int STAGE_CONFIRMATION = 1;
//////////////////////////////////////////////////
/* Aid functions */
//////////////////////////////////////////////////
// Just takes the stat and returns the name
string StatToName(int nStat)
{
if (nStat == ABILITY_STRENGTH) return GetStringByStrRef(135);
else if (nStat == ABILITY_DEXTERITY) return GetStringByStrRef(133);
else if (nStat == ABILITY_CONSTITUTION) return GetStringByStrRef(132);
else if (nStat == ABILITY_WISDOM) return GetStringByStrRef(136);
else if (nStat == ABILITY_INTELLIGENCE) return GetStringByStrRef(134);
else if (nStat == ABILITY_CHARISMA) return GetStringByStrRef(131);
// if its not a stat
return "";
}
//////////////////////////////////////////////////
/* Main function */
//////////////////////////////////////////////////
void main()
{
object oPC = GetPCSpeaker();
/* Get the value of the local variable set by the conversation script calling
* this script. Values:
* DYNCONV_ABORTED Conversation aborted
* DYNCONV_EXITED Conversation exited via the exit node
* DYNCONV_SETUP_STAGE System's reply turn
* 0 Error - something else called the script
* Other The user made a choice
*/
int nValue = GetLocalInt(oPC, DYNCONV_VARIABLE);
// The stage is used to determine the active conversation node.
// 0 is the entry node.
int nStage = GetStage(oPC);
// Check which of the conversation scripts called the scripts
if(nValue == 0) // All of them set the DynConv_Var to non-zero value, so something is wrong -> abort
return;
if(nValue == DYNCONV_SETUP_STAGE)
{
// Check if this stage is marked as already set up
// This stops list duplication when scrolling
if(!GetIsStageSetUp(nStage, oPC))
{
// variable named nStage determines the current conversation node
// Function SetHeader to set the text displayed to the PC
// Function AddChoice to add a response option for the PC. The responses are show in order added
if(nStage == STAGE_STAT_CHOICE)
{
// Set the header
SetHeader("Select the Ability Score you would like to boost.");
// Add responses for the PC, skipping ones that are active
if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_STRENGTH))) AddChoice(StatToName(ABILITY_STRENGTH), ABILITY_STRENGTH, oPC);
if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_DEXTERITY))) AddChoice(StatToName(ABILITY_DEXTERITY), ABILITY_DEXTERITY, oPC);
if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_CONSTITUTION))) AddChoice(StatToName(ABILITY_CONSTITUTION), ABILITY_CONSTITUTION, oPC);
if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_WISDOM))) AddChoice(StatToName(ABILITY_WISDOM), ABILITY_WISDOM, oPC);
if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_INTELLIGENCE))) AddChoice(StatToName(ABILITY_INTELLIGENCE), ABILITY_INTELLIGENCE, oPC);
if (!GetLocalInt(oPC, "AnimalAffin"+IntToString(ABILITY_CHARISMA))) AddChoice(StatToName(ABILITY_CHARISMA), ABILITY_CHARISMA, oPC);
MarkStageSetUp(STAGE_STAT_CHOICE, oPC); // This prevents the setup being run for this stage again until MarkStageNotSetUp is called for it
SetDefaultTokens(); // Set the next, previous, exit and wait tokens to default values
}
else if(nStage == STAGE_CONFIRMATION)//confirmation
{
int nChoice = GetLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat");
AddChoice(GetStringByStrRef(4752), TRUE); // "Yes"
AddChoice(GetStringByStrRef(4753), FALSE); // "No"
string sName = StatToName(nChoice);
string sText = "You have selected " + sName + " as the ability to boost.\n";
/*string sText = "You have selected these abilities to boost.\n";
// This reads the PC's choices and adds em
int i;
for(i = 0; i < 6; i++) //Total possible choices
{
// If the selection is a legal weapon
sName = "PRC_Power_AnimalAffinity_Stat" + IntToString(i);
nChoice = GetLocalInt(oPC, sName);
// If it returns an actual stat
if (StatToName(nChoice) != "")
{
sText += IntToString (i) + ": " + StatToName(nChoice) + ".\n";
}
}*/
sText += "Is this correct?";
SetHeader(sText);
MarkStageSetUp(STAGE_CONFIRMATION, oPC);
}
}
// Do token setup
SetupTokens();
}
// End of conversation cleanup
else if(nValue == DYNCONV_EXITED)
{
// End of conversation cleanup
DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat");
//DeleteLocalInt(oPC, "AACounter");
DeleteLocalFloat(oPC, "PRC_Power_AnimalAffinity_Duration");
DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_ManifLvl");
//DeleteLocalInt(oManifester, "PRC_Power_AnimalAffinity_Augment");
}
// Abort conversation cleanup.
// NOTE: This section is only run when the conversation is aborted
// while aborting is allowed. When it isn't, the dynconvo infrastructure
// handles restoring the conversation in a transparent manner
else if(nValue == DYNCONV_ABORTED)
{
// End of conversation cleanup
DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat");
//DeleteLocalInt(oPC, "AACounter");
DeleteLocalFloat(oPC, "PRC_Power_AnimalAffinity_Duration");
DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_ManifLvl");
//DeleteLocalInt(oManifester, "PRC_Power_AnimalAffinity_Augment");
}
// Handle PC responses
else
{
// variable named nChoice is the value of the player's choice as stored when building the choice list
// variable named nStage determines the current conversation node
int nChoice = GetChoice(oPC);
if(nStage == STAGE_STAT_CHOICE)
{
// If there are more stats to do
/* // Keeps track of how many times we've been through here
int nCounter = GetLocalInt(oPC, "AACounter");
SetLocalInt(oPC, "AACounter", (nCount + 1));
if (GetLocalInt(oPC, "PRC_Power_AnimalAffinity_Augment") > nCounter)
{
nStage = STAGE_STAT_CHOICE;
}
else
{
nStage = STAGE_CONFIRMATION;
}
sName = "PRC_Power_AnimalAffinity_Stat" + IntToString(nCounter);*/
nStage = STAGE_CONFIRMATION;
SetLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat", nChoice);
}
else if(nStage == STAGE_CONFIRMATION)//confirmation
{
if(nChoice == TRUE)
{
int nStat = GetLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat");
float fDur = GetLocalFloat(oPC, "PRC_Power_AnimalAffinity_Duration");
effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eDex = EffectAbilityIncrease(nStat, 4);
effect eLink = EffectLinkEffects(eDex, eDur);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, fDur,
TRUE, POWER_ANIMAL_AFFINITY, GetLocalInt(oPC, "PRC_Power_AnimalAffinity_ManifLvl")
);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
SetLocalInt(oPC, "AnimalAffin"+IntToString(nStat), TRUE);
DelayCommand(fDur, DeleteLocalInt(oPC, "AnimalAffin"+IntToString(nStat)));
// And we're all done
AllowExit(DYNCONV_EXIT_FORCE_EXIT);
}
else
{
nStage = STAGE_STAT_CHOICE;
// Reset the counter
//DeleteLocalInt(oPC, "AACounter");
MarkStageNotSetUp(STAGE_STAT_CHOICE, oPC);
MarkStageNotSetUp(STAGE_CONFIRMATION, oPC);
}
DeleteLocalInt(oPC, "PRC_Power_AnimalAffinity_Stat");
}
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}