130 lines
4.4 KiB
Plaintext
130 lines
4.4 KiB
Plaintext
Scriptname FavorDialogueScript extends Quest Conditional
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{functions and properties used by favor dialogue}
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GlobalVariable Property GameDaysPassed Auto
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GlobalVariable Property IntimidateBribeDelayDays Auto
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GlobalVariable Property FlatterDelayDays Auto
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GlobalVariable Property BribeReward Auto
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GlobalVariable Property FlatterReward Auto
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GlobalVariable Property IntimidateReward Auto
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GlobalVariable Property IntimidateCost Auto
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{favor point cost from intimidating}
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MiscObject Property Gold Auto
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Keyword Property BrawlKeyword Auto
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{used for brawl story event}
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float Property SkillUsePersuade Auto Conditional
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{skill uses for flatter (magnitude for AdvanceSkill)}
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float Property SkillUseBribe Auto Conditional
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{skill uses for flatter (magnitude for AdvanceSkill)}
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float Property SkillUseIntimidate Auto Conditional
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{skill uses for flatter (magnitude for AdvanceSkill)}
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float Property SkillUseMultiplier Auto Conditional
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{Base multiplier for skill uses. Formula is based off the skill use multiplier set in Speechcraftt}
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float Property SkillUseGiveGiftMult = 1.0 Auto Conditional
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{skill uses for flatter (multipler for for AdvanceSkill magnitude)}
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GlobalVariable Property SpeechSkillMult Auto
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{Global to determine skill uses}
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import game
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import debug
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; call this to persuade target actor
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Function Persuade(Actor pTarget)
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;trace("Persuade: " + pTarget)
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; give player skill uses
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUsePersuade = SkillUseMultiplier * Game.GetPlayer().GetActorValue("Speechcraft")
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;trace(self + "Current Skill uses given: " + SkillUsePersuade + " times the Skill Use Multiplier")
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AdvanceSkill("Speechcraft", SkillUsePersuade)
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Game.IncrementStat( "Persuasions" )
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if ( Game.QueryStat( "Bribes" ) && Game.QueryStat( "Intimidations" ) )
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AddAchievement(28)
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endif
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endFunction
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Function ArrestPersuade(Actor pTarget)
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;trace("Persuade: " + pTarget)
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; give player skill uses
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUsePersuade = SkillUseMultiplier * Game.GetPlayer().GetActorValue("Speechcraft")
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AdvanceSkill("Speechcraft", SkillUsePersuade)
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Game.IncrementStat( "Persuasions" )
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if ( Game.QueryStat( "Bribes" ) && Game.QueryStat( "Intimidations" ) )
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AddAchievement(28)
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endif
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; set bribed state
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pTarget.SetBribed()
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endFunction
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; call this to bribe target actor
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Function Bribe(Actor pTarget)
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;trace("Bribe: " + pTarget)
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUseBribe = SkillUseMultiplier * Game.GetPlayer().GetActorValue("Speechcraft")
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;trace(self + "Current Skill uses given: " + SkillUseBribe + " times the Skill Use Multiplier")
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if pTarget.GetBribeAmount() <= GetPlayer().GetGoldAmount()
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; remove gold
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GetPlayer().RemoveItem(Gold, pTarget.GetBribeAmount())
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; put gold in target
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pTarget.AddItem(Gold, pTarget.GetBribeAmount())
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; set bribed state
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pTarget.SetBribed()
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; give player skill uses
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AdvanceSkill("Speechcraft", SkillUseBribe)
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; increment game stats
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Game.IncrementStat( "Bribes" )
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if ( Game.QueryStat( "Persuasions" ) && Game.QueryStat( "Intimidations" ) )
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Game.AddAchievement(28)
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endif
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endif
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endFunction
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; call this to intimidate target actor
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Function Intimidate(Actor pTarget)
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;trace("Intimidate: " + pTarget)
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SkillUseMultiplier = SpeechSkillMult.value
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SkillUseIntimidate = SkillUseMultiplier * Game.GetPlayer().GetActorValue("Speechcraft")
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;trace(self + "Current Skill uses given: " + SkillUseIntimidate + " times the Skill Use Multiplier")
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; intimidate actor
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pTarget.SetIntimidated()
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; give player skill uses. don't if the Brawl quest is running, don't track intimidation stats for Brawl
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Game.IncrementStat( "Intimidations" )
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endFunction
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; call this to initiate brawl quest through story manager
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Function Brawl(Actor pTarget, Actor pTargetFriend = None)
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;trace("Brawl: " + pTarget + ", friend=" + pTargetFriend)
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BrawlKeyword.SendStoryEvent(None, pTarget, pTargetFriend)
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endFunction
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; call this to give gift to target actor
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Function GiveGift(Actor pTarget)
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FormList giftFilter = pTarget.GetActorBase().GetGiftFilter()
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;trace("Give Gift: " + pTarget + ", gift filter = " + giftFilter)
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int favorPointsEarned = pTarget.ShowGiftMenu(true, giftFilter)
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; TEMP cap until we have a formula for this:
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if favorPointsEarned > 100
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favorPointsEarned = 100
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endif
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; give player skill uses
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;trace("Give Gift: " + favorPointsEarned * SkillUseGiveGiftMult + " skill uses earned")
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AdvanceSkill("Speechcraft", favorPointsEarned * SkillUseGiveGiftMult)
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endFunction
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