Functions

Dialog module

List of dialog module dialog functions. More...


Detailed Description

List of dialog module dialog functions.

Functions

import void AffectRadiation (Critter& cr, int value) from"radiation"
import void DropPoison (Critter& cr) from"poison"
import void DropRadiation (Critter& cr) from"radiation"
import void FlushScreen (Critter& cr, bool fadeOut, uint timeMs) from"effects"
import void PlaySound (Critter& cr, string& soundName) from"media"
import int stringReplaceText (string& s, string@ f, string@ t) from"config_file"

General



bool d_IsLocationOwner (Critter& player, Critter@ npc)
 Check if the player is the owner of the currently occupied location.
bool d_IsNotLocationOwner (Critter& player, Critter@ npc)
 Check if the player is not the owner of the currently occupied location.
bool d_IsBusy (Critter& player, Critter@ npc)
 Check if a player is already talking to the NPC.
void r_AddMoney (Critter& player, Critter@ npc, int val)
 Add some caps to the player.
void r_FlushScreen (Critter& cr, Critter@ tray)
 Flush the screen black and back.
void r_RemoveMoney (Critter& player, Critter@ npc, int val)
 Remove some caps from the player.
bool d_IsMoneyAvailable (Critter& player, Critter@ npc, int val)
 Check if the amount of money is available in all banks combined.
bool d_IsWearingArmor (Critter& player, Critter@ npc)
bool d_IsWearingScaryHelmet (Critter& player, Critter@ npc)
void r_RemoveWeapon (Critter& player, Critter@ tray)
 Remove the items the player has in Slot1 and 2.
void r_RemoveArmor (Critter& player, Critter@ tray)
 Drops armor to ground.
void r_Alert (Critter& player, Critter@ npc)
 Send messages to everyone that sees the player, ordering them to attack.
void r_TeleportToMap (Critter& player, Critter@ npc, int mappid, int entid)
 Teleport player to a map.
void r_TeleportToMapFollowers (Critter& player, Critter@ npc, int mappid, int entid)
void r_ClearInventory (Critter& player, Critter@ npc)
 Delete all items in player's inventory.
void r_RunAway (Critter& player, Critter@ npc)
void r_RunAway (Critter& player, Critter@ npc, int distance)
void r_RunAway (Critter& player, Critter@ npc, int minDistance, int maxDistance)

World related



bool d_CheckNight (Critter& player, Critter@ npc)
 Check if it's night in the world.
bool d_CheckDay (Critter& player, Critter@ npc)
 Check if it's day in the world.
bool d_CheckMorning (Critter& player, Critter@ npc)
 Check if it's morning in the world.
bool d_CheckAfternoon (Critter& player, Critter@ npc)
 Check if it's afternoon in the world.
bool d_CheckEvening (Critter& player, Critter@ npc)
 Check if it's evening in the world.
bool d_IsLocationVisible (Critter& player, Critter@ npc, int locationId)
 Check if a player can see a location.
bool d_IsLocationNotVisible (Critter& player, Critter@ npc, int locationId)
 Check if a player can not see a location.
void r_ShowLocation (Critter& player, Critter@ npc, int locationId)
 Show location to the player.
void r_RetireLocation (Critter& player, Critter@ npc)
 Mark the current location as autogarbage-ready.

Critter state



bool d_HpVeryLow (Critter& player, Critter@ npc)
 Check if player's current HP is under 25% of his maximum HP.
bool d_HpLow (Critter& player, Critter@ npc)
 Check if player's current HP is under 50% of his maximum HP.
bool d_HpAverage (Critter& player, Critter@ npc)
 Check if player's current HP is under 75% of his maximum HP.
bool d_HpHigh (Critter& player, Critter@ npc)
 Check if player's current HP is under 100% of his maximum HP.
bool d_NPCHpVeryLow (Critter& player, Critter@ npc)
 Check if NPC's current HP is under 25% of his maximum HP.
bool d_NPCHpLow (Critter& player, Critter@ npc)
 Check if NPC's current HP is under 50% of his maximum HP.
bool d_NPCHpAverage (Critter& player, Critter@ npc)
 Check if NPC's current HP is under 75% of his maximum HP.
bool d_NPCHpHigh (Critter& player, Critter@ npc)
 Check if NPC's current HP is under 100% of his maximum HP.
bool d_HealingMoney (Critter& player, Critter@ npc)
 Check if player has enough caps for healing.
bool d_IsToHeal (Critter& player, Critter@ npc)
 Check if player can be healed.
void r_DocHeal (Critter& player, Critter@ npc)
 Removes poision, radiation, heals limbs and returns HP to max.
void dlg_ShowHealingPrice (Critter& player, Critter@ npc, string@ text)
 Show how much healing costs.
bool d_IsAddict (Critter& player, Critter@ npc)
 Check if a player is addicted to anything.
bool d_IsNotAddict (Critter& player, Critter@ npc)
 Checks if player is not addicted to anything.
bool d_WeaponInHand (Critter& player, Critter@ npc)
 Checks if player have any weapon in active slot.
bool d_NoWeaponInHand (Critter& player, Critter@ npc)
 Checks if player DOESNT have any weapon in active slot.
bool d_ItemInHand (Critter& player, Critter@ npc, int pid)
 Checks if player have specified item in active slot.
void r_ToHeal (Critter& player, Critter@ npc)
 Heal HP to players' maximum.
void r_ToDead (Critter& player, Critter@ npc, int val)
 Kill the player with a given animation.
void r_KillNpc (Critter& player, Critter@ npc, int val)
 Kills the NPC, player is the killer.
void r_NinjaKillNpc (Critter& player, Critter@ npc, int val)
 Kills the NPC, no one is the killer.
bool d_NpcOnMap (Critter& player, Critter@ npc, int mappid)
 Checks whether npc is on a map with given protoid.
bool d_NpcInLocation (Critter& player, Critter@ npc, int locpid)
 Checks whether npc is in location with given protoid.
void r_Irradiate (Critter& player, Critter@ npc, int val)
 Irradiate or de-radiate the player.
#define HEALING_PRICE

Stat checks and random rolls



uint r_JumpToRandomNode (Critter& player, Critter@ npc, int min, int max, int multiplier)
 Jump to a node between min and max nodes.
uint r_JumpToRandomNode (Critter& player, Critter@ npc, int min, int max)
 Jump to a node between min and max nodes.
uint r_NodeChancePercent (Critter& player, Critter@ npc, int chance, int node)
uint r_NodeChancePercent (Critter& player, Critter@ npc, int chance, int nodeOK, int nodeFAIL)
bool d_Random (Critter& player, Critter@ npc, int n)
 Make a random dice roll which is true only if 1==n.
bool d_RandomPercent (Critter& player, Critter@ npc, int chance)
 Make a random roll which has a certain % chance of being true.
uint r_Roll (Critter& player, Critter@ npc, int from, int to, int need, int jump)
uint r_SkillRoll (Critter& player, Critter@ npc, int skill, int successnode)
 Does a roll for skill, then redirects the dialog in case of success.
uint r_SkillRoll (Critter& player, Critter@ npc, int skill, int bonus, int successnode)
 Does a roll for skill with specified skill bonus, then redirects the dialog in case of success.
uint r_StatRoll (Critter& player, Critter@ npc, int stat, int successnode)
 Does a roll for stat, then redirects the dialog in case of success.
uint r_StatRoll (Critter& player, Critter@ npc, int stat, int bonus, int successnode)
 Does aroll for stat with specified stat bonus, then redirects the dialog in case of success.

Special



void r_ReceiveDayPass (Critter& player, Critter@ npc)
 Add Vault City daypass to player.
bool d_HasValidDayPass (Critter& player, Critter@ npc)
 Check if player has a valid Vault City daypass.
bool d_LillyCheckQuest (Critter& player, Critter@ npc, int val)
bool d_VCCheckLK (Critter& player, Critter@ npc, int val)
void r_TransferItemsToContainer (Critter& player, Critter@ npc, int mappid, int entid, int contpid, int itemtypes)
void r_TransferItemsFromContainer (Critter& player, Critter@ npc, int mappid, int entid, int contpid)
void r_AddExpTeam (Critter& player, Critter@ npc, int val)
void r_PlaySound (Critter& player, Critter@ npc, int val)
void r_GunRunnerInsult (Critter& player, Critter@ npc)
void r_DogsQuestReward (Critter& player, Critter@ npc)
void r_SpawnInRandomContainer (Critter& player, Critter@ npc, int mapPid, int itemPid)
 Places item in random container on map with given pid.
void test_SpawnInRandomContainer (Critter& cr, int p0, int p1, int p2)

Quest timeouts



bool d_QuestTimeoutReady (Critter& player, Critter@ npc)
 Checks timeout for given npc, in order to check if some repeatable quest can be given again.
bool d_QuestTimeoutNotReady (Critter& player, Critter@ npc)
 Checks timeout for given npc, in order to check if some repeatable quest can NOT be given again.
void r_QuestTimeout (Critter& player, Critter@ npc, int timeout)
 Assignes timeout for given npc so he will remember that player made some quest for him lately.
bool d_CommonTimeoutReady (Critter& player, Critter@ npc)
 Checks timeout for given npc, in order to check if some repeatable quest can be given again.
bool d_CommonTimeoutNotReady (Critter& player, Critter@ npc)
 Checks timeout for given npc, in order to check if some repeatable quest can NOT be given again.
void r_CommonTimeout (Critter& player, Critter@ npc, int timeout)
 Assignes timeout for given npc so he will remember that player made some quest for him lately.

Holodisks



bool d_HasHolodisk (Critter& player, Critter@ npc, int val)
 Checks if the player has holodisk containing specific information.
bool d_HasHoloInfo (Critter& player, Critter@ npc, int val)
 Checks if the player has specific holodisk information stored in pipboy.
void r_GiveHolodisk (Critter& player, Critter@ npc, int val)
 Gives the player a holodisk containing specific information.

Professions



bool d_CheckProfession (Critter& player, Critter@ npc, int val)
bool CheckProfession (Critter& player, int prof, int currentLevel)
bool d_CheckArmorer0 (Critter& player, Critter@ npc, int val)
bool d_CheckArmorer1 (Critter& player, Critter@ npc, int val)
bool d_CheckArmorer2 (Critter& player, Critter@ npc, int val)
bool d_CheckGunsmithS0 (Critter& player, Critter@ npc, int val)
bool d_CheckGunsmithS1 (Critter& player, Critter@ npc, int val)
bool d_CheckGunsmithS2 (Critter& player, Critter@ npc, int val)
bool d_CheckGunsmithB0 (Critter& player, Critter@ npc, int val)
bool d_CheckGunsmithB1 (Critter& player, Critter@ npc, int val)
bool d_CheckGunsmithB2 (Critter& player, Critter@ npc, int val)
bool d_CheckEnergyExpert0 (Critter& player, Critter@ npc, int val)
bool d_CheckEnergyExpert1 (Critter& player, Critter@ npc, int val)
bool d_CheckEnergyExpert2 (Critter& player, Critter@ npc, int val)
bool d_CheckDemolitionExpert0 (Critter& player, Critter@ npc, int val)
bool d_CheckDemolitionExpert1 (Critter& player, Critter@ npc, int val)
bool d_CheckDoctor0 (Critter& player, Critter@ npc, int val)
bool d_CheckDoctor1 (Critter& player, Critter@ npc, int val)
bool d_CheckDoctor2 (Critter& player, Critter@ npc, int val)

Factions



bool d_IsLowerRankThan (Critter& player, Critter@ npc, int rank)
 Checks if player's rank in his/her faction is lower than value that is passed from dialog.
bool d_IsHigherRankThan (Critter& player, Critter@, int rank)
 Checks if players' rank in his/her faction is higher than given value.
bool d_HasFactionBase (Critter& player, Critter@ npc)
bool d_IsLeader (Critter& player, Critter@ npc)
 Checks if the player is a leader of some faction.
bool d_IsMember (Critter& player, Critter@ npc)
 Checks if the player is member of the same faction as npc.
bool d_IsNotMember (Critter& player, Critter@ npc)
 Checks if player is not member of the npc's faction.
bool d_IsMemberOf (Critter& player, Critter@ npc, int group)
 Checks if the player is member of faction given by the parameter.
bool d_IsNotMemberOf (Critter& player, Critter@ npc, int group)
 Checks if player is not a member of faction given by the parameter.
bool d_IsMemberOfSomeFaction (Critter& player, Critter@ npc)
 Checks if the player is member of some faction.
bool d_NotMemberOfAnyFaction (Critter& player, Critter@ npc)
 Checks if player isn't member of any faction.
bool d_IsGangMember (Critter& player, Critter@ npc)
 Checks if player is member of gang (playerdriven faction).
bool d_BigFactionMember (Critter& player, Critter@ npc)
 Checks whether given player is the member of one of the "big" (NPC) factions.
void r_AddMember (Critter& initiate, Critter@ recruiter)
 Adds the critter (player I assume) as a faction member.
void r_JoinFaction (Critter& player, Critter@ npc, int val)
 Works very much like r_AddMember, the main difference is that faction that the critter should join is specified in the val parameter instead of being taking from NPC faction.
void r_AddLeader (Critter& initiate, Critter@ recruiter)
 Adds the player as a faction member and leader.
void r_AddFactionPoints (Critter& player, Critter@ npc, int faction, int val)
 Adds a number to the player's faction points.
void dlg_ShowFaction (Critter& player, Critter@ npc, string@ text)
 Shows the faction the player is member of.
void dlg_DisplayFactionPoints (Critter& player, Critter@ npc, string@ text)
 Shows the player's faction points.
bool d_IsDisguised (Critter& player, Critter@ npc)
 Checks if the player is disguised as member of the same faction as npc.
bool d_IsNotDisguised (Critter& player, Critter@ npc)
 Checks if the player is not disguised as member of the same faction as npc.

Reputations



void r_AddReputation (Critter& player, Critter@ npc, int index, int val, int cap)
 Increase the reputation of the player up to the certain level.
void r_SubReputation (Critter& player, Critter@ npc, int index, int val, int cap)
 Decrease the reputation of the player down to the certain level.
void r_AddReputationDogtags (Critter& player, Critter@ npc, int index, int count)
void r_ApplyReputationModifiers (Critter& player, Critter@ npc, int index, int num, int den)
void r_ApplyReputationModifiers (Critter& player, Critter@ npc, int num, int den)
void r_AddReputation (Critter& player, Critter@ npc, int val, int cap)
 Increase the reputation of the player in respect of npc's faction up to the certain level.
void r_SubReputation (Critter& player, Critter@ npc, int val, int cap)
 Decrease the reputation of the player in respect of npc's faction down to the certain level.
void r_AddReputation (Critter& player, Critter@ npc, int val)
 Increase the reputation of the player in respect of npc's faction.
void r_SubReputation (Critter& player, Critter@ npc, int val)
 Decrease the reputation of the player in respect of npc's faction.

Define Documentation

#define HEALING_PRICE
Value:
# (player)                                                                                                                                     \
    (                                                                                                                                              \
        ((player.Param[ST_MAX_LIFE] - player.Param[ST_CURRENT_HP]) * 2) +                                                                          \
        ((player.Param[DAMAGE_LEFT_ARM] + player.Param[DAMAGE_RIGHT_ARM] + player.Param[DAMAGE_LEFT_LEG] + player.Param[DAMAGE_RIGHT_LEG]) * 40) + \
        (player.Param[DAMAGE_EYE] * 50) +                                                                                                          \
        (player.Param[ST_RADIATION_LEVEL] + (player.Param[ST_RADIATION_LEVEL] > 0 ? 100 : 0)) +                                                    \
        (player.Param[ST_POISONING_LEVEL] * 3)                                                                                                     \
    )

Function Documentation

import void AffectRadiation ( Critter cr,
int  value 
)
import void DropPoison ( Critter cr  ) 
import void DropRadiation ( Critter cr  ) 
import void FlushScreen ( Critter cr,
bool  fadeOut,
uint  timeMs 
)
import void PlaySound ( Critter cr,
string soundName 
)
import int stringReplaceText ( string s,
string f,
string t 
)
bool d_IsLocationOwner ( Critter player,
Critter npc 
)

Check if the player is the owner of the currently occupied location.

bool d_IsNotLocationOwner ( Critter player,
Critter npc 
)

Check if the player is not the owner of the currently occupied location.

bool d_IsBusy ( Critter player,
Critter npc 
)

Check if a player is already talking to the NPC.

void r_AddMoney ( Critter player,
Critter npc,
int  val 
)

Add some caps to the player.

This is the prefered method to add caps, instead of doing it manually in dialog editor.

Parameters:
val Amount of money to add
void r_FlushScreen ( Critter cr,
Critter tray 
)

Flush the screen black and back.

void r_RemoveMoney ( Critter player,
Critter npc,
int  val 
)

Remove some caps from the player.

This is the prefered method to remove caps, instead of doing it manually in dialog editor.

Parameters:
val Amount of money to subtract
bool d_IsMoneyAvailable ( Critter player,
Critter npc,
int  val 
)

Check if the amount of money is available in all banks combined.

Parameters:
val The given amount.
bool d_IsWearingArmor ( Critter player,
Critter npc 
)
bool d_IsWearingScaryHelmet ( Critter player,
Critter npc 
)
void r_RemoveWeapon ( Critter player,
Critter tray 
)

Remove the items the player has in Slot1 and 2.

1 drops to ground, 2 goes to inv.

void r_RemoveArmor ( Critter player,
Critter tray 
)

Drops armor to ground.

void r_Alert ( Critter player,
Critter npc 
)

Send messages to everyone that sees the player, ordering them to attack.

void r_TeleportToMap ( Critter player,
Critter npc,
int  mappid,
int  entid 
)

Teleport player to a map.

Parameters:
mappid PID of map to teleport to
entid Entire id on map, 0 is default entry point.
void r_TeleportToMapFollowers ( Critter player,
Critter npc,
int  mappid,
int  entid 
)
void r_ClearInventory ( Critter player,
Critter npc 
)

Delete all items in player's inventory.

void r_RunAway ( Critter player,
Critter npc 
)
void r_RunAway ( Critter player,
Critter npc,
int  distance 
)
void r_RunAway ( Critter player,
Critter npc,
int  minDistance,
int  maxDistance 
)
bool d_CheckNight ( Critter player,
Critter npc 
)

Check if it's night in the world.

Night is defined as 22:00-06:59.

bool d_CheckDay ( Critter player,
Critter npc 
)

Check if it's day in the world.

Day is defined as 07:00-21:59.

bool d_CheckMorning ( Critter player,
Critter npc 
)

Check if it's morning in the world.

Morning is defined as 07:00-11:59.

bool d_CheckAfternoon ( Critter player,
Critter npc 
)

Check if it's afternoon in the world.

Afternoon is defined as 12:00-17:59.

bool d_CheckEvening ( Critter player,
Critter npc 
)

Check if it's evening in the world.

Evening is defined as 18:00-21:59.

bool d_IsLocationVisible ( Critter player,
Critter npc,
int  locationId 
)

Check if a player can see a location.

Parameters:
locationId Unique id of the location.
bool d_IsLocationNotVisible ( Critter player,
Critter npc,
int  locationId 
)

Check if a player can not see a location.

Parameters:
locationId Unique id of the location.
void r_ShowLocation ( Critter player,
Critter npc,
int  locationId 
)

Show location to the player.

Parameters:
locationId Unique id of the location.
void r_RetireLocation ( Critter player,
Critter npc 
)

Mark the current location as autogarbage-ready.

bool d_HpVeryLow ( Critter player,
Critter npc 
)

Check if player's current HP is under 25% of his maximum HP.

bool d_HpLow ( Critter player,
Critter npc 
)

Check if player's current HP is under 50% of his maximum HP.

bool d_HpAverage ( Critter player,
Critter npc 
)

Check if player's current HP is under 75% of his maximum HP.

bool d_HpHigh ( Critter player,
Critter npc 
)

Check if player's current HP is under 100% of his maximum HP.

bool d_NPCHpVeryLow ( Critter player,
Critter npc 
)

Check if NPC's current HP is under 25% of his maximum HP.

bool d_NPCHpLow ( Critter player,
Critter npc 
)

Check if NPC's current HP is under 50% of his maximum HP.

bool d_NPCHpAverage ( Critter player,
Critter npc 
)

Check if NPC's current HP is under 75% of his maximum HP.

bool d_NPCHpHigh ( Critter player,
Critter npc 
)

Check if NPC's current HP is under 100% of his maximum HP.

bool d_HealingMoney ( Critter player,
Critter npc 
)

Check if player has enough caps for healing.

bool d_IsToHeal ( Critter player,
Critter npc 
)

Check if player can be healed.

void r_DocHeal ( Critter player,
Critter npc 
)

Removes poision, radiation, heals limbs and returns HP to max.

void dlg_ShowHealingPrice ( Critter player,
Critter npc,
string text 
)

Show how much healing costs.

price@ is used.

bool d_IsAddict ( Critter player,
Critter npc 
)

Check if a player is addicted to anything.

This includes: Nuka Cola, Buffout, Mentats, Psycho, Radaway, Jet or Tragic (the card game).

bool d_IsNotAddict ( Critter player,
Critter npc 
)

Checks if player is not addicted to anything.

See also:
d_IsAddict
bool d_WeaponInHand ( Critter player,
Critter npc 
)

Checks if player have any weapon in active slot.

bool d_NoWeaponInHand ( Critter player,
Critter npc 
)

Checks if player DOESNT have any weapon in active slot.

bool d_ItemInHand ( Critter player,
Critter npc,
int  pid 
)

Checks if player have specified item in active slot.

void r_ToHeal ( Critter player,
Critter npc 
)

Heal HP to players' maximum.

void r_ToDead ( Critter player,
Critter npc,
int  val 
)

Kill the player with a given animation.

Parameters:
val Animation number
void r_KillNpc ( Critter player,
Critter npc,
int  val 
)

Kills the NPC, player is the killer.

Parameters:
val Death animation number
void r_NinjaKillNpc ( Critter player,
Critter npc,
int  val 
)

Kills the NPC, no one is the killer.

Parameters:
val Death animation number
bool d_NpcOnMap ( Critter player,
Critter npc,
int  mappid 
)

Checks whether npc is on a map with given protoid.

bool d_NpcInLocation ( Critter player,
Critter npc,
int  locpid 
)

Checks whether npc is in location with given protoid.

void r_Irradiate ( Critter player,
Critter npc,
int  val 
)

Irradiate or de-radiate the player.

Parameters:
val Amount of radiation to receive (negative value will result in radiation decrease)
uint r_JumpToRandomNode ( Critter player,
Critter npc,
int  min,
int  max,
int  multiplier 
)

Jump to a node between min and max nodes.

Parameters:
min Minimum node.
max Maximum node.
multiplier Multiplier. If multiplier is 10 and minimum node is 1 and maximum node is 5, then 10,20,30,40,50 are nodes that can be randomized
uint r_JumpToRandomNode ( Critter player,
Critter npc,
int  min,
int  max 
)

Jump to a node between min and max nodes.

Parameters:
min Minimum node.
max Maximum node.
uint r_NodeChancePercent ( Critter player,
Critter npc,
int  chance,
int  node 
)
uint r_NodeChancePercent ( Critter player,
Critter npc,
int  chance,
int  nodeOK,
int  nodeFAIL 
)
bool d_Random ( Critter player,
Critter npc,
int  n 
)

Make a random dice roll which is true only if 1==n.

Parameters:
n As in the function description. n is the input value you provide Some example of chances when providing different values: 1 - Always true. 2 - Will be true in 50% of cases 5 - Will be true in 20% of cases.
bool d_RandomPercent ( Critter player,
Critter npc,
int  chance 
)

Make a random roll which has a certain % chance of being true.

Parameters:
chance A number between 0 and 100.
uint r_Roll ( Critter player,
Critter npc,
int  from,
int  to,
int  need,
int  jump 
)
uint r_SkillRoll ( Critter player,
Critter npc,
int  skill,
int  successnode 
)

Does a roll for skill, then redirects the dialog in case of success.

Parameters:
skill Skill to be checked
successnode Node to redirect to in case of success
uint r_SkillRoll ( Critter player,
Critter npc,
int  skill,
int  bonus,
int  successnode 
)

Does a roll for skill with specified skill bonus, then redirects the dialog in case of success.

Parameters:
skill Skill to be checked
skillbonus Bonus to the checked skill
successnode Node to redirect to in case of success
uint r_StatRoll ( Critter player,
Critter npc,
int  stat,
int  successnode 
)

Does a roll for stat, then redirects the dialog in case of success.

Parameters:
stat Stat to be checked
successnode Node to redirect to in case of success
uint r_StatRoll ( Critter player,
Critter npc,
int  stat,
int  bonus,
int  successnode 
)

Does aroll for stat with specified stat bonus, then redirects the dialog in case of success.

Parameters:
stat Stat to be checked
statbonus Bonus to the checked stat
successnode Node to redirect to in case of success
void r_ReceiveDayPass ( Critter player,
Critter npc 
)

Add Vault City daypass to player.

bool d_HasValidDayPass ( Critter player,
Critter npc 
)

Check if player has a valid Vault City daypass.

bool d_LillyCheckQuest ( Critter player,
Critter npc,
int  val 
)
bool d_VCCheckLK ( Critter player,
Critter npc,
int  val 
)
void r_TransferItemsToContainer ( Critter player,
Critter npc,
int  mappid,
int  entid,
int  contpid,
int  itemtypes 
)
void r_TransferItemsFromContainer ( Critter player,
Critter npc,
int  mappid,
int  entid,
int  contpid 
)
void r_AddExpTeam ( Critter player,
Critter npc,
int  val 
)
void r_PlaySound ( Critter player,
Critter npc,
int  val 
)
void r_GunRunnerInsult ( Critter player,
Critter npc 
)
void r_DogsQuestReward ( Critter player,
Critter npc 
)
void r_SpawnInRandomContainer ( Critter player,
Critter npc,
int  mapPid,
int  itemPid 
)

Places item in random container on map with given pid.

Parameters:
mapPid PID of map to spawn the item in (MAPS.TXT) - Val1.
itemPid PID of item to be spawned - Val2.
Remarks:
Since it uses GetMapByPid with skipCount 0, it takes first map with given pid.
void test_SpawnInRandomContainer ( Critter cr,
int  p0,
int  p1,
int  p2 
)
bool d_QuestTimeoutReady ( Critter player,
Critter npc 
)

Checks timeout for given npc, in order to check if some repeatable quest can be given again.

It works per npc-player, so you can't make it for each quest. But it's simplier that way.

Returns:
true - quest can be given, false - need to wait
bool d_QuestTimeoutNotReady ( Critter player,
Critter npc 
)

Checks timeout for given npc, in order to check if some repeatable quest can NOT be given again.

It works per npc-player, so you can't make it for each quest. But it's simplier that way.

Returns:
true - quest cannot be given, false - quest is available
void r_QuestTimeout ( Critter player,
Critter npc,
int  timeout 
)

Assignes timeout for given npc so he will remember that player made some quest for him lately.

Parameters:
timeout Quest timeout in ingame hours
bool d_CommonTimeoutReady ( Critter player,
Critter npc 
)

Checks timeout for given npc, in order to check if some repeatable quest can be given again.

It works per npc, so you can't make it for each quest. But it's simplier that way.

Returns:
true - quest can be given, false - need to wait
bool d_CommonTimeoutNotReady ( Critter player,
Critter npc 
)

Checks timeout for given npc, in order to check if some repeatable quest can NOT be given again.

It works per npc, so you can't make it for each quest. But it's simplier that way.

Returns:
true - quest cannot be given, false - quest is available
void r_CommonTimeout ( Critter player,
Critter npc,
int  timeout 
)

Assignes timeout for given npc so he will remember that player made some quest for him lately.

Parameters:
timeout Quest timeout in ingame hours
bool d_HasHolodisk ( Critter player,
Critter npc,
int  val 
)

Checks if the player has holodisk containing specific information.

Parameters:
val Number of holodisk information
bool d_HasHoloInfo ( Critter player,
Critter npc,
int  val 
)

Checks if the player has specific holodisk information stored in pipboy.

Parameters:
val Number of holodisk information
void r_GiveHolodisk ( Critter player,
Critter npc,
int  val 
)

Gives the player a holodisk containing specific information.

Parameters:
val Number of holodisk information
bool d_CheckProfession ( Critter player,
Critter npc,
int  val 
)
bool CheckProfession ( Critter player,
int  prof,
int  currentLevel 
)
bool d_CheckArmorer0 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckArmorer1 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckArmorer2 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckGunsmithS0 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckGunsmithS1 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckGunsmithS2 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckGunsmithB0 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckGunsmithB1 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckGunsmithB2 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckEnergyExpert0 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckEnergyExpert1 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckEnergyExpert2 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckDemolitionExpert0 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckDemolitionExpert1 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckDoctor0 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckDoctor1 ( Critter player,
Critter npc,
int  val 
)
bool d_CheckDoctor2 ( Critter player,
Critter npc,
int  val 
)
bool d_IsLowerRankThan ( Critter player,
Critter npc,
int  rank 
)

Checks if player's rank in his/her faction is lower than value that is passed from dialog.

bool d_IsHigherRankThan ( Critter player,
Critter ,
int  rank 
)

Checks if players' rank in his/her faction is higher than given value.

bool d_HasFactionBase ( Critter player,
Critter npc 
)
bool d_IsLeader ( Critter player,
Critter npc 
)

Checks if the player is a leader of some faction.

bool d_IsMember ( Critter player,
Critter npc 
)

Checks if the player is member of the same faction as npc.

bool d_IsNotMember ( Critter player,
Critter npc 
)

Checks if player is not member of the npc's faction.

bool d_IsMemberOf ( Critter player,
Critter npc,
int  group 
)

Checks if the player is member of faction given by the parameter.

Parameters:
group The faction's id
bool d_IsNotMemberOf ( Critter player,
Critter npc,
int  group 
)

Checks if player is not a member of faction given by the parameter.

Parameters:
group The faction's id
bool d_IsMemberOfSomeFaction ( Critter player,
Critter npc 
)

Checks if the player is member of some faction.

bool d_NotMemberOfAnyFaction ( Critter player,
Critter npc 
)

Checks if player isn't member of any faction.

bool d_IsGangMember ( Critter player,
Critter npc 
)

Checks if player is member of gang (playerdriven faction).

bool d_BigFactionMember ( Critter player,
Critter npc 
)

Checks whether given player is the member of one of the "big" (NPC) factions.

void r_AddMember ( Critter initiate,
Critter recruiter 
)

Adds the critter (player I assume) as a faction member.

This bypass normal invitation procedure.

Remarks:
It uses recruiter faction LVAR to determine on which faction/DB to operate
void r_JoinFaction ( Critter player,
Critter npc,
int  val 
)

Works very much like r_AddMember, the main difference is that faction that the critter should join is specified in the val parameter instead of being taking from NPC faction.

void r_AddLeader ( Critter initiate,
Critter recruiter 
)

Adds the player as a faction member and leader.

Remarks:
it uses recruiter faction LVAR to determine on which faction/DB to operate
void r_AddFactionPoints ( Critter player,
Critter npc,
int  faction,
int  val 
)

Adds a number to the player's faction points.

Can be used to subtract the points by passing a negative value to add.

Parameters:
faction Number of the faction, must be one of the supported npc factions.
val Value to add.
void dlg_ShowFaction ( Critter player,
Critter npc,
string text 
)

Shows the faction the player is member of.

void dlg_DisplayFactionPoints ( Critter player,
Critter npc,
string text 
)

Shows the player's faction points.

bool d_IsDisguised ( Critter player,
Critter npc 
)

Checks if the player is disguised as member of the same faction as npc.

bool d_IsNotDisguised ( Critter player,
Critter npc 
)

Checks if the player is not disguised as member of the same faction as npc.

void r_AddReputation ( Critter player,
Critter npc,
int  index,
int  val,
int  cap 
)

Increase the reputation of the player up to the certain level.

Parameters:
index Index of the faction's reputation to change
val Number of reputation points
cap Maximum value to which the function can increase the reputation
void r_SubReputation ( Critter player,
Critter npc,
int  index,
int  val,
int  cap 
)

Decrease the reputation of the player down to the certain level.

Parameters:
index Index of the faction's reputation to change
val Number of reputation points
cap Minimum value to which the function can decrease the reputation
void r_AddReputationDogtags ( Critter player,
Critter npc,
int  index,
int  count 
)
void r_ApplyReputationModifiers ( Critter player,
Critter npc,
int  index,
int  num,
int  den 
)
void r_ApplyReputationModifiers ( Critter player,
Critter npc,
int  num,
int  den 
)
void r_AddReputation ( Critter player,
Critter npc,
int  val,
int  cap 
)

Increase the reputation of the player in respect of npc's faction up to the certain level.

Parameters:
val Number of reputation points
cap Maximum value to which the function can increase the reputation
void r_SubReputation ( Critter player,
Critter npc,
int  val,
int  cap 
)

Decrease the reputation of the player in respect of npc's faction down to the certain level.

Parameters:
val Number of reputation points
cap Minimum value to which the function can decrease the reputation
void r_AddReputation ( Critter player,
Critter npc,
int  val 
)

Increase the reputation of the player in respect of npc's faction.

Parameters:
val Number of reputation points
void r_SubReputation ( Critter player,
Critter npc,
int  val 
)

Decrease the reputation of the player in respect of npc's faction.

Parameters:
val Number of reputation points