List of dialog module dialog functions. More...
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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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 HEALING_PRICE |
# (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) \ )
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 | |||
) |
Check if the player is the owner of the currently occupied location.
Check if the player is not the owner of the currently occupied location.
Add some caps to the player.
This is the prefered method to add caps, instead of doing it manually in dialog editor.
val | Amount of money to add |
Remove some caps from the player.
This is the prefered method to remove caps, instead of doing it manually in dialog editor.
val | Amount of money to subtract |
Check if the amount of money is available in all banks combined.
val | The given amount. |
Remove the items the player has in Slot1 and 2.
1 drops to ground, 2 goes to inv.
Send messages to everyone that sees the player, ordering them to attack.
Teleport player to a map.
mappid | PID of map to teleport to | |
entid | Entire id on map, 0 is default entry point. |
Check if it's night in the world.
Night is defined as 22:00-06:59.
Check if it's day in the world.
Day is defined as 07:00-21:59.
Check if it's morning in the world.
Morning is defined as 07:00-11:59.
Check if it's afternoon in the world.
Afternoon is defined as 12:00-17:59.
Check if it's evening in the world.
Evening is defined as 18:00-21:59.
Check if a player can see a location.
locationId | Unique id of the location. |
Check if a player can not see a location.
locationId | Unique id of the location. |
Show location to the player.
locationId | Unique id of the location. |
Mark the current location as autogarbage-ready.
Check if player's current HP is under 25% of his maximum HP.
Check if player's current HP is under 50% of his maximum HP.
Check if player's current HP is under 75% of his maximum HP.
Check if player's current HP is under 100% of his maximum HP.
Check if NPC's current HP is under 25% of his maximum HP.
Check if NPC's current HP is under 50% of his maximum HP.
Check if NPC's current HP is under 75% of his maximum HP.
Check if NPC's current HP is under 100% of his maximum HP.
Removes poision, radiation, heals limbs and returns HP to max.
Show how much healing costs.
price@ is used.
Check if a player is addicted to anything.
This includes: Nuka Cola, Buffout, Mentats, Psycho, Radaway, Jet or Tragic (the card game).
Checks if player is not addicted to anything.
Checks if player have any weapon in active slot.
Checks if player DOESNT have any weapon in active slot.
Checks if player have specified item in active slot.
Kill the player with a given animation.
val | Animation number |
Kills the NPC, player is the killer.
val | Death animation number |
Kills the NPC, no one is the killer.
val | Death animation number |
Checks whether npc is on a map with given protoid.
Checks whether npc is in location with given protoid.
Irradiate or de-radiate the player.
val | Amount of radiation to receive (negative value will result in radiation decrease) |
Jump to a node between min and max nodes.
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 |
Jump to a node between min and max nodes.
min | Minimum node. | |
max | Maximum node. |
Make a random dice roll which is true only if 1==n.
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. |
Make a random roll which has a certain % chance of being true.
chance | A number between 0 and 100. |
Does a roll for skill, then redirects the dialog in case of success.
skill | Skill to be checked | |
successnode | Node to redirect to in case of success |
Does a roll for skill with specified skill bonus, then redirects the dialog in case of success.
skill | Skill to be checked | |
skillbonus | Bonus to the checked skill | |
successnode | Node to redirect to in case of success |
Does a roll for stat, then redirects the dialog in case of success.
stat | Stat to be checked | |
successnode | Node to redirect to in case of success |
Does aroll for stat with specified stat bonus, then redirects the dialog in case of success.
stat | Stat to be checked | |
statbonus | Bonus to the checked stat | |
successnode | Node to redirect to in case of success |
Check if player has a valid Vault City daypass.
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 | |||
) |
Places item in random container on map with given pid.
mapPid | PID of map to spawn the item in (MAPS.TXT) - Val1. | |
itemPid | PID of item to be spawned - Val2. |
void test_SpawnInRandomContainer | ( | Critter& | cr, | |
int | p0, | |||
int | p1, | |||
int | p2 | |||
) |
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.
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.
Assignes timeout for given npc so he will remember that player made some quest for him lately.
timeout | Quest timeout in ingame hours |
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.
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.
Assignes timeout for given npc so he will remember that player made some quest for him lately.
timeout | Quest timeout in ingame hours |
Checks if the player has holodisk containing specific information.
val | Number of holodisk information |
Checks if the player has specific holodisk information stored in pipboy.
val | Number of holodisk information |
Gives the player a holodisk containing specific information.
val | Number of holodisk information |
bool CheckProfession | ( | Critter& | player, | |
int | prof, | |||
int | currentLevel | |||
) |
Checks if player's rank in his/her faction is lower than value that is passed from dialog.
Checks if players' rank in his/her faction is higher than given value.
Checks if the player is member of the same faction as npc.
Checks if player is not member of the npc's faction.
Checks if the player is member of faction given by the parameter.
group | The faction's id |
Checks if player is not a member of faction given by the parameter.
group | The faction's id |
Checks if the player is member of some faction.
Checks if player isn't member of any faction.
Checks if player is member of gang (playerdriven faction).
Checks whether given player is the member of one of the "big" (NPC) factions.
Adds the critter (player I assume) as a faction member.
This bypass normal invitation procedure.
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.
Adds the player as a faction member and leader.
Adds a number to the player's faction points.
Can be used to subtract the points by passing a negative value to add.
faction | Number of the faction, must be one of the supported npc factions. | |
val | Value to add. |
Shows the faction the player is member of.
Shows the player's faction points.
Checks if the player is disguised as member of the same faction as npc.
Checks if the player is not disguised as member of the same faction as npc.
Increase the reputation of the player up to the certain level.
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 |
Decrease the reputation of the player down to the certain level.
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 |
Increase the reputation of the player in respect of npc's faction up to the certain level.
val | Number of reputation points | |
cap | Maximum value to which the function can increase the reputation |
Decrease the reputation of the player in respect of npc's faction down to the certain level.
val | Number of reputation points | |
cap | Minimum value to which the function can decrease the reputation |
Increase the reputation of the player in respect of npc's faction.
val | Number of reputation points |