//set labels to appropriate values and set flags for conversion type to be checked in calculation function private void setConverter(string inputLabel, string outputLabel, double conversionRate, convType type) { grpInput.Text = inputLabel; grpOutput.Text = outputLabel; this.conversionRate = conversionRate; if (type == convType.SIMPLE) { simpleConversion = true; celToFahr = false; fahrToCell = false; } else if (type == convType.CELTOFAHR) { simpleConversion = false; celToFahr = true; fahrToCell = false; } else { simpleConversion = false; celToFahr = false; fahrToCell = true; } }
/// <summary> /// Returns a script that either makes the player begin a explore or escort quest /// </summary> /// <param name="triggerHappens">Whether it is a escort or explore mission</param> /// <param name="convHappens">Whether it should be a escort or explore quest</param> /// <param name="actor">The actor that gives the conversation</param> /// <param name="trigger">The trigger that will mark the end of </param> /// <param name="Name">The name of the story node</param> /// <returns>The script functor</returns> private static NWN2ScriptFunctor EscortExplore(convType triggerHappens, convType convHappens, Actor actor, Actor trigger, String Name) { String tempStringName = ""; String tempStringValue = ""; NWN2ScriptFunctor EscortExploreFunctor = new NWN2ScriptFunctor(); if (triggerHappens != convType.None) { if (convHappens == convType.Escort) { tempStringName = "sCreatureToEscort"; tempStringValue = actor.Tag; } else if (convHappens == convType.Explore) { tempStringName = "sTriggerToFind"; tempStringValue = trigger.Tag; } if (tempStringName != "") { EscortExploreFunctor.Script = makeScript("ga_global_string"); // I add the parameters setParam(ref EscortExploreFunctor, 0, tempStringName); setParam(ref EscortExploreFunctor, 1, tempStringValue); } else { throw new Exception("There is something wrong in " + Name + " - go back and check its escort/explore values"); } } return EscortExploreFunctor; }