Version 1
SubGoalCombiner SGC_AND
INITSECTION
KBSECTION
//==========================================================//
// //
// S T O R Y S C R I P T I N G W R A P P E R S //
// //
// Written by Matteo "Ameranth" T. (2017) //
//==========================================================//
//I've made an effort create wrappers for useful story script-only
//functionality that can be called from object scripts. This helps
//facilitate an easier joining of two script types when it is necessary.
//To use, simply add the relevant global variables to the calling
//the script, initialize them as parameters, and throw the desired
//event.
//REGION Return Event
//Because the raised event is unlikely to be handled before any
//subsequent script of the calling object is, a "return event"
//can be thrown after most of these events are completed. In the case
//that it is important to wait for completion, these may prove useful.
//Simply include and initialize %AMER_WRAP_PARAM_ReturnEvent within
//the calling script before throwing the desired event.
//It is not the responsibility of this script to clear this variable.
PROC
PROC_AMER_WRAP_Return((GUIDSTRING)_Caller)
AND
GetVarString(_Caller, "AMER_WRAP_PARAM_ReturnEvent", _ReturnEventID)
AND
_ReturnEventID != ""
THEN
SetStoryEvent(_Caller, _ReturnEventID);
//END_REGION
//REGION Override Maximum Source Points:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_OverrideMaxSourcePoints")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterOverrideMaxSourcePoints(_Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Ability:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddAbility")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Ability)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterAddAbility(_Target, _Ability, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Ability Point:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddAbilityPoint")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterAddAbilityPoint(_Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Ability:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RemoveAbility")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Ability)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterRemoveAbility(_Target, _Ability, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Lock Ability:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_LockAbility")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Ability)
THEN
CharacterLockAbility(_Target, _Ability);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlock Ability:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_UnlockAbility")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Ability)
THEN
CharacterUnlockAbility(_Target, _Ability);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Attribute:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddAttribute")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Attribute)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterAddAttribute(_Target, _Attribute, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Attribute Point:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddAttributePoint")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterAddAttributePoint(_Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Attribute:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RemoveAttribute")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Attribute)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterRemoveAttribute(_Target, _Attribute, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Talent:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddTalent")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Talent)
THEN
CharacterAddTalent(_Target, _Talent);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Talent Point:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddTalentPoint")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterAddTalentPoint(_Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Talent:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RemoveTalent")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Talent)
THEN
CharacterRemoveTalent(_Target, _Talent);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Freeze:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Freeze")
THEN
CharacterFreeze(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unfreeze:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Unfreeze")
THEN
CharacterUnfreeze(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Destroy Ghost:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Destroy Ghost")
THEN
DestroyGhost(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Disable Pyramid:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_DisablePyramid")
THEN
DisablePyramid(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Enable Pyramid:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_EnablePyramid")
THEN
EnablePyramid(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Foop:
//I have absolutely no clue what Foop is, but why not include it, right?
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Foop")
THEN
Foop(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_Foop")
THEN
Foop(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Poof:
//I have absolutely no clue what Poof is, but why not include it, right?
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Poof")
THEN
Poof(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_Poof")
THEN
Poof(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Get User Profile ID:
IF
StoryEvent(_GUID, "AMER_WRAP_GetUserProfileID")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _UserID)
AND
GetUserProfileID(_UserID, _ProfileID)
THEN
SetVarString((CHARACTERGUID)_GUID, "AMER_WRAP_OUT_STR", _ProfileID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Get User Name:
IF
StoryEvent(_GUID, "AMER_WRAP_GetUserName")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _UserID)
AND
GetUserName(_UserID, _UserName)
THEN
SetVarString((CHARACTERGUID)_GUID, "AMER_WRAP_OUT_STR", _UserName);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Get Character Display Name:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_GetCharacterDisplayName")
AND
CharacterGetDisplayName(_Target, _StringHandle, _StringRef)
THEN
SetVarString((CHARACTERGUID)_GUID, "AMER_WRAP_OUT_STR", _StringRef);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Item Set Known:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_ItemSetKnown")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Bool)
THEN
ItemSetKnown(_Target, _Bool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Lock Secret Region:
IF
StoryEvent(_GUID, "AMER_WRAP_LockSecretRegion")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_TRIGGUID", _Region)
THEN
LockSecretRegion((TRIGGERGUID)_Region);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlock Secret Region:
IF
StoryEvent(_GUID, "AMER_WRAP_UnlockSecretRegion")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_TRIGGUID", _Region)
THEN
UnlockSecretRegion((TRIGGERGUID)_Region);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Lock Waypoint:
IF
CharacterCharacterEvent(_GUID, _ForWho, "AMER_WRAP_LockWaypoint")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Waypoint)
THEN
LockWaypoint(_Waypoint, _ForWho);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlock Waypoint:
IF
CharacterCharacterEvent(_GUID, _ForWho, "AMER_WRAP_UnlockWaypoint")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Waypoint)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_TRIGGUID", _Trigger)
THEN
UnlockWaypoint(_Waypoint, (TRIGGERGUID)_Trigger, _ForWho);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Register Waypoint:
IF
CharacterItemEvent(_GUID, _Item, "AMER_WRAP_RegisterWaypoint")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Waypoint)
THEN
RegisterWaypoint(_Waypoint, _Item);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Open Waypoint UI:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_OpenWaypointUI")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _CurrentWaypoint)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Item)
THEN
OpenWaypointUI(_Target, _CurrentWaypoint, (ITEMGUID)_Item);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Make Player Active:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_MakePlayerActive")
THEN
MakePlayerActive(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Movie Play:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_MoviePlay")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
MoviePlay(_Target, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION New Hour:
IF
StoryEvent(_GUID, "AMER_WRAP_NewHour")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Hour)
THEN
NewHour(_Hour);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION End Combat:
IF
StoryEvent(_GUID, "AMER_WRAP_EndCombat")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _CombatID)
THEN
EndCombat(_CombatID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Reset Insults:
IF
CharacterCharacterEvent(_GUID, _Char1, "AMER_WRAP_ResetInsults")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Char2)
THEN
ResetInsults(_Char1, (CHARACTERGUID)_Char2);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Game Clock:
IF
StoryEvent(_GUID, "AMER_WRAP_SetGameClock")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Time)
THEN
SetGameClock(_Time);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Update Time:
IF
StoryEvent(_GUID, "AMER_WRAP_UpdateTime")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Time1)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _Time2)
THEN
UpdateTime(_Time1, _Time2); //Not sure of the distinction between the two variables here.
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Game End Movie:
IF
StoryEvent(_GUID, "AMER_WRAP_SetGameEndMovie")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _UserID)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Movie)
THEN
SetGameEndMovie(_UserID, _Movie);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Arena Result:
IF
StoryEvent(_GUID, "AMER_WRAP_ShowArenaResult")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _TeamID)
THEN
ShowArenaResult(_TeamID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Credits:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ShowCredits")
THEN
ShowCredits(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Game Over Menu:
IF
StoryEvent(_GUID, "AMER_WRAP_ShowGameOverMenu")
THEN
ShowGameOverMenu();
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Map Marker:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ShowMapMarker")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _MarkerID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ShowBool)
THEN
ShowMapMarker(_Target, _MarkerID, _ShowBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Notification:
IF
StoryEvent(_GUID, "AMER_WRAP_ShowNotification")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Text)
THEN
ShowNotification(_Text);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Display Text With Param:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_DisplayTextWithParam")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Text)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Param)
THEN
CharacterDisplayTextWithParam(_Target, _Text, _Param);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Shroud Render:
IF
StoryEvent(_GUID, "AMER_WRAP_ShroudRender")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _EnableBool)
THEN
ShroudRender(_EnableBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Start Voice Bark:
IF
CharacterCharacterEvent(_GUID, _Source, "AMER_WRAP_StartVoiceBark")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Bark)
THEN
StartVoiceBark(_Bark, _Source);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Phys Armor Percentage:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetPhysArmorPercentage")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Percentage)
THEN
CharacterSetArmorPercentage(_Target, _Percentage);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Magic Armor Percentage:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetMagicArmorPercentage")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Percentage)
THEN
CharacterSetMagicArmorPercentage(_Target, _Percentage);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlock Recipe:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_UnlockRecipe")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _RecipeID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ShowNotificationBool)
THEN
CharacterUnlockRecipe(_Target, _RecipeID, _ShowNotificationBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlock Journal Recipe:
IF
StoryEvent(_GUID, "AMER_WRAP_UnlockJournalRecipe")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _RecipeID)
THEN
UnlockJournalRecipe(_RecipeID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Tutorial:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ShowTutorial")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Text)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Category)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR3", _Title)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ControllerType)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _ModalType)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _Duration)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT4", _Priority)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT5", _Flags)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT6", _MinPlaytime)
THEN
ShowTutorial(_Target, _Text, _Category, _Title, _ControllerType, _ModalType, _Duration, _Priority, _Flags, _MinPlaytime);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Progress Achievement:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ProgressAchievement")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _AchievementID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Progress)
THEN
ProgressAchievement(_Target, _AchievementID, _Progress);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlock Achievement:
IF
StoryEvent(_GUID, "AMER_WRAP_UnlockAchievement")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _AchievementID)
THEN
UnlockAchievement(_AchievementID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Notify Game Progress:
IF
StoryEvent(_GUID, "AMER_WRAP_NotifyGameProgress")
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Progress)
THEN
NotifyGameProgress(_Progress);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Show Story Element UI:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ShowStoryElementUI")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Type)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Instance)
THEN
CharacterShowStoryElementUI(_Target, _Type, _Instance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Give Reward:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_GiveReward")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Treasure)
THEN
CharacterGiveReward(_Target, _Treasure);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Camera Distance Override:
IF
StoryEvent(_GUID, "AMER_WRAP_SetCameraDistanceOverride")
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Distance)
THEN
SetCameraDistanceOverride(_Distance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Play HUD Sound:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_PlayHUDSound")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Sound)
THEN
CharacterPlayHUDSound(_Target, _Sound);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Play Beam Effect:
IF
CharacterCharacterEvent(_GUID, _Source, "AMER_WRAP_PlayBeamEffect")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Target)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Effect)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _SourceBone)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR3", _TargetBone)
THEN
PlayBeamEffect(_Source, _Target, _Effect, _SourceBone, _TargetBone);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Play Loop Beam Effect:
//Disable because there is no call to set an INTEGER64 variable.
/*
IF
StoryEvent(_GUID, "AMER_WRAP_PlayLoopBeamEffect")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_GUID", _Source)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_GUID2", _Target)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Effect)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _SourceBone)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR3", _TargetBone)
THEN
PlayLoopBeamEffect(_Source, _Target, _Effect, _SourceBone, _TargetBone, _OUTHandle);
SetVarInteger(_GUID, "AMER_WRAP_OUT_INT64", _OUTHandle);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
*/
//END_REGION
//REGION Unconsume:
//Disabled because there is no query for INTEGER64 variables.
/*
IF
StoryEvent(_GUID, "AMER_WRAP_Unconsume")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_GUID", _Target)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT64", _Handle)
THEN
CharacterUnconsume((CHARACTERGUID)_Target, _Handle);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
*/
//END_REGION
//REGION Load Game:
IF
StoryEvent(_GUID, "AMER_WRAP_LoadGame")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _SaveName)
THEN
LoadGame(_SaveName);
//PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID); //Seems silly to throw a return event, as the game will be loading.
//END_REGION
//REGION AutoSave:
IF
StoryEvent(_GUID, "AMER_WRAP_AutoSave")
THEN
AutoSave();
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Open Custom Book UI:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_OpenCustomBookUI")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _BookName)
THEN
OpenCustomBookUI(_Target, _BookName);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Entry to Custom Book
IF
StoryEvent(_GUID, "AMER_WRAP_AddEntryToCustomBook")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Bookname)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Entryname)
THEN
AddEntryToCustomBook(_Bookname, _Entryname);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Entry from Custom Book
IF
StoryEvent(_GUID, "AMER_WRAP_RemoveEntryFromCustomBook")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Bookname)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Entryname)
THEN
RemoveEntryFromCustomBook(_Bookname, _Entryname);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Maximum Source Point Override:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RemoveMaxSourcePoints")
THEN
CharacterRemoveMaxSourcePointsOverride(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Reserve Polymorph Shape:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ReservePolymorphShape")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Race)
THEN
CharacterReservePolymorphShape(_Target, _Race);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Exploration Experience:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddExplorationExperience")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Act)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _ActPart)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _Gain)
THEN
CharacterAddExplorationExperience(_Target, _Act, _ActPart, _Gain);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Actual Experience:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddActualExperience")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _EXP)
THEN
PartyAddActualExperience(_Target, _EXP);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add To Player Character:
IF
CharacterCharacterEvent(_GUID, _Owner, "AMER_WRAP_AddToPlayerCharacter")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Slave)
THEN
CharacterAddToPlayerCharacter((CHARACTERGUID)_Slave, _Owner);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Can Trade:
IF
CharacterCharacterEvent(_GUID, _Trader, "AMER_WRAP_SetCanTrade")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Bool)
THEN
CharacterSetCanTrade(_Trader, _Bool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Activate Trade:
IF
CharacterCharacterEvent(_GUID, _Trader, "AMER_WRAP_ActivateTrade")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Customer)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _CanRepair)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _CanIdentify)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _CanSell)
THEN
ActivateTrade((CHARACTERGUID)_Customer, _Trader, _CanRepair, _CanIdentify, _CanSell);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Play Animation:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_PlayAnimation")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Animation)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Event)
THEN
PlayAnimation(_Target, _Animation, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_PlayAnimation")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Animation)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Event)
THEN
PlayAnimation(_Target, _Animation, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Has Dialog:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetHasDialog")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DialogID)
THEN
SetHasDialog(_Target, _DialogID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_SetHasDialog")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DialogID)
THEN
SetHasDialog(_Target, _DialogID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Start Dialog Internal:
IF
CharacterCharacterEvent(_GUID, _Speaker1, "AMER_WRAP_StartDialogInternal")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Dialog)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _MarkInteractiveBool)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Speaker2)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID2", _Speaker3)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID3", _Speaker4)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID4", _Speaker5)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID5", _Speaker6)
AND
StartDialog_Internal(_Dialog, _MarkInteractiveBool, _Speaker1, (CHARACTERGUID)_Speaker2, (CHARACTERGUID)_Speaker3, (CHARACTERGUID)_Speaker4, (CHARACTERGUID)_Speaker5, (CHARACTERGUID)_Speaker6, _OUTSuccess)
THEN
SetVarInteger(_GUID, "AMER_WRAP_OUT_INT", _OUTSuccess);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Start Party Dialog:
IF
CharacterCharacterEvent(_GUID, _Player1, "AMER_WRAP_StartPartyDialog")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Dialog)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DialogID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _NewDialogID)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_GUID", _Player2)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_GUID2", _Player3)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_GUID3", _Player4)
AND
DialogStartPartyDialog(_Dialog, _DialogID, _NewDialogID, _Player1, (CHARACTERGUID)_Player2, (CHARACTERGUID)_Player3, (CHARACTERGUID)_Player4, _OUTSuccess)
THEN
SetVarInteger(_GUID, "AMER_WRAP_OUT_INT", _OUTSuccess);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Resume Dialog:
IF
StoryEvent(_GUID, "AMER_WRAP_ResumeDialog")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DialogID)
THEN
DialogResume(_DialogID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Character To Party:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddToParty")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _PartyMember)
THEN
CharacterAddToParty(_Target, (CHARACTERGUID)_PartyMember);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Enable Waypoint Usage:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_EnableWaypointUsage")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Flag)
THEN
CharacterEnableWaypointUsage(_Target, _Flag);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Level Up To:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_LevelUpTo")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Level)
THEN
CharacterLevelUpTo(_Target, _Level);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Recruit Character:
IF
CharacterCharacterEvent(_GUID, _Slave, "AMER_WRAP_RecruitCharacter")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Owner)
THEN
CharacterRecruitCharacter(_Slave, (CHARACTERGUID)_Owner); //Unsure of the owner/slave ordering here.
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove From Player Character:
IF
CharacterCharacterEvent(_GUID, _Slave, "AMER_WRAP_RemoveFromPlayerCharacter")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Owner)
THEN
CharacterRemoveFromPlayerCharacter((CHARACTERGUID)_Owner, _Slave); //Unsure of the owner/slave ordering here.
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Force Synch:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetForceSynch")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Flag)
THEN
CharacterSetForceSynch(_Target, _Flag);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_SetForceSynch")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Flag)
THEN
ItemSetForceSynch(_Target, _Flag);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unlink Ghost:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_UnlinkGhost")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Ghost)
THEN
CharacterUnlinkGhost(_Target, (CHARACTERGUID)_Ghost);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Tension:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RemoveTension")
THEN
CharacterRemoveTension(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Clear Dialog Flag:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ClearDialogFlag")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FlagString)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DiagInstance)
THEN
ObjectClearDialogFlag(_Target, _FlagString, _DiagInstance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_ClearDialogFlag")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FlagString)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DiagInstance)
THEN
ObjectClearDialogFlag(_Target, _FlagString, _DiagInstance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Dialog Flag:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetDialogFlag")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FlagString)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DiagInstance)
THEN
ObjectSetDialogFlag(_Target, _FlagString, _DiagInstance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_SetDialogFlag")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FlagString)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DiagInstance)
THEN
ObjectSetDialogFlag(_Target, _FlagString, _DiagInstance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Share Flag:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ShareFlag")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FlagString)
THEN
ObjectShareFlag(_Target, _FlagString);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_ShareFlag")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FlagString)
THEN
ObjectShareFlag(_Target, _FlagString);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Camera Activate:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_CameraActivate")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Name) //Probably Camera Name.
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Time)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _HideUI)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _Smooth)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _HideShroud)
THEN
CameraActivate(_Target, _Name, _Time, _HideUI, _Smooth, _HideShroud);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Start Camera Spline:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_StartCameraSpline")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_SPLINEGUID", _Camera)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _FadeTime)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _UIVisible)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _Freeze)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _StartIndex)
THEN
StartCameraSpline((SPLINEGUID)_Camera, _Target, _FadeTime, _UIVisible, _Freeze, _StartIndex);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Stop Camera Spline:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_StopCameraSpline")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_SPLINEGUID", _Camera)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _UIVisible)
THEN
StopCameraSpline((SPLINEGUID)_Camera, _Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Music Play For Peer:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_MusicPlayForPeer")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
MusicPlayForPeer(_Target, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Music Play For Peer With Instrument:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_MusicPlayForPeerWithInstrument")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Target2)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
MusicPlayForPeerWithInstrument(_Target, (CHARACTERGUID)_Target2, _Event); //Unsure of the differentiation between targets here.
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Music Play General:
IF
StoryEvent(_GUID, "AMER_WRAP_MusicPlayGeneral")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
MusicPlayGeneral(_Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Music Play On Character:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_MusicPlayOnCharacter")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
MusicPlayOnCharacter(_Target, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Action Points:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddActionPoints")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
CharacterAddActionPoints(_Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Die Immediate:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_DieImmediate")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _GenerateTreasure)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _DeathType)
THEN
CharacterDieImmediate(_Target, _GenerateTreasure, _DeathType);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Jump To Turn:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_JumpToTurn")
THEN
JumpToTurn(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Reset Cooldowns:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ResetCooldowns")
THEN
CharacterResetCooldowns(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Resurrect Custom:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ResurrectCustom")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Animation)
THEN
CharacterResurrectCustom(_Target, _Animation);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Custom Name:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetCustomName")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Name)
THEN
CharacterSetCustomName(_Target, _Name);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Remove Summons:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RemoveSummons")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DieBool)
THEN
CharacterRemoveSummons(_Target, _DieBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Look At:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_LookAt")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _LookingChar)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _SnapBool)
THEN
CharacterLookAt((CHARACTERGUID)_LookingChar, _Target, _SnapBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_LookAt")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _LookingChar)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _SnapBool)
THEN
CharacterLookAt((CHARACTERGUID)_LookingChar, _Target, _SnapBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Attack:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Attack")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Attacker)
THEN
CharacterAttack((CHARACTERGUID)_Attacker, _Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_Attack")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Attacker)
THEN
CharacterAttack((CHARACTERGUID)_Attacker, _Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Unequip Item:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_UnequipItem")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Item)
THEN
CharacterUnequipItem(_Target, (ITEMGUID)_Item);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Generate Treasure:
IF
CharacterItemEvent(_GUID, _Item, "AMER_WRAP_GenerateTreasure")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Char)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Level)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Treasure)
THEN
GenerateTreasure(_Item, _Treasure, _Level, (CHARACTERGUID)_Char);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
StoryEvent(_GUID,"AMER_WRAP_GenerateTreasure")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Char)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Item)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Level)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Treasure)
THEN
GenerateTreasure((ITEMGUID)_Item, _Treasure, _Level, (CHARACTERGUID)_Char);
PROC_AMER_WRAP_Return((ITEMGUID)_GUID);
//END_REGION
//REGION Quest Receive Shared Update:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_QuestReceiveSharedUpdate")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _SourceChar)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Status)
THEN
QuestReceiveSharedUpdate((CHARACTERGUID)_SourceChar, _Target, _Quest, _Status);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Quest Update:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_QuestUpdate")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _Status)
THEN
QuestUpdate(_Target, _Quest, _Status);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Quest Add:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_QuestAdd")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
THEN
QuestAdd(_Target, _Quest);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Quest Close:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_QuestClose")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
THEN
QuestClose(_Target, _Quest);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Quest Archive:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_QuestArchive")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _DoArchive)
THEN
QuestArchive(_Target, _Quest, _DoArchive);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Secret:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddSecret")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
THEN
AddSecret(_Target, _Quest);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Quest Close All:
IF
StoryEvent(_GUID, "AMER_WRAP_QuestCloseAll")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Quest)
THEN
QuestCloseAll(_Quest);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Ignore Character Active Crimes
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_IgnoreCharacterActiveCrimes")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Player)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_STR", _Timer)
THEN
CharacterIgnoreCharacterActiveCrimes(_Target, (CHARACTERGUID)_Player, _Timer);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Crime Clear All:
IF
StoryEvent(_GUID, "AMER_WRAP_CrimeClearAll")
THEN
CrimeClearAll();
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Shutdown Crime System:
IF
StoryEvent(_GUID, "AMER_WRAP_ShutdownCrimeSystem")
THEN
ShutdownCrimeSystem();
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION User Rest:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_UserRest")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Consume)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Radius)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _MinSafeDistance)
THEN
UserRest(_Target, _Consume, _Radius, _MinSafeDistance);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Identify All:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_IdentifyAll")
THEN
ContainerIdentifyAll(_Target);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
StoryEvent(_GUID, "AMER_WRAP_IdentifyAll")
AND
ObjectIsItem(_GUID, 1)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Target)
THEN
ContainerIdentifyAll((ITEMGUID)_Target);
PROC_AMER_WRAP_Return((ITEMGUID)_GUID);
//END_REGION
//REGION Set Tag Price Modifier:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_SetTagPriceModifier")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Tag)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Modifier)
THEN
SetTagPriceModifier(_Target, _Tag, _Modifier);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Party Identify Price Modifier:
IF
CharacterCharacterEvent(_GUID, _Trader, "AMER_WRAP_SetPartyIdentifyModifier")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _PartyMember)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Modifier)
THEN
PartySetIdentifyPriceModifier(_Trader, (CHARACTERGUID)_PartyMember, _Modifier);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Party Repair Price Modifier:
IF
CharacterCharacterEvent(_GUID, _Trader, "AMER_WRAP_SetPartyRepairModifier")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _PartyMember)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Modifier)
THEN
PartySetRepairPriceModifier(_Trader, (CHARACTERGUID)_PartyMember, _Modifier);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Set Party Shop Price Modifier:
IF
CharacterCharacterEvent(_GUID, _Trader, "AMER_WRAP_SetPartyShopModifier")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _PartyMember)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Modifier)
THEN
PartySetShopPriceModifier(_Trader, (CHARACTERGUID)_PartyMember, _Modifier);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Transform Surface:
IF
CharacterCharacterEvent(_GUID, _Source, "AMER_WRAP_TransformSurface")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _TransType)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _TransLayer)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Radius)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _Lifetime)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Owner)
THEN
TransformSurface(_Source, _TransType, _TransLayer, _Radius, _Lifetime, (CHARACTERGUID)_Owner);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Source, "AMER_WRAP_TransformSurface")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _TransType)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _TransLayer)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Radius)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _Lifetime)
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Owner)
THEN
TransformSurface((ITEMGUID)_Source, _TransType, _TransLayer, _Radius, _Lifetime, (CHARACTERGUID)_Owner);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Transform Surface At Position:
IF
CharacterCharacterEvent(_GUID, _Owner, "AMER_WRAP_TransformSurfaceAtPosition")
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _X)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _Y)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT3", _Z)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _TransType)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _TransLayer)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT4", _Radius)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT5", _Lifetime)
THEN
TransformSurfaceAtPosition(_X, _Y, _Z, _TransType, _TransLayer, _Radius, _Lifetime, _Owner);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Create Puddle:
IF
CharacterCharacterEvent(_GUID, _Source, "AMER_WRAP_CreatePuddle")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _SurfaceType)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _CellAmountMin)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _CellAmountMax)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _GrowAmountMin)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT4", _GrowAmountMax)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _GrowTime)
THEN
CreatePuddle(_Source, _SurfaceType, _CellAmountMin, _CellAmountMax, _GrowAmountMin, _GrowAmountMax, _GrowTime);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Source, "AMER_WRAP_CreatePuddle")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _SurfaceType)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _CellAmountMin)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _CellAmountMax)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _GrowAmountMin)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT4", _GrowAmountMax)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _GrowTime)
THEN
CreatePuddle(_Source, _SurfaceType, _CellAmountMin, _CellAmountMax, _GrowAmountMin, _GrowAmountMax, _GrowTime);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Activate Persistent Level Template:
IF
StoryEvent(_GUID, "AMER_WRAP_ActivatePersistentLevelTemplate")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_TEMPLATEGUID", _Template)
THEN
ActivatePersistentLevelTemplate((LEVELTEMPLATEGUID)_Template);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Fire Osiris Events:
IF
StoryEvent(_GUID, "AMER_WRAP_FireOsirisEvents")
THEN
FireOsirisEvents();
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Notify Character Creation Finished:
IF
StoryEvent(_GUID, "AMER_WRAP_NotifyCharacterCreationFinished")
THEN
NotifyCharacterCreationFinished();
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Request Processed:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_RequestProcessed")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _RequestID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _Bool)
THEN
RequestProcessed(_Target, _RequestID, _Bool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Open Craft UI:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_OpenCraftUI")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Item)
THEN
OpenCraftUI(_Target, (ITEMGUID)_Item);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Close UI:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_CloseUI")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _UI)
THEN
CloseUI(_Target, _UI);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Fade To Black:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_FadeToBlack")
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Seconds)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ToBlackBool)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _FadeID)
THEN
FadeToBlack(_Target, _Seconds, _ToBlackBool, _FadeID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Ready Check Start:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ReadyCheckStart")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _ID)
THEN
ReadyCheckStart(_Target, _ID);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Apply Damage:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ApplyDamage")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Damage)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Type)
THEN
ApplyDamage(_Target, _Damage, _Type);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Transform:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_Transform")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Root)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ReplaceScripts)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _ReplaceScale)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _ReplaceStats)
THEN
Transform(_Target, _Root, _ReplaceScripts, _ReplaceScale, _ReplaceStats);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_Transform")
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Root)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ReplaceScripts)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _ReplaceScale)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT3", _ReplaceStats)
THEN
Transform(_Target, _Root, _ReplaceScripts, _ReplaceScale, _ReplaceStats);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Item To Inventory:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_ItemToInventory")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Item)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
ItemToInventory((ITEMGUID)_Item, _Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_ItemToInventory")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _Item)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
ItemToInventory((ITEMGUID)_Item, _Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Move All Items To:
IF
CharacterItemEvent(_GUID, _FromMe, "AMER_WRAP_MoveAllItemsTo")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _ToMe)
AND
_ToMe != NULL_00000000-0000-0000-0000-000000000000
THEN
MoveAllItemsTo(_FromMe, (ITEMGUID)_ToMe);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _FromMe, "AMER_WRAP_MoveAllItemsTo")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _ToMe)
AND
_ToMe != NULL_00000000-0000-0000-0000-000000000000
THEN
MoveAllItemsTo(_FromMe, (CHARACTERGUID)_ToMe);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterCharacterEvent(_GUID, _FromMe, "AMER_WRAP_MoveAllItemsTo")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_ITEMGUID", _ToMe)
AND
_ToMe != NULL_00000000-0000-0000-0000-000000000000
THEN
MoveAllItemsTo(_FromMe, (ITEMGUID)_ToMe);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterCharacterEvent(_GUID, _FromMe, "AMER_WRAP_MoveAllItemsTo")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _ToMe)
AND
_ToMe != NULL_00000000-0000-0000-0000-000000000000
THEN
MoveAllItemsTo(_FromMe, (CHARACTERGUID)_ToMe);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Move To And Talk:
IF
CharacterCharacterEvent(_GUID, _Speaker, "AMER_WRAP_MoveToAndTalk")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Target)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _DialogID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _AutomatedBool)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR2", _MoveID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _RunningBool)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Timeout)
THEN
CharacterMoveToAndTalk(_Speaker, (CHARACTERGUID)_Target, _DialogID, _AutomatedBool, _MoveID, _RunningBool, _Timeout);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Force Use Skill:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_UseSkill")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Source)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _SkillID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ResetCDBool)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _IgnoreHasSkillBool)
THEN
CharacterUseSkill((CHARACTERGUID)_Source, _SkillID, _Target, _ResetCDBool, _IgnoreHasSkillBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_UseSkill")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Source)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _SkillID)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _ResetCDBool)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT2", _IgnoreHasSkillBool)
THEN
CharacterUseSkill((CHARACTERGUID)_Source, _SkillID, _Target, _ResetCDBool, _IgnoreHasSkillBool);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Item Set Original Owner:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_SetOriginalOwner")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_CHARGUID", _Owner)
THEN
ItemSetOriginalOwner(_Target, (CHARACTERGUID)_Owner);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Add Gold:
IF
CharacterCharacterEvent(_GUID, _Target, "AMER_WRAP_AddGold")
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _Amount)
THEN
UserAddGold(_Target, _Amount);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Move Item To Position:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_MoveItemToPosition")
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _X)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _Y)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT3", _Z)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT4", _Speed)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT5", _Acceleration)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
ItemMoveToPosition(_Target, _X, _Y, _Z, _Speed, _Acceleration, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Move Item To Trigger:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_MoveItemToTrigger")
AND
GetVarObject(_GUID, "AMER_WRAP_PARAM_TRIGGUID", _Trigger)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Speed)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _Acceleration)
AND
GetVarInteger(_GUID, "AMER_WRAP_PARAM_INT", _UseRotation)
AND
GetVarString(_GUID, "AMER_WRAP_PARAM_STR", _Event)
THEN
ItemMoveToTrigger(_Target, (TRIGGERGUID)_Trigger, _Speed, _Acceleration, _UseRotation, _Event);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//REGION Rotate To Angle:
IF
CharacterItemEvent(_GUID, _Target, "AMER_WRAP_RotateToAngle")
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT", _Angle)
AND
GetVarFloat(_GUID, "AMER_WRAP_PARAM_FLOAT2", _Speed)
THEN
ItemRotateToAngleY(_Target, _Angle, _Speed);
PROC_AMER_WRAP_Return((CHARACTERGUID)_GUID);
//END_REGION
//==========================================================//
// //
// S T O R Y S C R I P T I N G W R A P P E R S //
// //
// Written by Matteo "Ameranth" T. (2017) //
//==========================================================//
EXITSECTION
ENDEXITSECTION
ParentTargetEdge "__Start"