CScreenCreateChar Class¶
Overview¶
Note
The CScreenCreateChar class handles character generation
The structure used for this class is CScreenCreateChar
Quick Reference¶
Quick Ref |
void CScreenCreateChar::CScreenCreateChar() |
virtual void CScreenCreateChar::~CScreenCreateChar() |
int CScreenCreateChar::AbilityCountInEffectList(CGameSprite* pSprite, CString& sAbility) |
int CScreenCreateChar::AbilityExistsInEffectList(CGameSprite* pSprite, CString& sPrereq) |
void CScreenCreateChar::AcceptCharacter(int selectedDifficulty) |
void CScreenCreateChar::AddChosenSpellsToKnown(CGameSprite* pSprite) |
bool CScreenCreateChar::CanSpendProficiencySlots() |
void CScreenCreateChar::CancelCreateChar() |
virtual void CScreenCreateChar::CancelEngine() |
void CScreenCreateChar::CancelLevelUp() |
void CScreenCreateChar::CancelMemorizeSpells() |
int CScreenCreateChar::CheckAbilityEnabled(CGameSprite* pSprite, CAbilityData* pAbility) |
int CScreenCreateChar::CheckCompatibleEquipment(unsigned char nClass, unsigned char nActiveClass, unsigned char nInactiveClass, int bInactiveUsable, unsigned long baseFlags, unsigned long nSpecialist) |
int CScreenCreateChar::CheckCompatibleSlot(int nSlot, unsigned char nClass, unsigned char nActiveClass, unsigned char nInactiveClass, int bInactiveUsable, unsigned long baseFlags, unsigned long nSpecialist) |
void CScreenCreateChar::CheckDropEquipment() |
void CScreenCreateChar::CheckDropSlot(int nSlot) |
virtual int CScreenCreateChar::CheckMouseLButton() |
virtual int CScreenCreateChar::CheckMouseMove() |
virtual int CScreenCreateChar::CheckMouseRButton() |
virtual int CScreenCreateChar::CheckSystemKeyCapsLock() |
virtual int CScreenCreateChar::CheckSystemKeyCtrl() |
virtual int CScreenCreateChar::CheckSystemKeyShift() |
void CScreenCreateChar::CompleteCharacterAbilities(CGameSprite* pSprite) |
void CScreenCreateChar::CompleteCharacterClass(CGameSprite* pSprite) |
void CScreenCreateChar::CompleteCharacterHighLevelAbilities(CGameSprite* pSprite) |
void CScreenCreateChar::CompleteCharacterInitialise(CGameSprite* pSprite) |
void CScreenCreateChar::CompleteCharacterSkills(CGameSprite* pSprite) |
void CScreenCreateChar::CompleteCharacterSounds(CGameSprite* pSprite) |
void CScreenCreateChar::CompleteCharacterWrapup(CGameSprite* pSprite) |
int CScreenCreateChar::CountInSelectedList(CString& sAbility) |
void CScreenCreateChar::DecCurrentPortrait(CGameSprite* pSprite) |
void CScreenCreateChar::DeleteCharacter() |
virtual void CScreenCreateChar::EngineActivated() |
virtual void CScreenCreateChar::EngineDeactivated() |
virtual void CScreenCreateChar::EngineDestroyed() |
virtual void CScreenCreateChar::EngineGameInit() |
virtual void CScreenCreateChar::EngineGameUninit() |
virtual void CScreenCreateChar::EngineInitialized() |
int CScreenCreateChar::ExistsInSelectedList(CString& sAbility) |
virtual int CScreenCreateChar::GetCapsLockKey() |
int CScreenCreateChar::GetCharacterVersion(CAIObjectType* TypeAI, CDerivedStats* pDStats, CRuleTables& cRule) |
virtual int CScreenCreateChar::GetCtrlKey() |
CString CScreenCreateChar::GetCurrentPortrait(CGameSprite* pSprite, char size) |
virtual void __cdecl CScreenCreateChar::GetCurrentPortraitCallback(void* batton) = 0 |
int CScreenCreateChar::GetDualClassCount() |
virtual int CScreenCreateChar::GetEngineState() |
void CScreenCreateChar::GetImportableCharacters() |
virtual short CScreenCreateChar::GetNumVirtualKeys() |
virtual int CScreenCreateChar::GetShiftKey() |
int CScreenCreateChar::GetSpecialistBonusSpells(int level, CGameSprite* pSprite) |
int CScreenCreateChar::GetStoredSkill(unsigned char index) |
virtual CKeyInfo* CScreenCreateChar::GetVirtualKeys() |
virtual int* CScreenCreateChar::GetVirtualKeysFlags() |
void CScreenCreateChar::ImportCharacter(CString& sCharacter) |
void CScreenCreateChar::ImportGame(CString& sFileName) |
void CScreenCreateChar::ImportParty() |
void CScreenCreateChar::IncCurrentPortrait(CGameSprite* pSprite) |
void CScreenCreateChar::IncCustomSoundIndex() |
int CScreenCreateChar::IsAbilityRecallButtonClickable() |
int CScreenCreateChar::IsAdvancedButtonClickable() |
bool CScreenCreateChar::IsChargenComplete() |
int CScreenCreateChar::IsClearMemoryAbilities() |
int CScreenCreateChar::IsDoneButtonClickable(CGameSprite* pSprite) |
int CScreenCreateChar::IsHighLevelAbilitiesButtonClickable() |
bool CScreenCreateChar::IsMainBackButtonClickable() |
int CScreenCreateChar::IsThiefSkillPlusMinusButtonClickable() |
void CScreenCreateChar::LevelUp(CGameSprite* pSprite) |
int CScreenCreateChar::MageSchoolSpellsAvailable(unsigned char nSpellLevel, CGameSprite* pSprite) |
void CScreenCreateChar::MakeDualClass(CGameSprite* pSprite, unsigned char nNewClass) |
void CScreenCreateChar::MakeSingleClass(CGameSprite* pSprite) |
void CScreenCreateChar::OnAbilityPlusMinusButtonClick(int stat, bool plus) |
void CScreenCreateChar::OnAbilityReRollButtonClick() |
void CScreenCreateChar::OnAbilityRecallButtonClick() |
void CScreenCreateChar::OnAbilityStoreButtonClick() |
void CScreenCreateChar::OnAdvancedButtonClick() |
void CScreenCreateChar::OnAlignmentSelectButtonClick(int alignment) |
void CScreenCreateChar::OnBiographyButtonClick() |
void CScreenCreateChar::OnCancelButtonClick() |
void CScreenCreateChar::OnCharacterExportItemSelect(int nMarker) |
void CScreenCreateChar::OnCharacterImportItemSelect(int nMarker) |
void CScreenCreateChar::OnCheatyMcCheaterson() |
void CScreenCreateChar::OnClassSelectButtonClick(int classId) |
void CScreenCreateChar::OnDoneButtonClick() |
virtual void __cdecl CScreenCreateChar::OnDoneButtonClickCallback(void* batton) = 0 |
void CScreenCreateChar::OnGenderSelectButtonClick(int value) |
void CScreenCreateChar::OnHLAButtonClick(int HLA, int change) |
void CScreenCreateChar::OnHighLevelAbilitiesButtonClick() |
void CScreenCreateChar::OnImportCharacterButtonClick() |
void CScreenCreateChar::OnImportCharacterFileButtonClick() |
void CScreenCreateChar::OnImportSaveButtonClick() |
virtual void CScreenCreateChar::OnKeyDown(int nKeysFlags) |
void CScreenCreateChar::OnKitSelectButtonClick(int kitId) |
virtual void CScreenCreateChar::OnLButtonDblClk(CPoint cPoint) |
virtual void CScreenCreateChar::OnLButtonDown(CPoint cPoint) |
virtual void CScreenCreateChar::OnLButtonUp(CPoint cPoint) |
void CScreenCreateChar::OnLearnMageSpellButtonClick(int spell) |
void CScreenCreateChar::OnLevelUp(CGameSprite* pSprite, unsigned long nExperience) |
void CScreenCreateChar::OnMainBackButtonClick() |
void CScreenCreateChar::OnMainCancelButtonClick() |
void CScreenCreateChar::OnMemorizeMageSpellButtonClick(int spell, int amount) |
void CScreenCreateChar::OnMemorizePriestSpellButtonClick(int spell, int amount) |
void CScreenCreateChar::OnMenuButtonClick() |
virtual void CScreenCreateChar::OnMouseMove(CPoint cPoint) |
void CScreenCreateChar::OnPlayButtonClick() |
void CScreenCreateChar::OnPrerollCancelButtonClick() |
void CScreenCreateChar::OnPrerollCharacterPick(int nId) |
void CScreenCreateChar::OnProficiencyPlusMinusButtonClick(int id, bool plus) |
void CScreenCreateChar::OnRaceSelectButtonClick(int raceId) |
void CScreenCreateChar::OnRacialEnemySelectButtonClick(int enemy) |
virtual void CScreenCreateChar::OnRButtonDown(CPoint cPoint) |
virtual void CScreenCreateChar::OnRButtonUp(CPoint cPoint) |
void CScreenCreateChar::OnResetSkills(CGameSprite* pSprite) |
void CScreenCreateChar::OnSoundItemSelect(int nIndex) |
void CScreenCreateChar::OnThiefSkillPlusMinusButtonClick(int thiefSkillId, bool plus) |
void CScreenCreateChar::RecallMemoryAbilities(unsigned char& nSTR, unsigned char& nSTRExtra, unsigned char& nDEX, unsigned char& nCON, unsigned char& nINT, unsigned char& nWIS, unsigned char& nCHR, int& nExtra) |
void CScreenCreateChar::RemoveAbilities(CGameSprite* pSprite, int nNewClass, int bRemoveInnates) |
void CScreenCreateChar::RemoveItems(CGameSprite* pSprite) |
void CScreenCreateChar::RemoveSelectedAbility(unsigned char nButtonIndex) |
void CScreenCreateChar::ResetAbilities(CGameSprite* pSprite, int bForced) |
void CScreenCreateChar::ResetAbilitiesPanel(CGameSprite* pSprite) |
int CScreenCreateChar::ResetAbility(CGameSprite* pSprite, CString& sMin, CString& sMax, CString& sMod, unsigned char& nAbility, unsigned char& nMin, unsigned char& nMax) |
void CScreenCreateChar::ResetAlignmentPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetBiographyPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetChooseMagePanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetClassPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetCustomSoundsPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetDualClassChooseMagePanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetDualClassProficienciesPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetExportPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetGenderPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetHatedRacePanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetImportPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetLevelUpPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetMemorizeMagePanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetMemorizePriestPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetNamePanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetPrerollPanel() |
void CScreenCreateChar::ResetProficienciesPanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetRacePanel(CGameSprite* pSprite) |
void CScreenCreateChar::ResetSpellTables(CGameSprite* pSprite) |
void CScreenCreateChar::SetAbilityHelpInfo(int stat) |
virtual void CScreenCreateChar::SetSystemKeyCapsLock(int bValue) |
virtual void CScreenCreateChar::SetSystemKeyCtrl(unsigned char bValue) |
virtual void CScreenCreateChar::SetSystemKeyShift(int bValue) |
void CScreenCreateChar::ShowNextSpellScreen(CGameSprite* pSprite) |
void CScreenCreateChar::ShowPortraitPanel() |
void CScreenCreateChar::StartCreateChar(int nCharacterSlot, int nEngineState) |
void CScreenCreateChar::StartEditing(int nSprite, CScreenCreateCharStep nStep) |
void CScreenCreateChar::StopCreateChar() |
virtual void CScreenCreateChar::TimerAsynchronousUpdate() |
virtual void CScreenCreateChar::TimerSynchronousUpdate() |
void CScreenCreateChar::UpdateAbilitiesPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateAlignmentPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateCharacterList(CString luaVar) |
void CScreenCreateChar::UpdateChooseDualClassPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateChooseMagePanel(CGameSprite* pSprite) |
char* CScreenCreateChar::UpdateClass(CGameSprite* pSprite) |
char* CScreenCreateChar::UpdateClassEntry(CAIObjectType& TypeAI, CDerivedStats& DStats, unsigned long nSpecialist, unsigned char nActiveClass, unsigned char nInactiveClass, unsigned char nSubClass, unsigned long dwFlags) |
void CScreenCreateChar::UpdateClassPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateHatedRacePanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateHighLevelAbilitiesPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateKitPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateMainPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateMemorizeMagePanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateMemorizePriestPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateNamePanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateProficienciesPanel(CGameSprite* pSprite) |
void CScreenCreateChar::UpdateRacePanel(CGameSprite* pSprite) |
Constructors¶
Name |
Description |
Constructs a |
|
Destroys a |
CScreenCreateChar::CScreenCreateChar¶
Constructs a CScreenCreateChar
object
void CScreenCreateChar::CScreenCreateChar();
Remarks
Constructs a CScreenCreateChar
object
CScreenCreateChar::~CScreenCreateChar¶
Destroys the CScreenCreateChar
object
virtual void CScreenCreateChar::~CScreenCreateChar();
Remarks
Destroys the CScreenCreateChar
object
Methods¶
Name |
Description |
Determines if character has skill points available to spend on proficiencies |
|
Cancels character creation process |
|
Cancel engine |
|
Cancel level up |
|
Cancel memorized spells |
|
Determines if an ability is enabled |
|
Determines if equiptment is compatable with character class, sub-class or kit |
|
Determines if caps lock key is enabled |
|
Determines if control key is enabled (pressed) |
|
Determines if shift key is enabled (pressed) |
|
Complete the character abilities part of the character creation |
|
Complete the character class part of the character creation |
|
Complete the character high level abilities (HLA) part of the character creation |
|
Initialize the complete character creation process |
|
Complete the character skills part of the character creation |
|
Complete the character sound set (voice) part of the character creation |
|
Decrement the current portrait selection for the character |
|
Delete character |
|
Character creation engine activated |
|
Character creation engine deactivated |
|
Character creation engine destroyed |
|
Character creation engine initialization |
|
Character creation engine un-initialization |
|
Character creation engine initialized |
|
Determines if a specified ability exists in a selected list |
|
Determines if caps lock key is enabled |
|
Gets character version |
|
Determines if control key is enabled (pressed) |
|
Returns the current portrait set for the specified character |
|
Callback for current portrait |
|
Get dual class count |
|
Get the character creation engine state |
|
Determines if shift key is enabled (pressed) |
|
Returns count of bonus spells available for a specialise mage for specified level |
|
Returns stored skill value |
|
Return keyCode and other information for current keypress |
|
Import a previously saved character into character creation |
|
Import a previously saved game for importing of a character in the saved game |
|
Import a party of characters |
|
Increment the current portrait selection for the character |
|
Determines if ability recall button can be clicked |
|
Determines if advanced button can be clicked |
|
Determines if character creation is complete |
|
Determines if done button can be clicked |
|
Determines if high level abilities (HLA) button can be clicked |
|
Determines if main screen’s back button can be clicked |
|
Determines if thieving skills plus (+) or (-) button can be clicked |
|
Level up character during character creation |
|
Determines if mage spells from a specified level are available to character |
|
Changes a character from single class to dual class |
|
Changes a character from dual class to single class |
|
Event action for when ability plus (+) or minus (-) buttons are clicked |
|
Event action for when re-roll ability scores button is clicked |
|
Event action for when recall previously stored ability scores button is clicked |
|
Event action for when store ability scores button is clicked |
|
Event action for when advanced button is clicked |
|
Event action for when an alignment button is clicked |
|
Event action for when biography button is clicked |
|
Event action for when cancel button is clicked |
|
Event action for when export of character item button is clicked |
|
Event action for when import of character item button is clicked |
|
Event action for when cheating on ability score rolls |
|
Event action for when character class button is clicked |
|
Event action for when finishing character creation and done button is clicked |
|
Callback for when finishing character creation and done button is clicked |
|
Event action for when a gender selection button is clicked |
|
Event action for when a specific high level ability (HLA) button is clicked |
|
Event action for when high level abilities (HLA) button is clicked |
|
Event action for when import of a previously generated character button is clicked |
|
Event action for when selecting a character filename for importing |
|
Event action for when import save button is clicked |
|
Key press event for when a key has been pressed (down) |
|
Event action for when class kit button is clicked |
|
Mouse button event for when the left mouse has been double clicked |
|
Mouse button event for when the left mouse has been clicked (down) |
|
Mouse button event for when the left mouse has been released (up) |
|
Event action for when learn mage spell button is clicked |
|
Event action for when level up button is clicked |
|
Event action for when the main screen’s back button is clicked |
|
Event action for when the main screen’s cancel button is clicked |
|
Event action for when a mage spell to memorize button is clicked |
|
Event action for when a priest spell to memorize button is clicked |
|
Event action for when a menu button is clicked |
|
Event action for when the mouse moves |
|
Event action for when play button is clicked |
|
Event action for when cancel preroll button is clicked |
|
Event action for when clicking on a pregenerated character |
|
Event action for when proficiency plus (+) or minus (-) buttons are clicked |
|
Event action for when a race button is clicked |
|
Event action for when a racial enemy button is clicked |
|
Mouse button event for when the right mouse has been clicked (down) |
|
Mouse button event for when the right mouse has been released (up) |
|
Event action for when a reset skills button is clicked |
|
Event action for when a sound set button is selected |
|
Event action for when thieving skills plus (+) or minus (-) buttons are clicked |
|
Recall previously stored ability scores |
|
Remove abilities from character |
|
Remove items from character |
|
Remove specific selected ability from character |
|
Reset character abilities |
|
Reset character ability scores panel |
|
Reset a specific ability score of a character |
|
Reset alignment selection panel |
|
Reset biography panel |
|
Reset mage specialist selection panel |
|
Reset class selection panel |
|
Reset custom sound set selection panel |
|
Reset dual classing with mage panel |
|
Reset dual class proficiencies panel |
|
Reset export character panel |
|
Reset gender selection panel |
|
Reset racial enemy panel |
|
Reset import character panel |
|
Reset level up panel |
|
Reset memorized mage spells panel |
|
Reset memorized priest spells panel |
|
Reset character name panel |
|
Reset preroll panel |
|
Reset proficiencies panel |
|
Reset race selection panel |
|
Reset spell tables |
|
Set tokens for ability score information |
|
Set caps lock key on or off |
|
Set control key on or off |
|
Set shift key on or off |
|
Show next spell screen |
|
Show portrait panel |
|
Start the charaction creation process |
|
Stop the charaction creation process |
|
Update timer asynchronously |
|
Update timer synchronously |
|
Update ability scores panel |
|
Update alignment selection panel |
|
Update character list selection panel |
|
Update dual class selection panel |
|
Update mage specialist selection panel |
|
Update class selection |
|
Update class entry (sub-class) selection |
|
Update class selection panel |
|
Update racial enemy selection panel |
|
Update high level abilities (HLA) panel |
|
Update class kit panel |
|
Update main panel |
|
Update memorized mage spells panel |
|
Update memorized priest spells panel |
|
Update character name panel |
|
Update proficienies panel |
|
Update race selection panel |
CScreenCreateChar::AbilityCountInEffectList¶
int CScreenCreateChar::AbilityCountInEffectList(
CGameSprite* pSprite,
CString& sAbility);
Parameters
CGameSprite* pSprite - pointer to game sprite object
CString& sAbility -
Return Value
Returns int
Remarks
CScreenCreateChar::AbilityExistsInEffectList¶
int CScreenCreateChar::AbilityExistsInEffectList(
CGameSprite* pSprite,
CString& sPrereq);
Parameters
CGameSprite* pSprite - pointer to game sprite object
CString& sPrereq -
Return Value
Returns int
Remarks
CScreenCreateChar::AcceptCharacter¶
void CScreenCreateChar::AcceptCharacter(int selectedDifficulty);
Parameters
int
selectedDifficulty -
Remarks
CScreenCreateChar::AddChosenSpellsToKnown¶
void CScreenCreateChar::AddChosenSpellsToKnown(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CanSpendProficiencySlots¶
Determines if character has skill points available to spend on proficiencies
bool CScreenCreateChar::CanSpendProficiencySlots();
Return Value
Returns bool
- 1
true or 0
false
Remarks
CScreenCreateChar::CancelCreateChar¶
Cancels character creation process
void CScreenCreateChar::CancelCreateChar();
Remarks
See also CScreenCreateChar::StartCreateChar and CScreenCreateChar::StopCreateChar
CScreenCreateChar::CancelEngine¶
Cancel engine
virtual void CScreenCreateChar::CancelEngine();
Remarks
CScreenCreateChar::CancelLevelUp¶
Cancel level up
void CScreenCreateChar::CancelLevelUp();
Remarks
CScreenCreateChar::CancelMemorizeSpells¶
Cancel memorized spells
void CScreenCreateChar::CancelMemorizeSpells();
Remarks
CScreenCreateChar::CheckAbilityEnabled¶
Determines if an ability is enabled
int CScreenCreateChar::CheckAbilityEnabled(
CGameSprite* pSprite,
CAbilityData* pAbility);
Parameters
CGameSprite* pSprite - pointer to game sprite object
CAbilityData* pAbility -
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::CheckCompatibleEquipment¶
Determines if equiptment is compatable with character class, sub-class or kit
int CScreenCreateChar::CheckCompatibleEquipment(
unsigned char nClass,
unsigned char nActiveClass,
unsigned char nInactiveClass,
int bInactiveUsable,
unsigned long baseFlags,
unsigned long nSpecialist);
Parameters
unsigned char
nClass -unsigned char
nActiveClass -unsigned char
nInactiveClass -int
bInactiveUsable -unsigned long
baseFlags -unsigned long
nSpecialist -
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::CheckCompatibleSlot¶
int CScreenCreateChar::CheckCompatibleSlot(
int nSlot,
unsigned char nClass,
unsigned char nActiveClass,
unsigned char nInactiveClass,
int bInactiveUsable,
unsigned long baseFlags,
unsigned long nSpecialist);
Parameters
int
nSlot -unsigned char
nClass -unsigned char
nActiveClass -unsigned char
nInactiveClass -int
bInactiveUsable -unsigned long
baseFlags -unsigned long
nSpecialist -
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::CheckDropEquipment¶
void CScreenCreateChar::CheckDropEquipment();
Remarks
CScreenCreateChar::CheckDropSlot¶
void CScreenCreateChar::CheckDropSlot(int nSlot);
Parameters
int
nSlot -
Remarks
CScreenCreateChar::CheckMouseMove¶
virtual int CScreenCreateChar::CheckMouseMove();
Return Value
Returns int
Remarks
CScreenCreateChar::CheckSystemKeyCapsLock¶
Determines if caps lock key is enabled
virtual int CScreenCreateChar::CheckSystemKeyCapsLock();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::CheckSystemKeyCtrl¶
Determines if control key is enabled (pressed)
virtual int CScreenCreateChar::CheckSystemKeyCtrl();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::CheckSystemKeyShift¶
Determines if shift key is enabled (pressed)
virtual int CScreenCreateChar::CheckSystemKeyShift();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::CompleteCharacterAbilities¶
Complete the character abilities part of the character creation
void CScreenCreateChar::CompleteCharacterAbilities(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CompleteCharacterClass¶
Complete the character class part of the character creation
void CScreenCreateChar::CompleteCharacterClass(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CompleteCharacterHighLevelAbilities¶
Complete the character high level abilities (HLA) part of the character creation
void CScreenCreateChar::CompleteCharacterHighLevelAbilities(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CompleteCharacterInitialise¶
Initialize the complete character creation process
void CScreenCreateChar::CompleteCharacterInitialise(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CompleteCharacterSkills¶
Complete the character skills part of the character creation
void CScreenCreateChar::CompleteCharacterSkills(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CompleteCharacterSounds¶
Complete the character sound set (voice) part of the character creation
void CScreenCreateChar::CompleteCharacterSounds(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CompleteCharacterWrapup¶
void CScreenCreateChar::CompleteCharacterWrapup(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::CountInSelectedList¶
int CScreenCreateChar::CountInSelectedList(CString& sAbility);
Parameters
CString& sAbility -
Return Value
Returns int
Remarks
CScreenCreateChar::DecCurrentPortrait¶
Decrement the current portrait selection for the character
void CScreenCreateChar::DecCurrentPortrait(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
See also CScreenCreateChar::IncCurrentPortrait
CScreenCreateChar::DeleteCharacter¶
Delete character
void CScreenCreateChar::DeleteCharacter();
Remarks
CScreenCreateChar::EngineActivated¶
Character creation engine activated
virtual void CScreenCreateChar::EngineActivated();
Remarks
CScreenCreateChar::EngineDeactivated¶
Character creation engine deactivated
virtual void CScreenCreateChar::EngineDeactivated();
Remarks
CScreenCreateChar::EngineDestroyed¶
Character creation engine destroyed
virtual void CScreenCreateChar::EngineDestroyed();
Remarks
CScreenCreateChar::EngineGameInit¶
Character creation engine initialization
virtual void CScreenCreateChar::EngineGameInit();
Remarks
CScreenCreateChar::EngineGameUninit¶
Character creation engine un-initialization
virtual void CScreenCreateChar::EngineGameUninit();
Remarks
CScreenCreateChar::EngineInitialized¶
Character creation engine initialized
virtual void CScreenCreateChar::EngineInitialized();
Remarks
CScreenCreateChar::ExistsInSelectedList¶
Determines if a specified ability exists in a selected list
int CScreenCreateChar::ExistsInSelectedList(CString& sAbility);
Parameters
CString& sAbility -
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::GetCapsLockKey¶
Determines if caps lock key is enabled
virtual int CScreenCreateChar::GetCapsLockKey();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::GetCharacterVersion¶
Gets character version
int CScreenCreateChar::GetCharacterVersion(
CAIObjectType* TypeAI,
CDerivedStats* pDStats,
CRuleTables& cRule);
Parameters
CAIObjectType* TypeAI -
CDerivedStats* pDStats -
CRuleTables& cRule -
Return Value
Returns int
Remarks
CRE file format used?
CScreenCreateChar::GetCtrlKey¶
Determines if control key is enabled (pressed)
virtual int CScreenCreateChar::GetCtrlKey();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::GetCurrentPortrait¶
Returns the current portrait set for the specified character
CString CScreenCreateChar::GetCurrentPortrait(
CGameSprite* pSprite,
char size);
Parameters
CGameSprite* pSprite - pointer to game sprite object
char
size - * *
Return Value
Returns a CString
Remarks
CScreenCreateChar::GetCurrentPortraitCallback¶
Callback for current portrait
virtual void __cdecl CScreenCreateChar::GetCurrentPortraitCallback(void* batton);
Parameters
void
* batton - * *
Remarks
CScreenCreateChar::GetDualClassCount¶
Get dual class count
int CScreenCreateChar::GetDualClassCount();
Return Value
Returns int
Remarks
CScreenCreateChar::GetEngineState¶
Get the character creation engine state
virtual int CScreenCreateChar::GetEngineState();
Return Value
Returns int
Remarks
CScreenCreateChar::GetImportableCharacters¶
void CScreenCreateChar::GetImportableCharacters();
Remarks
CScreenCreateChar::GetNumVirtualKeys¶
Returns number of keys supported by keyboard for key event processing
virtual short CScreenCreateChar::GetNumVirtualKeys();
Return Value
Returns a short
value indicating number of keys supported
Remarks
CScreenCreateChar::GetShiftKey¶
Determines if shift key is enabled (pressed)
virtual int CScreenCreateChar::GetShiftKey();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::GetSpecialistBonusSpells¶
Returns count of bonus spells available for a specialise mage for specified level
int CScreenCreateChar::GetSpecialistBonusSpells(
int level,
CGameSprite* pSprite);
Parameters
int
level - spell level for bonus specialist spellsCGameSprite* pSprite - pointer to game sprite object
Return Value
Returns an int
value indicating count of bonus spells
Remarks
CScreenCreateChar::GetStoredSkill¶
Returns stored skill value
int CScreenCreateChar::GetStoredSkill(unsigned char index);
Parameters
unsigned char
index - index of skill ability to return stored value for
Return Value
Returns int
Remarks
CScreenCreateChar::GetVirtualKeys¶
Return keyCode and other information for current keypress
virtual CKeyInfo* CScreenCreateChar::GetVirtualKeys();
Return Value
Returns CKeyInfo*
Remarks
CKeyInfo contains keyCode and other keyboard information: repeatCount, repeatDelay and repeatRate
CScreenCreateChar::GetVirtualKeysFlags¶
virtual int* CScreenCreateChar::GetVirtualKeysFlags();
Return Value
Returns int
*
Remarks
CScreenCreateChar::ImportCharacter¶
Import a previously saved character into character creation
void CScreenCreateChar::ImportCharacter(CString& sCharacter);
Parameters
CString& sCharacter -
Remarks
CScreenCreateChar::ImportGame¶
Import a previously saved game for importing of a character in the saved game
void CScreenCreateChar::ImportGame(CString& sFileName);
Parameters
CString& sFileName -
Remarks
CScreenCreateChar::ImportParty¶
Import a party of characters
void CScreenCreateChar::ImportParty();
Remarks
CScreenCreateChar::IncCurrentPortrait¶
Increment the current portrait selection for the character
void CScreenCreateChar::IncCurrentPortrait(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
See also CScreenCreateChar::DecCurrentPortrait
CScreenCreateChar::IncCustomSoundIndex¶
void CScreenCreateChar::IncCustomSoundIndex();
Remarks
CScreenCreateChar::IsChargenComplete¶
Determines if character creation is complete
bool CScreenCreateChar::IsChargenComplete();
Return Value
Returns bool
- 1
true or 0
false
Remarks
CScreenCreateChar::IsClearMemoryAbilities¶
int CScreenCreateChar::IsClearMemoryAbilities();
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::LevelUp¶
Level up character during character creation
void CScreenCreateChar::LevelUp(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Return Value
Remarks
CScreenCreateChar::MageSchoolSpellsAvailable¶
Determines if mage spells from a specified level are available to character
int CScreenCreateChar::MageSchoolSpellsAvailable(
unsigned char nSpellLevel,
CGameSprite* pSprite);
Parameters
unsigned char
nSpellLevel -CGameSprite* pSprite - pointer to game sprite object
Return Value
Returns an int
value representing 1
true, or 0
false
Remarks
CScreenCreateChar::MakeDualClass¶
Changes a character from single class to dual class
void CScreenCreateChar::MakeDualClass(
CGameSprite* pSprite,
unsigned char nNewClass);
Parameters
CGameSprite* pSprite - pointer to game sprite object
unsigned char
nNewClass - * *
Remarks
CScreenCreateChar::MakeSingleClass¶
Changes a character from dual class to single class
void CScreenCreateChar::MakeSingleClass(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::OnCharacterExportItemSelect¶
Event action for when export of character item button is clicked
void CScreenCreateChar::OnCharacterExportItemSelect(int nMarker);
Parameters
int
nMarker -
Remarks
CScreenCreateChar::OnCharacterImportItemSelect¶
Event action for when import of character item button is clicked
void CScreenCreateChar::OnCharacterImportItemSelect(int nMarker);
Parameters
int
nMarker -
Remarks
CScreenCreateChar::OnCheatyMcCheaterson¶
Event action for when cheating on ability score rolls
void CScreenCreateChar::OnCheatyMcCheaterson();
Remarks
If the CLUA Console is enabled then cheat keys are also enabled. Pressing CTRL + 8
during character creation this will set all attributes to 18 (STR 18/00)
CScreenCreateChar::OnKeyDown¶
Key press event for when a key has been pressed (down)
virtual void CScreenCreateChar::OnKeyDown(int nKeysFlags);
Parameters
int
nKeysFlags -
Remarks
CScreenCreateChar::OnLevelUp¶
Event action for when level up button is clicked
void CScreenCreateChar::OnLevelUp(
CGameSprite* pSprite,
unsigned long nExperience);
Parameters
CGameSprite* pSprite - pointer to game sprite object
unsigned long
nExperience -
Remarks
Level up is available when importing a previously generated character, or previously saved character from Baldur’s Gate (or Baldur’s Gate: Shadows of Amn - if starting play at Throne of Bhaal campaign) that is at a lower level than the recommended minimum level required for starting the game campaign selected.
CScreenCreateChar::OnMouseMove¶
Event action for when the mouse moves
virtual void CScreenCreateChar::OnMouseMove(CPoint cPoint);
Parameters
CPoint cPoint - x and y coordinate of mouse position
Remarks
CScreenCreateChar::OnPrerollCharacterPick¶
Event action for when clicking on a pregenerated character
void CScreenCreateChar::OnPrerollCharacterPick(int nId);
Parameters
int
nId -
Remarks
For pregenerated characters selection dialog
CScreenCreateChar::OnResetSkills¶
Event action for when a reset skills button is clicked
void CScreenCreateChar::OnResetSkills(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
Resets skill points previously assigned
CScreenCreateChar::OnSoundItemSelect¶
Event action for when a sound set button is selected
void CScreenCreateChar::OnSoundItemSelect(int nIndex);
Parameters
int
nIndex -
Remarks
CScreenCreateChar::RecallMemoryAbilities¶
Recall previously stored ability scores. Stores ability scores in the addresses of variables passed as parameters.
void CScreenCreateChar::RecallMemoryAbilities(
unsigned char\& nSTR,
unsigned char\& nSTRExtra,
unsigned char\& nDEX,
unsigned char\& nCON,
unsigned char\& nINT,
unsigned char\& nWIS,
unsigned char\& nCHR,
int\& nExtra);
Parameters
unsigned char
& nSTR - strength ability scoreunsigned char
& nSTRExtra - strength extra (percentile) ability scoreunsigned char
& nDEX - dexterity ability scoreunsigned char
& nCON - constitution ability scoreunsigned char
& nINT - intelligence ability scoreunsigned char
& nWIS - wisdom ability scoreunsigned char
& nCHR - charisma ability scoreint
& nExtra - extra ability score
Remarks
CScreenCreateChar::RemoveAbilities¶
Remove abilities from character
void CScreenCreateChar::RemoveAbilities(
CGameSprite* pSprite,
int nNewClass,
int bRemoveInnates);
Parameters
CGameSprite* pSprite - pointer to game sprite object
int
nNewClass -int
bRemoveInnates -
Remarks
CScreenCreateChar::RemoveItems¶
Remove items from character
void CScreenCreateChar::RemoveItems(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::RemoveSelectedAbility¶
Remove specific selected ability from character
void CScreenCreateChar::RemoveSelectedAbility(unsigned char nButtonIndex);
Parameters
unsigned char
nButtonIndex -
Remarks
CScreenCreateChar::ResetAbilities¶
Reset character abilities
void CScreenCreateChar::ResetAbilities(
CGameSprite* pSprite,
int bForced);
Parameters
CGameSprite* pSprite - pointer to game sprite object
int
bForced -
Remarks
CScreenCreateChar::ResetAbilitiesPanel¶
Reset character ability scores panel
void CScreenCreateChar::ResetAbilitiesPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetAbility¶
Reset a specific ability score of a character
int CScreenCreateChar::ResetAbility(
CGameSprite* pSprite,
CString& sMin,
CString& sMax,
CString& sMod,
unsigned char& nAbility,
unsigned char& nMin,
unsigned char& nMax);
Parameters
CGameSprite* pSprite - pointer to game sprite object
CString& sMin -
CString& sMax -
CString& sMod -
unsigned char& nAbility -
unsigned char& nMin -
unsigned char& nMax -
Return Value
Returns int
Remarks
CScreenCreateChar::ResetAlignmentPanel¶
Reset alignment selection panel
void CScreenCreateChar::ResetAlignmentPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetBiographyPanel¶
Reset biography panel
void CScreenCreateChar::ResetBiographyPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetChooseMagePanel¶
Reset mage specialist selection panel
void CScreenCreateChar::ResetChooseMagePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetClassPanel¶
Reset class selection panel
void CScreenCreateChar::ResetClassPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetCustomSoundsPanel¶
Reset custom sound set selection panel
void CScreenCreateChar::ResetCustomSoundsPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetDualClassChooseMagePanel¶
Reset dual classing with mage panel
void CScreenCreateChar::ResetDualClassChooseMagePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetDualClassProficienciesPanel¶
Reset dual class proficiencies panel
void CScreenCreateChar::ResetDualClassProficienciesPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetExportPanel¶
Reset export character panel
void CScreenCreateChar::ResetExportPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetGenderPanel¶
Reset gender selection panel
void CScreenCreateChar::ResetGenderPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetHatedRacePanel¶
Reset racial enemy panel
void CScreenCreateChar::ResetHatedRacePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetImportPanel¶
Reset import character panel
void CScreenCreateChar::ResetImportPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetLevelUpPanel¶
Reset level up panel
void CScreenCreateChar::ResetLevelUpPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetMemorizeMagePanel¶
Reset memorized mage spells panel
void CScreenCreateChar::ResetMemorizeMagePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetMemorizePriestPanel¶
Reset memorized priest spells panel
void CScreenCreateChar::ResetMemorizePriestPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetNamePanel¶
Reset character name panel
void CScreenCreateChar::ResetNamePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetPrerollPanel¶
Reset preroll panel
void CScreenCreateChar::ResetPrerollPanel();
Remarks
CScreenCreateChar::ResetProficienciesPanel¶
Reset proficiencies panel
void CScreenCreateChar::ResetProficienciesPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
Reset weapon, thief and bard skill proficiencies
CScreenCreateChar::ResetRacePanel¶
Reset race selection panel
void CScreenCreateChar::ResetRacePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ResetSpellTables¶
Reset spell tables
void CScreenCreateChar::ResetSpellTables(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
Spells avaialble for each spell level for character at a experience level
CScreenCreateChar::SetAbilityHelpInfo¶
Set tokens for ability score information
void CScreenCreateChar::SetAbilityHelpInfo(int stat);
Parameters
int
stat - value representing the ability score to set token information for
Remarks
Sets ability score tokens <MINIMUM>
and <MAXIMUM>
for the panel that displays the specifics of each ability score, recommended scores and minimum required scores for specific classes.
Note
The full text and description for the ability score help information is fetched outside of this function. By using the Infinity_FetchString function in UI.MENU
to fetch a string reference (StrRef) and combining with the ability score tokens fetched by createCharScreen:SetAbilityHelpInfo (or CScreenCreateChar::SetAbilityHelpInfo), this full text is then output into the help panel.
The stat parameter can be one of the following values, which equate to the ability score to set information for:
Stat |
Ability |
1 |
Strength |
2 |
Dexterity |
3 |
Constitution |
4 |
Intelligence |
5 |
Wisdom |
6 |
Charisma |
CScreenCreateChar::SetSystemKeyCapsLock¶
Set caps lock key on or off
virtual void CScreenCreateChar::SetSystemKeyCapsLock(int bValue);
Parameters
int
bValue -
Remarks
CScreenCreateChar::SetSystemKeyCtrl¶
Set control key on or off
virtual void CScreenCreateChar::SetSystemKeyCtrl(unsigned char bValue);
Parameters
unsigned char
bValue -
Remarks
CScreenCreateChar::SetSystemKeyShift¶
Set shift key on or off
virtual void CScreenCreateChar::SetSystemKeyShift(int bValue);
Parameters
int
bValue -
Remarks
CScreenCreateChar::ShowNextSpellScreen¶
Show next spell screen
void CScreenCreateChar::ShowNextSpellScreen(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::ShowPortraitPanel¶
Show portrait panel
void CScreenCreateChar::ShowPortraitPanel();
Remarks
CScreenCreateChar::StartCreateChar¶
Start the charaction creation process
void CScreenCreateChar::StartCreateChar(
int nCharacterSlot,
int nEngineState);
Parameters
int
nCharacterSlot - slot for new character to occupyint
nEngineState - engine state
Remarks
See also CScreenCreateChar::StopCreateChar and CScreenCreateChar::CancelCreateChar
CScreenCreateChar::StartEditing¶
void CScreenCreateChar::StartEditing(
int nSprite,
CScreenCreateCharStep nStep);
Parameters
int
nSprite - * *CScreenCreateCharStep
nStep -
Remarks
CScreenCreateChar::StopCreateChar¶
Stop the charaction creation process
void CScreenCreateChar::StopCreateChar();
Remarks
See also CScreenCreateChar::StartCreateChar and CScreenCreateChar::CancelCreateChar
CScreenCreateChar::TimerAsynchronousUpdate¶
Update timer asynchronously
virtual void CScreenCreateChar::TimerAsynchronousUpdate();
Remarks
CScreenCreateChar::TimerSynchronousUpdate¶
Update timer synchronously
virtual void CScreenCreateChar::TimerSynchronousUpdate();
Remarks
CScreenCreateChar::UpdateAbilitiesPanel¶
Update ability scores panel
void CScreenCreateChar::UpdateAbilitiesPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateAlignmentPanel¶
Update alignement selection panel
void CScreenCreateChar::UpdateAlignmentPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateCharacterList¶
Update character list selection panel
void CScreenCreateChar::UpdateCharacterList(CString luaVar);
Parameters
CString luaVar -
Remarks
CScreenCreateChar::UpdateChooseDualClassPanel¶
Update dual class selection panel
void CScreenCreateChar::UpdateChooseDualClassPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateChooseMagePanel¶
Update mage specialist selection panel
void CScreenCreateChar::UpdateChooseMagePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateClass¶
Update class selection
char* CScreenCreateChar::UpdateClass(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Return Value
Returns char
*
Remarks
CScreenCreateChar::UpdateClassEntry¶
Update class entry (sub-class) selection
char* CScreenCreateChar::UpdateClassEntry(
CAIObjectType& TypeAI,
CDerivedStats& DStats,
unsigned long nSpecialist,
unsigned char nActiveClass,
unsigned char nInactiveClass,
unsigned char nSubClass,
unsigned long dwFlags);
Parameters
CAIObjectType& TypeAI -
CDerivedStats& DStats -
unsigned long
nSpecialist -unsigned char
nActiveClass -unsigned char
nInactiveClass -unsigned char
nSubClass -unsigned long
dwFlags -
Return Value
Returns char
*
Remarks
CScreenCreateChar::UpdateClassPanel¶
Update class selection panel
void CScreenCreateChar::UpdateClassPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateHatedRacePanel¶
Update racial enemy selection panel
void CScreenCreateChar::UpdateHatedRacePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateHighLevelAbilitiesPanel¶
Update high level abilities (HLA) panel
void CScreenCreateChar::UpdateHighLevelAbilitiesPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateKitPanel¶
Update class kit panel
void CScreenCreateChar::UpdateKitPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateMainPanel¶
Update main panel
void CScreenCreateChar::UpdateMainPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateMemorizeMagePanel¶
Update memorized mage spells panel
void CScreenCreateChar::UpdateMemorizeMagePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateMemorizePriestPanel¶
Update memorized priest spells panel
void CScreenCreateChar::UpdateMemorizePriestPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateNamePanel¶
Update character name panel
void CScreenCreateChar::UpdateNamePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateProficienciesPanel¶
Update proficienies panel
void CScreenCreateChar::UpdateProficienciesPanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks
CScreenCreateChar::UpdateRacePanel¶
Update race selection panel
void CScreenCreateChar::UpdateRacePanel(CGameSprite* pSprite);
Parameters
CGameSprite* pSprite - pointer to game sprite object
Remarks