Updated PRC8 to support ACP 4.1

Updated PRC8 to support ACP 4.1.  Updated release archive.
This commit is contained in:
Jaysyn904 2024-09-04 11:07:41 -04:00
parent 2a2a67a25a
commit b2df39905b
76 changed files with 89638 additions and 89340 deletions

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@ -13501,25 +13501,25 @@
13497 **** **** **** **** **** **** ****
13498 **** **** **** **** **** **** ****
13499 **** **** **** **** **** **** ****
13500 **** **** **** **** **** **** ****
13501 **** **** **** **** **** **** ****
13502 **** **** **** **** **** **** ****
13503 **** **** **** **** **** **** ****
13504 **** **** **** **** **** **** ****
13505 **** **** **** **** **** **** ****
13506 **** **** **** **** **** **** ****
13507 **** **** **** **** **** **** ****
13508 **** **** **** **** **** **** ****
13509 **** **** **** **** **** **** ****
13510 **** **** **** **** **** **** ****
13511 **** **** **** **** **** **** ****
13512 **** **** **** **** **** **** ****
13513 **** **** **** **** **** **** ****
13514 **** **** **** **** **** **** ****
13515 **** **** **** **** **** **** ****
13516 **** **** **** **** **** **** ****
13517 **** **** **** **** **** **** ****
13518 **** **** **** **** **** **** ****
13500 ####END_OF_NEW_SPELLBOOK_RESERVE **** **** **** **** **** ****
13501 ###START_ACP_4_RESERVE **** **** **** **** **** ****
13502 ACP_Fighting_Stance_QUICK **** **** **** **** **** ****
13503 ACP_Fighting_Stance_KENSAI **** **** **** **** **** ****
13504 ACP_Fighting_Stance_ASSASSIN **** **** **** **** **** ****
13505 ACP_Fighting_Stance_ARCANE **** **** **** **** **** ****
13506 ACP_Fighting_Stance_FENCING **** **** **** **** **** ****
13507 ACP_Fighting_Stance_NORMAL **** **** **** **** **** ****
13508 ACP_Fighting_Stance_HEAVY **** **** **** **** **** ****
13509 ACP_Fighting_Stance_BARBARIAN **** **** **** **** **** ****
13510 ACP_Fighting_Stance_DEMONBLADE **** **** **** **** **** ****
13511 ACP_Fighting_Stance_WARRIOR **** **** **** **** **** ****
13512 ACP_Fighting_Stance_NORMAL **** **** **** **** **** ****
13513 ACP_Fighting_Stance_UNARMED **** **** **** **** **** ****
13514 ACP_Fighting_Stance_TIGERFANG **** **** **** **** **** ****
13515 ACP_Fighting_Stance_SUNFIST **** **** **** **** **** ****
13516 ACP_Fighting_Stance_DRAGONPALM **** **** **** **** **** ****
13517 ACP_Fighting_Stance_BEARCLAW **** **** **** **** **** ****
13518 ACP_Fighting_Stance_NORMAL **** **** **** **** **** ****
13519 **** **** **** **** **** **** ****
13520 **** **** **** **** **** **** ****
13521 **** **** **** **** **** **** ****

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@ -13501,25 +13501,25 @@
13497 Suel_Archanamach_Slashing_Dispel **** 1 1 1 **** 0
13498 Suel_Archanamach_Silent_Slashing_Dispel **** 1 1 1 **** 0
13499 Suel_Archanamach_Still_Slashing_Dispel **** 1 1 1 **** 0
13500 Suel_Archanamach_ABYSSAL_MIGHT **** 1 1 1 **** 0
13501 Suel_Archanamach_Exteneded_ABYSSAL_MIGHT **** 1 1 1 **** 0
13502 Suel_Archanamach_Silent_ABYSSAL_MIGHT **** 1 1 1 **** 0
13503 Suel_Archanamach_Still_ABYSSAL_MIGHT **** 1 1 1 **** 0
13504 Suel_Archanamach_FireTrap **** 1 1 1 **** 0
13505 Suel_Archanamach_Silent_FireTrap **** 1 1 1 **** 0
13506 Suel_Archanamach_Still_FireTrap **** 1 1 1 **** 0
13507 Suel_Archanamach_Lesser_Mind_Blank **** 1 1 1 **** 0
13508 Suel_Archanamach_Energy_Buffer **** 1 1 1 **** 0
13509 Suel_Archanamach_Lesser_Spell_Mantle **** 1 1 1 **** 0
13510 Suel_Archanamach_Dismissal **** 1 1 1 **** 0
13511 Suel_Archanamach_Feeblemind **** 1 1 1 **** 0
13512 Suel_Archanamach_Greater_Shadow_Conjuration **** 1 1 1 **** 0
13513 Suel_Archanamach_GR_SHADOW_CON_Summon_Shadow **** 1 1 1 **** 0
13514 Suel_Archanamach_GR_SHADOW_CON_Acid_Arrow **** 1 1 1 **** 0
13515 Suel_Archanamach_GR_SHADOW_CON_Ghostly_Visage **** 1 1 1 **** 0
13516 Suel_Archanamach_GR_SHADOW_CON_Web **** 1 1 1 **** 0
13517 Suel_Archanamach_GR_SHADOW_CON_Minor_Globe **** 1 1 1 **** 0
13518 Suel_Archanamach_BalefulPolymorph **** 1 1 1 **** 0
13500 ####END_OF_NEW_SPELLBOOK_RESERVE **** 1 1 1 **** 0
13501 ###START_ACP_4_RESERVE **** 1 1 1 **** 0
13502 ACP_Fighting_Stance_QUICK **** 1 1 1 0 0
13503 ACP_Fighting_Stance_KENSAI **** 1 1 1 0 0
13504 ACP_Fighting_Stance_ASSASSIN **** 1 1 1 0 0
13505 ACP_Fighting_Stance_ARCANE **** 1 1 1 0 0
13506 ACP_Fighting_Stance_FENCING **** 1 1 1 0 0
13507 ACP_Fighting_Stance_NORMAL **** 1 1 1 0 0
13508 ACP_Fighting_Stance_HEAVY **** 1 1 1 0 0
13509 ACP_Fighting_Stance_BARBARIAN **** 1 1 1 0 0
13510 ACP_Fighting_Stance_DEMONBLADE **** 1 1 1 0 0
13511 ACP_Fighting_Stance_WARRIOR **** 1 1 1 0 0
13512 ACP_Fighting_Stance_NORMAL **** 1 1 1 0 0
13513 ACP_Fighting_Stance_UNARMED **** 1 1 1 0 0
13514 ACP_Fighting_Stance_TIGERFANG **** 1 1 1 0 0
13515 ACP_Fighting_Stance_SUNFIST **** 1 1 1 0 0
13516 ACP_Fighting_Stance_DRAGONPALM **** 1 1 1 0 0
13517 ACP_Fighting_Stance_BEARCLAW **** 1 1 1 0 0
13518 ACP_Fighting_Stance_NORMAL **** 1 1 1 0 0
13519 Suel_Archanamach_BreakEnchantment **** 1 1 1 **** 0
13520 Suel_Archanamach_RESONATING_RESISTANCE **** 1 1 1 **** 0
13521 Suel_Archanamach_DraconicMight **** 1 1 1 **** 0

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@ -99,7 +99,7 @@
95 42 WeapFinesse 0.01 42
96 16822975 Diehard 0.01 3297
97 8497 FEAT_EPIC_IMPROVED_COMBAT_CASTING 10 696
98 16824543 ACP_FEAT 0 2892
98 16835929 ACP_QUICK_FEAT 0 3479
99 1905 SpellFocusTrans 0.75 172
100 435 WeapFocClub 1 43
101 1823 WeapFocDagger 1 90
@ -583,8 +583,8 @@
579 16823144 FEAT_PRESTIGE_ASSN_DEATH_ATTACK 0.01 2930
580 16829740 CrusaderSmite 0.01 2863
581 16828014 DaylightAdaptation 0.01 4592
582 **** ReservedForISCAndESS **** ****
583 **** ReservedForISCAndESS **** ****
582 16835930 ACP_HEAVY_FEAT 0 3480
583 16835931 ACP_UNARMED_FEAT 0 3481
584 **** ReservedForISCAndESS **** ****
585 **** ReservedForISCAndESS **** ****
586 **** ReservedForISCAndESS **** ****

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@ -1,37 +1,63 @@
2DA V2.0
Label Name DefaultPhenoType
0 Normal 2223 0
1 Skinny **** 0
2 Large 2225 0
3 Normal_M 111015 0
4 **** **** 0
5 Large_M 111016 2
6 N_Joust_M 111017 0
7 **** **** 0
8 L_Joust_M 111018 2
9 NULL7 **** 0
10 NULL8 **** 0
11 NULL9 **** 0
12 NULL10 **** 0
13 NULL11 **** 0
14 NULL12 **** 0
15 Kensai 16797617 0
16 Assassin 16797618 0
17 Heavy 16797619 0
18 Fencing 16797620 0
19 Arcane 16797622 0
20 Demonblade 16797623 0
21 Warrior 16797624 0
22 NULL13 **** 0
23 NULL14 **** 0
24 NULL15 **** 0
25 NULL16 **** 0
26 NULL17 **** 0
27 NULL18 **** 0
28 NULL19 **** 0
29 NULL20 **** 0
30 MA_TigerFang 16797625 0
31 MA_SunFist 16797626 0
32 MA_DragonPalm 16797627 0
33 MA_BearClaw 16797628 0
Label Name DefaultPhenoType
0 Normal 2223 0
1 Skinny **** 0
2 Large 2225 0
3 Normal_M 111015 0
4 **** **** 0
5 Large_M 111016 2
6 N_Joust_M 111017 0
7 **** **** 0
8 L_Joust_M 111018 2
9 NULL7 **** 0
10 NULL8 **** 0
11 NULL9 **** 0
12 NULL10 **** 0
13 NULL11 **** 0
14 NULL12 **** 0
15 **** **** 0
16 **** **** 0
17 **** **** 0
18 **** **** 0
19 **** **** 0
20 **** **** 0
21 **** **** 0
22 NULL13 **** 0
23 NULL14 **** 0
24 NULL15 **** 0
25 NULL16 **** 0
26 NULL17 **** 0
27 NULL18 **** 0
28 NULL19 **** 0
29 NULL20 **** 0
30 **** **** 0
31 **** **** 0
32 **** **** 0
33 **** **** 0
34 **** **** 0
35 **** **** 0
36 **** **** 0
37 **** **** 0
38 **** **** 0
39 **** **** 0
40 **** **** 0
41 **** **** 0
42 **** **** 0
43 **** **** 0
44 **** **** 0
45 **** **** 0
46 **** **** 0
47 **** **** 0
48 **** **** 0
49 Kensai 16835917 0
50 Assassin 16835918 0
51 Heavy 16835919 0
52 Fencing 16835920 0
53 Arcane 16835922 0
54 Demonblade 16835923 0
55 Warrior 16835924 0
56 MA_TigerFang 16835925 0
57 MA_SunFist 16835926 0
58 MA_DragonPalm 16835927 0
59 MA_BearClaw 16835928 0

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@ -1,9 +1,16 @@
#include "prc_inc_switch"
const int PHENOTYPE_KENSAI = 5;
const int PHENOTYPE_ASSASSIN = 6;
const int PHENOTYPE_BARBARIAN = 7;
const int PHENOTYPE_FENCING = 8;
const int PHENOTYPE_KENSAI = 49;
const int PHENOTYPE_ASSASSIN = 50;
const int PHENOTYPE_BARBARIAN = 51;
const int PHENOTYPE_FENCING = 52;
const int PHENOTYPE_ARCANE = 53;
const int PHENOTYPE_DEMONBLADE = 54;
const int PHENOTYPE_WARRIOR = 55;
const int PHENOTYPE_TIGERFANG = 56;
const int PHENOTYPE_SUNFIST = 57;
const int PHENOTYPE_DRAGONPALM = 58;
const int PHENOTYPE_BEARSCLAW = 59;
string sLock = "acp_fightingstyle_lock";
@ -27,13 +34,20 @@ void ResetFightingStyle() //Resets the character phenotype to 0
//If we are at phenotype 0 or 2, we do nothing. Tell the player that.
if(nCurrentPheno == PHENOTYPE_NORMAL
|| nCurrentPheno == PHENOTYPE_BIG)
SendMessageToPC(OBJECT_SELF, "Your fighting style is already neutral.");
SendMessageToPC(OBJECT_SELF, "You are already using the default combat style.");
//else if we are at phenotype 5,6,7 or 8 we want to reset it to neutral.
//else if we are at an ACP phenotype we want to reset it to neutral.
else if(nCurrentPheno == PHENOTYPE_KENSAI
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_FENCING)
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_FENCING
|| nCurrentPheno == PHENOTYPE_ARCANE
|| nCurrentPheno == PHENOTYPE_DEMONBLADE
|| nCurrentPheno == PHENOTYPE_WARRIOR
|| nCurrentPheno == PHENOTYPE_TIGERFANG
|| nCurrentPheno == PHENOTYPE_SUNFIST
|| nCurrentPheno == PHENOTYPE_DRAGONPALM
|| nCurrentPheno == PHENOTYPE_BEARSCLAW)
{
SetPhenoType(PHENOTYPE_NORMAL);
LockThisFeat(); // Lock use!
@ -55,10 +69,17 @@ void SetCustomFightingStyle(int iStyle) //Sets character phenotype to 5,6,7 or 8
//If we are at phenotype 0 or one of the styles themselves, we go ahead
//and set the creature's phenotype accordingly! (safe thanks to previous 'if')
else if(nCurrentPheno == PHENOTYPE_NORMAL
|| nCurrentPheno == PHENOTYPE_KENSAI
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_FENCING)
|| nCurrentPheno == PHENOTYPE_KENSAI
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_FENCING
|| nCurrentPheno == PHENOTYPE_ARCANE
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_DEMONBLADE
|| nCurrentPheno == PHENOTYPE_WARRIOR
|| nCurrentPheno == PHENOTYPE_TIGERFANG
|| nCurrentPheno == PHENOTYPE_SUNFIST
|| nCurrentPheno == PHENOTYPE_DRAGONPALM
|| nCurrentPheno == PHENOTYPE_BEARSCLAW)
{
SetPhenoType(iStyle);
LockThisFeat(); // Lock use!

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@ -2728,7 +2728,9 @@ const int MAJOR_AURA = 1939;
//ACP feat
const int FEAT_ACP_FEAT = 2892;
const int FEAT_ACP_QUICK_FEAT = 3479;
const int FEAT_ACP_HEAVY_FEAT = 3480;
const int FEAT_ACP_UNARMED_FEAT = 3481;
//Baelnorn
const int FEAT_END_PROJECTION = 3575;

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@ -853,8 +853,11 @@ const int IP_CONST_REDUCEDWEIGHT_50_PERCENT = 6;
// IP_CONST_MONSTERDAMAGE
const int IP_CONST_MONSTERDAMAGE_7d4 = 58;
//ACP feat
const int IP_CONST_ACP_FEAT = 98;
//ACP feats
const int IP_CONST_ACP_QUICK_FEAT = 98;
const int IP_CONST_ACP_HEAVY_FEAT = 582;
const int IP_CONST_ACP_UNARMED_FEAT = 583;
//const int IP_CONST_ACP_FEAT = 98;
// Improved Combat Casting
const int IP_CONST_IMP_CC = 97;

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@ -28252,7 +28252,7 @@ depends:
objs\acp_auto.ncs: scripts\acp_auto.nss include\prc_x2_itemprop.nss include\inc_acp.nss include\prc_ipfeat_const.nss include\inc_utility.nss include\prc_inc_nwscript.nss include\prc_class_const.nss include\inc_target_list.nss include\inc_logmessage.nss include\inc_threads.nss include\prc_inc_actions.nss include\inc_time.nss include\inc_draw_prc.nss include\inc_eventhook.nss include\inc_metalocation.nss include\inc_array_sort.nss include\inc_uniqueid.nss include\inc_set.nss include\prc_misc_const.nss include\prc_spell_const.nss include\inv_invoc_const.nss include\psi_power_const.nss include\prc_inc_racial.nss include\prc_inc_array.nss include\moi_meld_const.nss include\bnd_vestig_const.nss include\inc_2dacache.nss include\prc_feat_const.nss include\prc_racial_const.nss include\inc_debug.nss include\prc_inc_switch.nss include\inc_persist_loca.nss include\prc_inc_skin.nss include\inc_persistsql.nss include\inc_draw.nss include\inc_draw_tools.nss include\inc_pers_array.nss include\inc_area.nss include\inc_heap.nss
objs\acp_s3_diffstyle.ncs: scripts\acp_s3_diffstyle.nss include\inc_acp.nss include\prc_inc_switch.nss
objs\acp_s3_diffstyle.ncs: scripts\acp_s3_diffstyle.nss include\prc_inc_spells.nss include\inc_acp.nss include\inc_newspellbook.nss include\inc_vfx_const.nss include\spinc_necro_cyst.nss include\true_utter_const.nss include\prc_inc_sneak.nss include\prcsp_engine.nss include\inc_item_props.nss include\prc_inc_core.nss include\inc_sp_gain_mem.nss include\lookup_2da_spell.nss include\inc_lookups.nss include\prc_inc_damage.nss include\prc_inc_sb_const.nss include\inc_2dacache.nss include\inc_debug.nss include\prc_inc_switch.nss include\prc_inc_array.nss include\prc_class_const.nss include\prc_effect_inc.nss include\prc_inc_castlvl.nss include\prc_inc_newip.nss include\prc_inc_descrptr.nss include\prc_x2_itemprop.nss include\prc_ipfeat_const.nss include\inc_utility.nss include\prc_inc_nwscript.nss include\inc_target_list.nss include\inc_logmessage.nss include\inc_threads.nss include\prc_inc_actions.nss include\inc_time.nss include\inc_draw_prc.nss include\inc_eventhook.nss include\inc_metalocation.nss include\inc_array_sort.nss include\inc_uniqueid.nss include\inc_set.nss include\prc_misc_const.nss include\prc_spell_const.nss include\inv_invoc_const.nss include\psi_power_const.nss include\prc_inc_racial.nss include\moi_meld_const.nss include\bnd_vestig_const.nss include\prc_feat_const.nss include\prc_racial_const.nss include\inc_persist_loca.nss include\prc_inc_skin.nss include\inc_persistsql.nss include\inc_draw.nss include\inc_draw_tools.nss include\inc_pers_array.nss include\inc_area.nss include\inc_heap.nss include\inc_prc_npc.nss include\tob_move_const.nss include\prcsp_archmaginc.nss include\prc_add_spl_pen.nss include\prcsp_reputation.nss
objs\alien_xtrasummon.ncs: scripts\alien_xtrasummon.nss include\prc_inc_spells.nss include\inc_newspellbook.nss include\inc_vfx_const.nss include\spinc_necro_cyst.nss include\true_utter_const.nss include\prc_inc_sneak.nss include\prcsp_engine.nss include\inc_item_props.nss include\prc_inc_core.nss include\inc_sp_gain_mem.nss include\lookup_2da_spell.nss include\inc_lookups.nss include\prc_inc_damage.nss include\prc_inc_sb_const.nss include\inc_2dacache.nss include\inc_debug.nss include\prc_inc_switch.nss include\prc_inc_array.nss include\prc_class_const.nss include\prc_effect_inc.nss include\prc_inc_castlvl.nss include\prc_inc_newip.nss include\prc_inc_descrptr.nss include\prc_x2_itemprop.nss include\prc_ipfeat_const.nss include\inc_utility.nss include\prc_inc_nwscript.nss include\inc_target_list.nss include\inc_logmessage.nss include\inc_threads.nss include\prc_inc_actions.nss include\inc_time.nss include\inc_draw_prc.nss include\inc_eventhook.nss include\inc_metalocation.nss include\inc_array_sort.nss include\inc_uniqueid.nss include\inc_set.nss include\prc_misc_const.nss include\prc_spell_const.nss include\inv_invoc_const.nss include\psi_power_const.nss include\prc_inc_racial.nss include\moi_meld_const.nss include\bnd_vestig_const.nss include\prc_feat_const.nss include\prc_racial_const.nss include\inc_persist_loca.nss include\prc_inc_skin.nss include\inc_persistsql.nss include\inc_draw.nss include\inc_draw_tools.nss include\inc_pers_array.nss include\inc_area.nss include\inc_heap.nss include\inc_prc_npc.nss include\tob_move_const.nss include\prcsp_archmaginc.nss include\prc_add_spl_pen.nss include\prcsp_reputation.nss

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@ -5,12 +5,24 @@
void main()
{
object oPC = OBJECT_SELF;
if(!GetHasFeat(FEAT_ACP_FEAT)
if(!GetHasFeat(FEAT_ACP_QUICK_FEAT)
&& GetPRCSwitch(PRC_ACP_MANUAL))
{
IPSafeAddItemProperty(GetPCSkin(OBJECT_SELF), PRCItemPropertyBonusFeat(IP_CONST_ACP_FEAT), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
IPSafeAddItemProperty(GetPCSkin(OBJECT_SELF), PRCItemPropertyBonusFeat(IP_CONST_ACP_QUICK_FEAT), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
return;
}
if(!GetHasFeat(FEAT_ACP_HEAVY_FEAT)
&& GetPRCSwitch(PRC_ACP_MANUAL))
{
IPSafeAddItemProperty(GetPCSkin(OBJECT_SELF), PRCItemPropertyBonusFeat(IP_CONST_ACP_HEAVY_FEAT), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
return;
}
if(!GetHasFeat(FEAT_ACP_UNARMED_FEAT)
&& GetPRCSwitch(PRC_ACP_MANUAL))
{
IPSafeAddItemProperty(GetPCSkin(OBJECT_SELF), PRCItemPropertyBonusFeat(IP_CONST_ACP_UNARMED_FEAT), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
return;
}
else if(((GetPRCSwitch(PRC_ACP_AUTOMATIC) && GetIsPC(OBJECT_SELF))
||(GetPRCSwitch(PRC_ACP_NPC_AUTOMATIC) && !GetIsPC(OBJECT_SELF))
||(GetLocalInt(OBJECT_SELF, PRC_ACP_NPC_AUTOMATIC) && !GetIsPC(OBJECT_SELF)))
@ -42,6 +54,7 @@ void main()
nFencingScore += GetLevelByClass(CLASS_TYPE_BARD);
nFencingScore += GetLevelByClass(CLASS_TYPE_ARCANE_DUELIST);
nFencingScore += GetLevelByClass(CLASS_TYPE_SWASHBUCKLER);
nFencingScore += GetLevelByClass(CLASS_TYPE_BLADESINGER);
nFencingScore += GetLevelByClass(CLASS_TYPE_TEMPEST);
if(GetAbilityScore(OBJECT_SELF, ABILITY_DEXTERITY)>20)

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@ -2,15 +2,18 @@
// ACP_S3_diffstyle
// Author: Ariel Kaiser
// Creation Date: 13 May 2005
// Updated by: Jason
// Updated on: 2024-09-03 20:16:26
////////////////////////////////////////////////
/*
In combination with the right feat.2da and spells.2da entries, this script
allows a player (or possessed NPC with the right feat, I guess) to change
their fighting style and trade it for different animations. Part of the ACP pack.
*/
#include "prc_inc_spells"
#include "inc_acp"
void main()
{
if (GetLocalInt(OBJECT_SELF, sLock)) //Feat is still locked? Bad user!
@ -19,15 +22,65 @@ void main()
return;
}
int nSpellID = GetSpellId();
if(nSpellID == 2282) // Normal/Reset
ResetFightingStyle();
else if(nSpellID == 2278) // Kensai
int nSpellID = PRCGetSpellId();
if(nSpellID == 13507 || nSpellID == 13512 || nSpellID == 13518) // Normal/Reset
{
ResetFightingStyle();
SendMessageToPC(OBJECT_SELF, "Resetting to Default NWN Combat Style");
}
else if(nSpellID == 13503) // Kensai
{
SetCustomFightingStyle(PHENOTYPE_KENSAI);
else if(nSpellID == 2279) // Assassin
SetCustomFightingStyle(PHENOTYPE_ASSASSIN);
else if(nSpellID == 2280) // Heavy
SetCustomFightingStyle(PHENOTYPE_BARBARIAN);
else if(nSpellID == 2281) // Fencing
SetCustomFightingStyle(PHENOTYPE_FENCING);
SendMessageToPC(OBJECT_SELF, "Switching to Kensai Combat Style");
}
else if(nSpellID == 13504) // Assassin
{
SetCustomFightingStyle(PHENOTYPE_ASSASSIN);
SendMessageToPC(OBJECT_SELF, "Switching to Assassin Combat Style");
}
else if(nSpellID == 13505) // Arcane
{
SetCustomFightingStyle(PHENOTYPE_ARCANE);
SendMessageToPC(OBJECT_SELF, "Switching to Arcane Combat Style");
}
else if(nSpellID == 13506) // Fencing
{
SetCustomFightingStyle(PHENOTYPE_FENCING);
SendMessageToPC(OBJECT_SELF, "Switching to Fencing Combat Style");
}
else if(nSpellID == 13509) // Barbarian
{
SetCustomFightingStyle(PHENOTYPE_BARBARIAN);
SendMessageToPC(OBJECT_SELF, "Switching to Barbarian Combat Style");
}
else if(nSpellID == 13510) // Demon Blade
{
SetCustomFightingStyle(PHENOTYPE_DEMONBLADE);
SendMessageToPC(OBJECT_SELF, "Switching to Demon Blade Combat Style");
}
else if(nSpellID == 13511) // Warrior
{
SetCustomFightingStyle(PHENOTYPE_WARRIOR);
SendMessageToPC(OBJECT_SELF, "Switching to Warrior Combat Style");
}
else if(nSpellID == 13514) // Tiger Fang Style
{
SetCustomFightingStyle(PHENOTYPE_TIGERFANG);
SendMessageToPC(OBJECT_SELF, "Switching to Tiger Fang Combat Style");
}
else if(nSpellID == 13515) // Sun Fist Style
{
SetCustomFightingStyle(PHENOTYPE_SUNFIST);
SendMessageToPC(OBJECT_SELF, "Switching to Sun Fist Combat Style");
}
else if(nSpellID == 13516) // Dragon Palm Style
{
SetCustomFightingStyle(PHENOTYPE_DRAGONPALM);
SendMessageToPC(OBJECT_SELF, "Switching to Dragon Palm Combat Style");
}
else if(nSpellID == 13517) // Bear's Claw Style
{
SetCustomFightingStyle(PHENOTYPE_BEARSCLAW);
SendMessageToPC(OBJECT_SELF, "Switching to Bear's Claw Combat Style");
}
}

View File

@ -5180,9 +5180,9 @@ Level
<entry id="20400" lang="en" sex="m">++++++++++ ACP Styles ++++++++++</entry>
<entry id="20401" lang="en" sex="m">Kensai</entry>
<entry id="20402" lang="en" sex="m">Assassin</entry>
<entry id="20403" lang="en" sex="m">Heavy</entry>
<entry id="20403" lang="en" sex="m">Barbarian</entry>
<entry id="20404" lang="en" sex="m">Fencing</entry>
<entry id="20405" lang="en" sex="m">Katar/Claws</entry>
<entry id="20405" lang="en" sex="m">*INVALID*</entry>
<entry id="20406" lang="en" sex="m">Arcane</entry>
<entry id="20407" lang="en" sex="m">Demon Blade</entry>
<entry id="20408" lang="en" sex="m">Warrior</entry>
@ -15015,26 +15015,23 @@ The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 2
Prerequisite: Healer level 4
A Healer deals with certain kinds of maladies so often, that eventually she can cure them without resorting to a spell. At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a Remove Disease spell.
At epic levels a Healer gains +1 use per day every 4 levels, starting at 21st level.</entry>
<entry id="47323" lang="en" sex="m">Kensai</entry>
<entry id="47324" lang="en" sex="m">Assassin</entry>
<entry id="47325" lang="en" sex="m">Heavy</entry>
<entry id="47326" lang="en" sex="m">Fencing</entry>
<entry id="47327" lang="en" sex="m">Varied Fighting Styles</entry>
<entry id="47328" lang="en" sex="m">Type of Feat: Special
Prerequisite: Level 1.
Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds).
Use: Selected.</entry>
<entry id="47329" lang="en" sex="m">Fighting Style: Kensai</entry>
<entry id="47330" lang="en" sex="m">You know how to wield your weapons like a Kensai.</entry>
<entry id="47331" lang="en" sex="m">Fighting Style: Assassin</entry>
<entry id="47332" lang="en" sex="m">You know how to stab your opponents carefully, like an assassin.</entry>
<entry id="47333" lang="en" sex="m">Fighting Style: Heavy</entry>
<entry id="47334" lang="en" sex="m">You know how to hit hard with big weaponry.</entry>
<entry id="47335" lang="en" sex="m">Fighting Style: Fencing</entry>
<entry id="47336" lang="en" sex="m">You know how to goad your opponents on with your fencing style.</entry>
<entry id="47337" lang="en" sex="m">Fighting Style: Normal (Reset)</entry>
<entry id="47338" lang="en" sex="m">This is the general way most people learn to fight.</entry>
<entry id="47339" lang="en" sex="m">&lt;CUSTOM0&gt; changes his stance.</entry>
<entry id="47323" lang="en" sex="m">****</entry>
<entry id="47324" lang="en" sex="m">****</entry>
<entry id="47325" lang="en" sex="m">****</entry>
<entry id="47326" lang="en" sex="m">****</entry>
<entry id="47327" lang="en" sex="m">****</entry>
<entry id="47328" lang="en" sex="m">****</entry>
<entry id="47329" lang="en" sex="m">****</entry>
<entry id="47330" lang="en" sex="m">****</entry>
<entry id="47331" lang="en" sex="m">****</entry>
<entry id="47332" lang="en" sex="m">****</entry>
<entry id="47333" lang="en" sex="m">****</entry>
<entry id="47334" lang="en" sex="m">****</entry>
<entry id="47335" lang="en" sex="m">****</entry>
<entry id="47336" lang="en" sex="m">****</entry>
<entry id="47337" lang="en" sex="m">****</entry>
<entry id="47338" lang="en" sex="m">****</entry>
<entry id="47339" lang="en" sex="m">****</entry>
<entry id="47340" lang="en" sex="m">Maester</entry>
<entry id="47341" lang="en" sex="m">Maesters</entry>
<entry id="47342" lang="en" sex="m">maester</entry>
@ -50717,6 +50714,55 @@ Prerequisite: Shifter
You can "shift" and assume aspects of your ancestral heritage.
While shifting, a winterhide shifter gains a +2 bonus to Constitution, a +1 natural armor bonus to AC, and resistance to cold 5. In addition, a winterhide shifter has a +2 racial bonus on Fortitude saving throws to resist the environmental effects of extreme cold.
Use: Automatic.</entry>
<entry id="58700" lang="en" sex="m">##ACP Styles 4.0 Reserve##
</entry>
<entry id="58701" lang="en" sex="m">Kensai</entry>
<entry id="58702" lang="en" sex="m">Assassin</entry>
<entry id="58703" lang="en" sex="m">Barbarian</entry>
<entry id="58704" lang="en" sex="m">Fencing</entry>
<entry id="58705" lang="en" sex="m">INVALID</entry>
<entry id="58706" lang="en" sex="m">Arcane</entry>
<entry id="58707" lang="en" sex="m">Demon Blade</entry>
<entry id="58708" lang="en" sex="m">Warrior</entry>
<entry id="58709" lang="en" sex="m">Tiger Fang</entry>
<entry id="58710" lang="en" sex="m">Sun Fist</entry>
<entry id="58711" lang="en" sex="m">Dragon Palm</entry>
<entry id="58712" lang="en" sex="m">Bear's Claw
</entry>
<entry id="58713" lang="en" sex="m">Quick Combat Styles</entry>
<entry id="58714" lang="en" sex="m">Heavy Combat Styles</entry>
<entry id="58715" lang="en" sex="m">Unarmed Combat Styles
</entry>
<entry id="58716" lang="en" sex="m">Type of Feat: Special
Prerequisite: Level 1.
Specifics: You have learned to fight with your weapons in different ways. A character with this feat can, assuming he does not have an unusual phenotype, change his fighting style every so often (90 seconds).</entry>
<entry id="58717" lang="en" sex="m">Combat Style: Kensai</entry>
<entry id="58718" lang="en" sex="m">You move &amp; flow like water, your weapons an extension of your form.</entry>
<entry id="58719" lang="en" sex="m">Combat Style: Assassin</entry>
<entry id="58720" lang="en" sex="m">This combat style lends itself to ambushes &amp; rapid attacks.</entry>
<entry id="58721" lang="en" sex="m">Combat Style: Barbarian</entry>
<entry id="58722" lang="en" sex="m">You excel at heavy, brutal attacks with the largest weapons.</entry>
<entry id="58723" lang="en" sex="m">Combat Style: Fencing</entry>
<entry id="58724" lang="en" sex="m">This combat style lends itself to fients &amp; graceful ripostes.</entry>
<entry id="58725" lang="en" sex="m">Combat Style: Arcane</entry>
<entry id="58726" lang="en" sex="m">Let your mind do the fighting with this telekinesis based combat style.</entry>
<entry id="58727" lang="en" sex="m">Combat Style: Demon Blade</entry>
<entry id="58728" lang="en" sex="m">You fight like a man possessed.
</entry>
<entry id="58729" lang="en" sex="m">Combat Style: Warrior</entry>
<entry id="58730" lang="en" sex="m">This sword &amp; shield combat style is heavy on blocking &amp; counters.</entry>
<entry id="58731" lang="en" sex="m">Combat Style: Tiger Fang</entry>
<entry id="58732" lang="en" sex="m">Adopt the Tiger Fang martial arts combat style.</entry>
<entry id="58733" lang="en" sex="m">Combat Style: Sun Fist</entry>
<entry id="58734" lang="en" sex="m">Adopt the Sun Fist martial arts combat style.</entry>
<entry id="58735" lang="en" sex="m">Combat Style: Dragon Palm</entry>
<entry id="58736" lang="en" sex="m">Adopt the Dragon Palm martial arts combat style.</entry>
<entry id="58737" lang="en" sex="m">Combat Style: Bear's Claw</entry>
<entry id="58738" lang="en" sex="m">Adopt the Bear's Claw martial arts combat style.</entry>
<entry id="58739" lang="en" sex="m">Combat Style: Default</entry>
<entry id="58740" lang="en" sex="m">Revert to the default combat style.</entry>
<entry id="58741" lang="en" sex="m">&lt;CUSTOM0&gt; changes his stance.</entry>
<entry id="58749" lang="en" sex="m">Spiretop Dragon</entry>
<entry id="58750" lang="en" sex="m">Spiretop Dragon</entry>
<entry id="58751" lang="en" sex="m">spiretop dragon</entry>
@ -71129,7 +71175,23 @@ When within your own black labyrinth, you are immune to the last two effects (mo
<entry id="71820" lang="en" sex="m">War mind Teleport - Party within 10ft</entry>
<entry id="71821" lang="en" sex="m">War mind Tower of Iron Will</entry>
<entry id="71822" lang="en" sex="m">War mind True Seeing, Psionic</entry>
<entry id="75000" lang="en" sex="m">####END_OF_PSI_SPELLBOOK_RESERVE</entry>
<entry id="74500" lang="en" sex="m">####END_OF_PSI_SPELLBOOK_RESERVE</entry>
<entry id="74800" lang="en" sex="m">###PRC8 Loadscreen Hint Reserve 74800-75000-###
</entry>
<entry id="74801" lang="en" sex="m">LETO does not support the PRC8</entry>
<entry id="74802" lang="en" sex="m">Due to Bioware limitations, non-Bioware spontaneous casters do not use the normal spellbook. Those spells can be found in your class radial.</entry>
<entry id="74803" lang="en" sex="m">Due to Bioware limitations, only your highest level Arcane or Divine class can receive new Arcane or Divine spells at level up.</entry>
<entry id="74804" lang="en" sex="m">Two handed weapons are shown being wielded one handed to allow feats such as Monkey Grip &amp; Oversized Two-Weapon fighting to work properly. Combat isn't affected.</entry>
<entry id="74805" lang="en" sex="m">De-leveling isn't supported by the PRC8 &amp; can in fact break your character.
</entry>
<entry id="74806" lang="en" sex="m">Casting an Exalted or Vile spell causes ability damage.</entry>
<entry id="74807" lang="en" sex="m">Enable &amp; disable optional game features with the PRC Options radial.</entry>
<entry id="74808" lang="en" sex="m">Knockdown, Called Shot, Taunt &amp; Parry are not valid 3e D&amp;D feats or skills &amp; have been disabled in the PRC8.
</entry>
<entry id="74809" lang="en" sex="m">As in Neverwinter Nights 2, Arcane &amp; Divine prestige classes must pick a marker feat at 1st class level to choose which spellcasting class will be boosted by the new prestige class.</entry>
<entry id="74810" lang="en" sex="m">Some prestige classes can advance invoking or shadowcasting instead of spellcasting.</entry>
<entry id="74811" lang="en" sex="m">Spellcraft doesn't provide a bonus to your save vs. spells in 3e Dungeons &amp; Dragons. This is reflected in the PRC8.</entry>
<entry id="74812" lang="en" sex="m">Tumble doesn't provide a bonus to your Armor Class in 3e Dungeons &amp; Dragons. This is reflected in the PRC8.</entry>
<entry id="75001" lang="en" sex="m">Favored Mystery - Black Labyrinth</entry>
<entry id="75002" lang="en" sex="m">Holy Warrior</entry>
<entry id="75003" lang="en" sex="m">Type of Feat: Reserve