MMD_PRC8/_module/nss/0c_if_has_feat.nss
Jaysyn904 d77404f157 2025/07/15 Update
Added PEPS AI.
Updated module name.
Set all henchmen to have a random race &/or class based name using a custom version of Markshire's Nomeclature scripts, as well as appearance.
Set Constructs, Undead, Outsiders & Elementals to not require food or drink.
Full compile.
2025-07-15 22:19:46 -04:00

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/*//////////////////////////////////////////////////////////////////////////////
Script: 0c_if_has_feat
Programmer: Philos
////////////////////////////////////////////////////////////////////////////////
Text Appears When script that checks to see if they have a specific feat.
Param:
sTarget - either "OBJECT_SELF", or "PCSpeaker", blanks defaults to "PCSpeaker"
nFeat - the feat number from Feats.2da
bNot - if 1 TRUE then this returns true for the target not having the feat.
*///////////////////////////////////////////////////////////////////////////////
#include "0i_main"
int StartingConditional()
{
string sTarget = GetScriptParam("sTarget");
int nFeat = StringToInt(GetScriptParam("nFeat"));
int bNot = StringToInt(GetScriptParam("bNot"));
object oCreature;
if(sTarget == "OBJECT_SELF") oCreature = OBJECT_SELF;
else if(sTarget == "" || sTarget == "PCSpeaker") oCreature = GetPCSpeaker();
if(bNot) return !GetHasFeat(nFeat, oCreature);
return (GetHasFeat(nFeat ,oCreature) || ai_GetIsDungeonMaster(oCreature));
}