Fixed unproficient TWF bug.

Fixed unproficient TWF bug.
Tried giving Bloodclaw Rending an on/off switch.
This commit is contained in:
Jaysyn904
2025-05-10 22:29:31 -04:00
parent e856279b2b
commit 2792ed00fc
16 changed files with 151 additions and 33 deletions

View File

@@ -58,6 +58,16 @@ void main()
if (GetResRef(oItem) == "prc_crown_might") DestroyObject(oItem);
if (GetResRef(oItem) == "prc_crown_prot") DestroyObject(oItem);
int nClaw = GetStringLeft(GetResRef(oItem), 12) == "prc_diaclaw_" ? TRUE : FALSE;
if(nClaw)DestroyObject(oItem);
nClaw = GetStringLeft(GetResRef(oItem), 9) == "prc_claw_" ? TRUE : FALSE;
if(nClaw)DestroyObject(oItem);
int nUnarmed = GetStringLeft(GetResRef(oItem), 12) == "prc_unarmed_" ? TRUE : FALSE;
if(nUnarmed)DestroyObject(oItem);
// Delay a bit to prevent TMI due to polymorph effect being braindead and running the unequip script for each and
// bloody every item the character has equipped at the moment of effect application. Without detaching the script