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