Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,89 +0,0 @@
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//::///////////////////////////////////////////////
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//:: Name Template main script
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//:: FileName prc_templates
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//:://////////////////////////////////////////////
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/*
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This deals with maintaining the bonus' that the
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various templates grant.
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This also applies the bonuses that Weapons of
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Legacy grant to the PC
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Primogenitor, Strat
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//:: Created On: 18/04/06
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//:://////////////////////////////////////////////
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#include "prc_inc_template"
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void RunTemplateStuff(int nTemplate, object oPC = OBJECT_SELF)
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{
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//run the maintenance script
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string sScript = Get2DACache("templates", "MaintainScript", nTemplate);
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if(DEBUG) DoDebug("Running template maintenance script "+sScript);
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DelayCommand(0.0f, ExecuteScript(sScript, oPC));
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}
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void ApplyLegacy(int nWoL, object oPC = OBJECT_SELF)
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{
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object oSkin = GetPCSkin(oPC);
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int nLegacy = GetPersistantLocalInt(oPC, "LegacyRitual");
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if (nLegacy == 1)
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_LEAST_LEGACY), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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else if (nLegacy == 2)
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_LESSER_LEGACY), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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else if (nLegacy == 3)
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_GREATER_LEGACY), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// Clean up prior effects before applying new ones
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effect eEffect = GetFirstEffect(oPC);
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while(GetIsEffectValid(eEffect))
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{
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// Is it a WOL effect?
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if(GetEffectTag(eEffect) == "WOLEffect")
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RemoveEffect(oPC, eEffect);
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eEffect = GetNextEffect(oPC);
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}
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string sScript = Get2DACache("wol_items", "MaintainScript", nWoL);
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if(DEBUG) DoDebug("Running legacy application script "+sScript);
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DelayCommand(0.0f, ExecuteScript(sScript, oPC));
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if (sScript == "wol_m_devious") DelayCommand(0.0f, ExecuteScript("wol_m_vicious", oPC));
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}
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void main()
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{
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if(DEBUG) DoDebug("Running prc_templates");
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object oPC = OBJECT_SELF;
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//loop over all templates and see if the player has them
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if(!persistant_array_exists(oPC, "templates"))
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{
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persistant_array_create(oPC, "templates");
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}
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int i;
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int bHasTemplate = FALSE;
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for(i=0; i<persistant_array_get_size(oPC, "templates"); i++)
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{
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int nTemplate = persistant_array_get_int(oPC, "templates", i);
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if(GetHasTemplate(nTemplate, oPC))
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{
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bHasTemplate = TRUE;
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RunTemplateStuff(nTemplate, oPC);
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}
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}
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// This stores the row number, if any, for the weapon of legacy
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int nWoL = GetPersistantLocalInt(oPC, "LegacyOwner");
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if (nWoL)
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ApplyLegacy(nWoL, oPC);
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if(bHasTemplate || nWoL)
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{
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if(DEBUG) DoDebug("Re-running prc_feat");
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//run the main PRC feat system so we trigger any feats we've borrowed
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DelayCommand(0.5, ExecuteScript("prc_feats", oPC));
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}
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}
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