Updated PRC8 to support ACP 4.1
Updated PRC8 to support ACP 4.1. Updated release archive.
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@@ -1,9 +1,16 @@
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#include "prc_inc_switch"
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const int PHENOTYPE_KENSAI = 5;
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const int PHENOTYPE_ASSASSIN = 6;
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const int PHENOTYPE_BARBARIAN = 7;
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const int PHENOTYPE_FENCING = 8;
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const int PHENOTYPE_KENSAI = 49;
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const int PHENOTYPE_ASSASSIN = 50;
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const int PHENOTYPE_BARBARIAN = 51;
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const int PHENOTYPE_FENCING = 52;
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const int PHENOTYPE_ARCANE = 53;
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const int PHENOTYPE_DEMONBLADE = 54;
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const int PHENOTYPE_WARRIOR = 55;
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const int PHENOTYPE_TIGERFANG = 56;
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const int PHENOTYPE_SUNFIST = 57;
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const int PHENOTYPE_DRAGONPALM = 58;
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const int PHENOTYPE_BEARSCLAW = 59;
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string sLock = "acp_fightingstyle_lock";
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@@ -27,13 +34,20 @@ void ResetFightingStyle() //Resets the character phenotype to 0
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//If we are at phenotype 0 or 2, we do nothing. Tell the player that.
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if(nCurrentPheno == PHENOTYPE_NORMAL
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|| nCurrentPheno == PHENOTYPE_BIG)
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SendMessageToPC(OBJECT_SELF, "Your fighting style is already neutral.");
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SendMessageToPC(OBJECT_SELF, "You are already using the default combat style.");
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//else if we are at phenotype 5,6,7 or 8 we want to reset it to neutral.
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//else if we are at an ACP phenotype we want to reset it to neutral.
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else if(nCurrentPheno == PHENOTYPE_KENSAI
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|| nCurrentPheno == PHENOTYPE_ASSASSIN
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|| nCurrentPheno == PHENOTYPE_BARBARIAN
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|| nCurrentPheno == PHENOTYPE_FENCING)
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|| nCurrentPheno == PHENOTYPE_ASSASSIN
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|| nCurrentPheno == PHENOTYPE_BARBARIAN
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|| nCurrentPheno == PHENOTYPE_FENCING
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|| nCurrentPheno == PHENOTYPE_ARCANE
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|| nCurrentPheno == PHENOTYPE_DEMONBLADE
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|| nCurrentPheno == PHENOTYPE_WARRIOR
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|| nCurrentPheno == PHENOTYPE_TIGERFANG
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|| nCurrentPheno == PHENOTYPE_SUNFIST
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|| nCurrentPheno == PHENOTYPE_DRAGONPALM
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|| nCurrentPheno == PHENOTYPE_BEARSCLAW)
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{
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SetPhenoType(PHENOTYPE_NORMAL);
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LockThisFeat(); // Lock use!
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@@ -55,10 +69,17 @@ void SetCustomFightingStyle(int iStyle) //Sets character phenotype to 5,6,7 or 8
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//If we are at phenotype 0 or one of the styles themselves, we go ahead
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//and set the creature's phenotype accordingly! (safe thanks to previous 'if')
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else if(nCurrentPheno == PHENOTYPE_NORMAL
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|| nCurrentPheno == PHENOTYPE_KENSAI
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|| nCurrentPheno == PHENOTYPE_ASSASSIN
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|| nCurrentPheno == PHENOTYPE_BARBARIAN
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|| nCurrentPheno == PHENOTYPE_FENCING)
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|| nCurrentPheno == PHENOTYPE_KENSAI
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|| nCurrentPheno == PHENOTYPE_ASSASSIN
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|| nCurrentPheno == PHENOTYPE_FENCING
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|| nCurrentPheno == PHENOTYPE_ARCANE
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|| nCurrentPheno == PHENOTYPE_BARBARIAN
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|| nCurrentPheno == PHENOTYPE_DEMONBLADE
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|| nCurrentPheno == PHENOTYPE_WARRIOR
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|| nCurrentPheno == PHENOTYPE_TIGERFANG
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|| nCurrentPheno == PHENOTYPE_SUNFIST
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|| nCurrentPheno == PHENOTYPE_DRAGONPALM
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|| nCurrentPheno == PHENOTYPE_BEARSCLAW)
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{
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SetPhenoType(iStyle);
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LockThisFeat(); // Lock use!
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@@ -2728,7 +2728,9 @@ const int MAJOR_AURA = 1939;
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//ACP feat
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const int FEAT_ACP_FEAT = 2892;
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const int FEAT_ACP_QUICK_FEAT = 3479;
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const int FEAT_ACP_HEAVY_FEAT = 3480;
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const int FEAT_ACP_UNARMED_FEAT = 3481;
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//Baelnorn
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const int FEAT_END_PROJECTION = 3575;
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@@ -853,8 +853,11 @@ const int IP_CONST_REDUCEDWEIGHT_50_PERCENT = 6;
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// IP_CONST_MONSTERDAMAGE
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const int IP_CONST_MONSTERDAMAGE_7d4 = 58;
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//ACP feat
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const int IP_CONST_ACP_FEAT = 98;
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//ACP feats
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const int IP_CONST_ACP_QUICK_FEAT = 98;
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const int IP_CONST_ACP_HEAVY_FEAT = 582;
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const int IP_CONST_ACP_UNARMED_FEAT = 583;
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//const int IP_CONST_ACP_FEAT = 98;
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// Improved Combat Casting
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const int IP_CONST_IMP_CC = 97;
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