Updated PRC8 to support ACP 4.1

Updated PRC8 to support ACP 4.1.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-09-04 11:07:41 -04:00
parent 2a2a67a25a
commit b2df39905b
76 changed files with 89638 additions and 89340 deletions

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@@ -1,9 +1,16 @@
#include "prc_inc_switch"
const int PHENOTYPE_KENSAI = 5;
const int PHENOTYPE_ASSASSIN = 6;
const int PHENOTYPE_BARBARIAN = 7;
const int PHENOTYPE_FENCING = 8;
const int PHENOTYPE_KENSAI = 49;
const int PHENOTYPE_ASSASSIN = 50;
const int PHENOTYPE_BARBARIAN = 51;
const int PHENOTYPE_FENCING = 52;
const int PHENOTYPE_ARCANE = 53;
const int PHENOTYPE_DEMONBLADE = 54;
const int PHENOTYPE_WARRIOR = 55;
const int PHENOTYPE_TIGERFANG = 56;
const int PHENOTYPE_SUNFIST = 57;
const int PHENOTYPE_DRAGONPALM = 58;
const int PHENOTYPE_BEARSCLAW = 59;
string sLock = "acp_fightingstyle_lock";
@@ -27,13 +34,20 @@ void ResetFightingStyle() //Resets the character phenotype to 0
//If we are at phenotype 0 or 2, we do nothing. Tell the player that.
if(nCurrentPheno == PHENOTYPE_NORMAL
|| nCurrentPheno == PHENOTYPE_BIG)
SendMessageToPC(OBJECT_SELF, "Your fighting style is already neutral.");
SendMessageToPC(OBJECT_SELF, "You are already using the default combat style.");
//else if we are at phenotype 5,6,7 or 8 we want to reset it to neutral.
//else if we are at an ACP phenotype we want to reset it to neutral.
else if(nCurrentPheno == PHENOTYPE_KENSAI
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_FENCING)
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_FENCING
|| nCurrentPheno == PHENOTYPE_ARCANE
|| nCurrentPheno == PHENOTYPE_DEMONBLADE
|| nCurrentPheno == PHENOTYPE_WARRIOR
|| nCurrentPheno == PHENOTYPE_TIGERFANG
|| nCurrentPheno == PHENOTYPE_SUNFIST
|| nCurrentPheno == PHENOTYPE_DRAGONPALM
|| nCurrentPheno == PHENOTYPE_BEARSCLAW)
{
SetPhenoType(PHENOTYPE_NORMAL);
LockThisFeat(); // Lock use!
@@ -55,10 +69,17 @@ void SetCustomFightingStyle(int iStyle) //Sets character phenotype to 5,6,7 or 8
//If we are at phenotype 0 or one of the styles themselves, we go ahead
//and set the creature's phenotype accordingly! (safe thanks to previous 'if')
else if(nCurrentPheno == PHENOTYPE_NORMAL
|| nCurrentPheno == PHENOTYPE_KENSAI
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_FENCING)
|| nCurrentPheno == PHENOTYPE_KENSAI
|| nCurrentPheno == PHENOTYPE_ASSASSIN
|| nCurrentPheno == PHENOTYPE_FENCING
|| nCurrentPheno == PHENOTYPE_ARCANE
|| nCurrentPheno == PHENOTYPE_BARBARIAN
|| nCurrentPheno == PHENOTYPE_DEMONBLADE
|| nCurrentPheno == PHENOTYPE_WARRIOR
|| nCurrentPheno == PHENOTYPE_TIGERFANG
|| nCurrentPheno == PHENOTYPE_SUNFIST
|| nCurrentPheno == PHENOTYPE_DRAGONPALM
|| nCurrentPheno == PHENOTYPE_BEARSCLAW)
{
SetPhenoType(iStyle);
LockThisFeat(); // Lock use!

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@@ -2728,7 +2728,9 @@ const int MAJOR_AURA = 1939;
//ACP feat
const int FEAT_ACP_FEAT = 2892;
const int FEAT_ACP_QUICK_FEAT = 3479;
const int FEAT_ACP_HEAVY_FEAT = 3480;
const int FEAT_ACP_UNARMED_FEAT = 3481;
//Baelnorn
const int FEAT_END_PROJECTION = 3575;

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@@ -853,8 +853,11 @@ const int IP_CONST_REDUCEDWEIGHT_50_PERCENT = 6;
// IP_CONST_MONSTERDAMAGE
const int IP_CONST_MONSTERDAMAGE_7d4 = 58;
//ACP feat
const int IP_CONST_ACP_FEAT = 98;
//ACP feats
const int IP_CONST_ACP_QUICK_FEAT = 98;
const int IP_CONST_ACP_HEAVY_FEAT = 582;
const int IP_CONST_ACP_UNARMED_FEAT = 583;
//const int IP_CONST_ACP_FEAT = 98;
// Improved Combat Casting
const int IP_CONST_IMP_CC = 97;