2026/02/14 Updates

Updated PRC8 version.
Hathran can now select an ethran as a cohort.
Preliminary Circle Magic work done.
Added Choke Hold, Pain Touch, Ki Shout, Great Ki Shout, Freezing the Lifeblood, Falling Star Strikea nd Unbalancing Strike feats.
Warforged get Immunity Energy Drain, not Immunity: Ability Drain.
Forsakers can use alchemical items.
Added VectorToPerpendicular().
Added GetIsAlchemical().
Added GenerateRandomName().
Added _DoChokeHold().
Updated Shaman bonus feat list.
Updated fighter bonus feat lists.
Added Favored of the Companions to the Vow of Poverty bonus feat list.
Ur-Priest can't enter RKV, BFZ or Thrall of Orcus.
This commit is contained in:
Jaysyn904
2026-02-14 19:53:55 -05:00
parent 066590fe88
commit 41a3c945f9
94 changed files with 51583 additions and 49651 deletions

View File

@@ -7,7 +7,7 @@
const string COHORT_DATABASE = "PRCCOHORTS";
const string COHORT_TAG = "prc_cohort";
//in the database there is the folloxing data structures:
//in the database there is the following data structures:
/*
int CohortCount (total number of cohorts)
object Cohort_X_obj (cohort itself)
@@ -287,6 +287,95 @@ void CancelGreatFeats(object oSpawn)
}
}
// Generates a random name for a creature based on their race and gender
string GenerateRandomName(object oCreature)
{
string sName;
int nRace = MyPRCGetRacialType(oCreature);
int nGender = GetGender(oCreature);
// First name based on race and gender
switch(nRace)
{
case RACIAL_TYPE_DWARF:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_DWARF_FEMALE);
else
sName += RandomName(NAME_FIRST_DWARF_MALE);
break;
case RACIAL_TYPE_ELF:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_ELF_FEMALE);
else
sName += RandomName(NAME_FIRST_ELF_MALE);
break;
case RACIAL_TYPE_GNOME:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_GNOME_FEMALE);
else
sName += RandomName(NAME_FIRST_GNOME_MALE);
break;
case RACIAL_TYPE_HUMAN:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_HUMAN_FEMALE);
else
sName += RandomName(NAME_FIRST_HUMAN_MALE);
break;
case RACIAL_TYPE_HALFELF:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_HALFELF_FEMALE);
else
sName += RandomName(NAME_FIRST_HALFELF_MALE);
break;
case RACIAL_TYPE_HALFORC:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_HALFORC_FEMALE);
else
sName += RandomName(NAME_FIRST_HALFORC_MALE);
break;
case RACIAL_TYPE_HALFLING:
if(nGender == GENDER_FEMALE)
sName += RandomName(NAME_FIRST_HALFLING_FEMALE);
else
sName += RandomName(NAME_FIRST_HALFLING_MALE);
break;
}
sName += " ";
// Surname based on race
switch(nRace)
{
case RACIAL_TYPE_DWARF:
sName += RandomName(NAME_LAST_DWARF);
break;
case RACIAL_TYPE_ELF:
sName += RandomName(NAME_LAST_ELF);
break;
case RACIAL_TYPE_GNOME:
sName += RandomName(NAME_LAST_GNOME);
break;
case RACIAL_TYPE_HUMAN:
sName += RandomName(NAME_LAST_HUMAN);
break;
case RACIAL_TYPE_HALFELF:
sName += RandomName(NAME_LAST_HALFELF);
break;
case RACIAL_TYPE_HALFORC:
sName += RandomName(NAME_LAST_HALFORC);
break;
case RACIAL_TYPE_HALFLING:
sName += RandomName(NAME_LAST_HALFLING);
break;
}
// Sanity check
if(sName == " ")
sName = "";
return sName;
}
void AddCohortToPlayerByObject(object oCohort, object oPC, int bDoSetup = TRUE)
{
//add it to the pc
@@ -296,6 +385,164 @@ void AddCohortToPlayerByObject(object oCohort, object oPC, int bDoSetup = TRUE)
SetMaxHenchmen(nMaxHenchmen);
object oSkin = GetPCSkin(oCohort);
if(bDoSetup)
{
//if it was a premade one, give it a random name
//randomize its appearance using DoRandomAppearance
if(GetResRef(oCohort) != "")
{
// Generate and assign random name
string sName = GenerateRandomName(oCohort);
AssignCommand(oCohort, SetName(oCohort, sName));
//use disguise code to alter head etc
DoRandomAppearance(MyPRCGetRacialType(oCohort), oCohort);
//DoRandomAppearance removed wings/tails need to re-add
if(GetRacialType(oCohort) == RACIAL_TYPE_FEYRI)
SetCreatureWingType(CREATURE_WING_TYPE_DEMON, oCohort);
else if(GetRacialType(oCohort) == RACIAL_TYPE_AVARIEL)
SetCreatureWingType(CREATURE_WING_TYPE_BIRD, oCohort);
else if(GetRacialType(oCohort) == RACIAL_TYPE_GLOURA)
SetCreatureWingType(CREATURE_WING_TYPE_BUTTERFLY, oCohort);
}
//if its a custom made cohort, need to cancel GreatX feats
else
CancelGreatFeats(oCohort);
//set it to the pcs level
int nLevel = GetCohortMaxLevel(GetLeadershipScore(oPC), oPC);
SetXP(oCohort, nLevel*(nLevel-1)*500);
SetLocalInt(oCohort, "MastersXP", GetXP(oPC));
DelayCommand(1.0, AssignCommand(oCohort, SetIsDestroyable(FALSE, TRUE, TRUE)));
DelayCommand(1.0, AssignCommand(oCohort, SetLootable(oCohort, TRUE)));
//set its maximum level lag
if(GetCurrentCohortCount(oPC) <= GetPRCSwitch(PRC_BONUS_COHORTS))
{
//bonus cohort, no cap
}
else if(GetPRCSwitch(PRC_THRALLHERD_LEADERSHIP)
&& GetLevelByClass(CLASS_TYPE_THRALLHERD, oPC)
&& GetCurrentCohortCount(oPC) <= GetPRCSwitch(PRC_BONUS_COHORTS)+1)
{
//thrallherd with switch, 1 level lag
SetLocalInt(oCohort, "CohortLevelLag", 1);
}
else if(GetPRCSwitch(PRC_THRALLHERD_LEADERSHIP)
&& GetLevelByClass(CLASS_TYPE_THRALLHERD, oPC) >= 10
&& GetCurrentCohortCount(oPC) <= GetPRCSwitch(PRC_BONUS_COHORTS)+2)
{
//twofold master with switch, 2 level lag
SetLocalInt(oCohort, "CohortLevelLag", 2);
}
else
{
//other cohort have a 2 level lag
SetLocalInt(oCohort, "CohortLevelLag", 2);
}
//strip its equipment & inventory
object oTest = GetFirstItemInInventory(oCohort);
object oToken = GetHideToken(oCohort);
while(GetIsObjectValid(oTest))
{
if(GetHasInventory(oTest))
{
object oTest2 = GetFirstItemInInventory(oTest);
while(GetIsObjectValid(oTest2))
{
// Avoid blowing up the hide and token that just had the eventscripts stored on them
if(oTest2 != oSkin && oTest2 != oToken)
DestroyObject(oTest2);
oTest2 = GetNextItemInInventory(oTest);
}
}
// Avoid blowing up the hide and token that just had the eventscripts stored on them
if(oTest != oSkin && oTest != oToken)
DestroyObject(oTest);
oTest = GetNextItemInInventory(oCohort);
}
int nSlot;
for(nSlot = 0;nSlot<14;nSlot++)
{
oTest = GetItemInSlot(nSlot, oCohort);
DestroyObject(oTest);
}
//get rid of any gold it has
TakeGoldFromCreature(GetGold(oCohort), oCohort, TRUE);
}
//clean up any leftovers on the skin
ScrubPCSkin(oCohort, oSkin);
DeletePRCLocalInts(oSkin);
//turn on its scripts
//normal MoB set
AddEventScript(oCohort, EVENT_VIRTUAL_ONPHYSICALATTACKED, "prc_ai_mob_attck", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONBLOCKED, "prc_ai_mob_block", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONCOMBATROUNDEND, "prc_ai_mob_combt", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONDAMAGED, "prc_ai_mob_damag", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONDISTURBED, "prc_ai_mob_distb", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONPERCEPTION, "prc_ai_mob_percp", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONSPAWNED, "prc_ai_mob_spawn", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONSPELLCASTAT, "prc_ai_mob_spell", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONDEATH, "prc_ai_mob_death", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONRESTED, "prc_ai_mob_rest", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONUSERDEFINED, "prc_ai_mob_userd", TRUE, FALSE);
//dont run this, cohort-specific script replaces it
//AddEventScript(oCohort, EVENT_VIRTUAL_ONCONVERSATION, "prc_ai_mob_conv", TRUE, TRUE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONHEARTBEAT, "prc_ai_mob_heart", TRUE, FALSE);
//cohort specific ones
AddEventScript(oCohort, EVENT_VIRTUAL_ONCONVERSATION, "prc_ai_coh_conv", TRUE, FALSE);
AddEventScript(oCohort, EVENT_VIRTUAL_ONHEARTBEAT, "prc_ai_coh_hb", TRUE, FALSE);
//mark the master on the cohort
SetLocalObject(oCohort, "MasterObject", oPC);
//DEBUG
//various tests
if (DEBUG) DoDebug("Cohort Name="+GetName(oCohort));
if (DEBUG) DoDebug("Cohort HD="+IntToString(GetHitDice(oCohort)));
if (DEBUG) DoDebug("Cohort XP="+IntToString(GetXP(oCohort)));
if (DEBUG) DoDebug("Cohort GetIsPC="+IntToString(GetIsPC(oCohort)));
// And now gear it up
if (!GetPRCSwitch(PRC_DISABLE_COHORT_STARTING_GEAR))
{
int i;
int nHD = GetHitDice(oCohort);
for(i = 0;i<nHD;i++)
{
GenerateBossTreasure(oCohort);
}
object oGear = GetFirstItemInInventory(oCohort);
while(GetIsObjectValid(oGear))
{
SetIdentified(oGear, TRUE);
SetDroppableFlag(oGear, FALSE);
SetItemCursedFlag(oGear, TRUE);
SetStolenFlag(oGear, TRUE);
SetPlotFlag(oGear, TRUE);
AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_10_PERCENT), oGear);
oGear = GetNextItemInInventory(oCohort);
}
AssignCommand(oCohort, ClearAllActions());
AssignCommand(oCohort, ActionEquipMostDamagingMelee());
AssignCommand(oCohort, ActionEquipMostEffectiveArmor());
}
}
/* void AddCohortToPlayerByObject(object oCohort, object oPC, int bDoSetup = TRUE)
{
//add it to the pc
int nMaxHenchmen = GetMaxHenchmen();
SetMaxHenchmen(99);
AddHenchman(oPC, oCohort);
SetMaxHenchmen(nMaxHenchmen);
object oSkin = GetPCSkin(oCohort);
if(bDoSetup)
{
//if it was a premade one, give it a random name
@@ -518,6 +765,7 @@ void AddCohortToPlayerByObject(object oCohort, object oPC, int bDoSetup = TRUE)
AssignCommand(oCohort, ActionEquipMostEffectiveArmor());
}
}
*/
void RemoveCohortFromPlayer(object oCohort, object oPC)
{