2026/04/27 Evening Update

Added PRC Option to change player model to appearances in racialappear.2da
Added class heartbeat script and updated Soul Eater's onHit to work with NPCs and cohorts.
This commit is contained in:
Jaysyn904
2026-04-27 20:49:54 -04:00
parent f397206b74
commit df731f3bd4
8 changed files with 171 additions and 9 deletions

View File

@@ -0,0 +1,47 @@
//::///////////////////////////////////////////////
//:: Name: prc_souleater
//:: FileName: prc_souleater.nss
//:://////////////////////////////////////////////
/*
Soul Eater class heartbeat script
Ensures onHit energy drain is applied to unarmed attacks
*/
//:://////////////////////////////////////////////
//:: Created By: Jaysyn
//:: Created On: 2026-04-27 12:35:59
//:://////////////////////////////////////////////
#include "prc_inc_combat"
#include "prc_inc_onhit"
void main()
{
object oPC = OBJECT_SELF;
// Only proceed if character is a Soul Eater
if(GetLevelByClass(CLASS_TYPE_SOUL_EATER, oPC) == 0)
return;
// Only proceed if unarmed (no melee weapon equipped)
if(!GetIsUnarmed(oPC))
return;
// Get the unarmed weapon (creature weapon or gloves)
object oUnarmedWeapon = GetUnarmedWeapon(oPC);
// Apply onHit property if weapon is valid
if(GetIsObjectValid(oUnarmedWeapon))
{
// Remove any existing temporary properties first
RemoveSpecificProperty(oUnarmedWeapon, ITEM_PROPERTY_ONHITCASTSPELL,
IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
// Set up the signature for event routing
SetLocalInt(oUnarmedWeapon, PRC_CUSTOM_ONHIT_SIGNATURE + "prc_uni_shift", TRUE);
// Add temporary onHit property
IPSafeAddItemProperty(oUnarmedWeapon,
ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1),
9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
}
}

View File

@@ -480,8 +480,8 @@ void main()
AddChoice("LA Buyoff.", 41);
if(!GetPRCSwitch(PRC_DISABLE_ENCOUNTERS))
AddChoice("Visit an encounter area", 42);
if(DEBUG) //this doesn't work at all
//if(!GetPRCSwitch(PRC_APPEARNCE_CHANGE_DISABLE))
//if(DEBUG) //this doesn't work at all
if(!GetPRCSwitch(PRC_APPEARNCE_CHANGE_DISABLE))
AddChoice("Change appearance.", 10);
AddChoice("Miscellaneous options.", 11);
if(DEBUG)//TO DO: add separate switch
@@ -1195,7 +1195,64 @@ void main()
MarkStageSetUp(nStage, oPC);
}
else if (nStage == STAGE_WILDSHAPE_SLOTS)
else if(nStage == STAGE_APPEARANCE)
{
SetHeader("Select an appearance for your race:");
int nRace = GetRacialType(oPC);
int nGender = GetGender(oPC);
// Debug: Check what race we're dealing with
string sRaceName = Get2DACache("racialtypes", "Label", nRace);
FloatingTextStringOnCreature("Race: " + sRaceName + " (" + IntToString(nRace) + ")", oPC, FALSE);
if(nGender == GENDER_MALE)
{
int i;
for(i = 1; i <= 5; i++)
{
string sColumn = "Male" + IntToString(i);
string sAppearance = Get2DACache("racialappear", sColumn, nRace);
// Debug: Show what we're getting
FloatingTextStringOnCreature("Column " + sColumn + ": '" + sAppearance + "'", oPC, FALSE);
if(sAppearance != "" && sAppearance != "****")
{
int nAppearance = StringToInt(sAppearance);
string sName = Get2DACache("appearance", "LABEL", nAppearance);
if(sName == "")
sName = "Appearance " + sAppearance;
AddChoice(sName, nAppearance, oPC);
}
}
}
else // Female
{
int i;
for(i = 1; i <= 5; i++)
{
string sColumn = "Female" + IntToString(i);
string sAppearance = Get2DACache("racialappear", sColumn, nRace);
// Debug: Show what we're getting
FloatingTextStringOnCreature("Column " + sColumn + ": '" + sAppearance + "'", oPC, FALSE);
if(sAppearance != "" && sAppearance != "****")
{
int nAppearance = StringToInt(sAppearance);
string sName = Get2DACache("appearance", "LABEL", nAppearance);
if(sName == "")
sName = "Appearance " + sAppearance;
AddChoice(sName, nAppearance, oPC);
}
}
}
AddChoice("Back", CHOICE_RETURN_TO_PREVIOUS);
MarkStageSetUp(nStage, oPC);
}
else if (nStage == STAGE_WILDSHAPE_SLOTS)
{
SetHeader("You attune yourself to nature, recallling animal forms.");
AddChoice(GetStringByStrRef(8178), 401);//Brown Bear
@@ -1740,7 +1797,9 @@ void main()
else if(nChoice == 52)
nStage = STAGE_WIELDING;
else if(nChoice == 10)
nStage = STAGE_APPEARANCE;
{
nStage = STAGE_APPEARANCE;
}
else if(nChoice == 11)
nStage = STAGE_MISC_OPTIONS;
else if(nChoice == 12)
@@ -2586,7 +2645,22 @@ void main()
MarkStageSetUp(nStage, oPC);
}
}
// Store the stage value. If it has been changed, this clears out the choices
else if(nStage == STAGE_APPEARANCE)
{
if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
{
nStage = STAGE_ENTRY;
}
else
{
// Apply the selected appearance
SetCreatureAppearanceType(oPC, nChoice);
FloatingTextStringOnCreature("Appearance changed", oPC, FALSE);
nStage = STAGE_ENTRY;
}
MarkStageNotSetUp(nStage, oPC);
}
// Store the stage value. If it has been changed, this clears out the choices
SetStage(nStage, oPC);
}
}