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.
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47
nwn/nwnprc/trunk/scripts/prc_souleater.nss
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47
nwn/nwnprc/trunk/scripts/prc_souleater.nss
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//::///////////////////////////////////////////////
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//:: Name: prc_souleater
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//:: FileName: prc_souleater.nss
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//:://////////////////////////////////////////////
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/*
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Soul Eater class heartbeat script
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Ensures onHit energy drain is applied to unarmed attacks
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Jaysyn
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//:: Created On: 2026-04-27 12:35:59
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//:://////////////////////////////////////////////
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#include "prc_inc_combat"
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#include "prc_inc_onhit"
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void main()
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{
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object oPC = OBJECT_SELF;
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// Only proceed if character is a Soul Eater
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if(GetLevelByClass(CLASS_TYPE_SOUL_EATER, oPC) == 0)
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return;
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// Only proceed if unarmed (no melee weapon equipped)
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if(!GetIsUnarmed(oPC))
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return;
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// Get the unarmed weapon (creature weapon or gloves)
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object oUnarmedWeapon = GetUnarmedWeapon(oPC);
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// Apply onHit property if weapon is valid
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if(GetIsObjectValid(oUnarmedWeapon))
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{
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// Remove any existing temporary properties first
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RemoveSpecificProperty(oUnarmedWeapon, ITEM_PROPERTY_ONHITCASTSPELL,
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IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
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// Set up the signature for event routing
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SetLocalInt(oUnarmedWeapon, PRC_CUSTOM_ONHIT_SIGNATURE + "prc_uni_shift", TRUE);
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// Add temporary onHit property
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IPSafeAddItemProperty(oUnarmedWeapon,
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ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1),
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9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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}
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@@ -480,8 +480,8 @@ void main()
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AddChoice("LA Buyoff.", 41);
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if(!GetPRCSwitch(PRC_DISABLE_ENCOUNTERS))
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AddChoice("Visit an encounter area", 42);
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if(DEBUG) //this doesn't work at all
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//if(!GetPRCSwitch(PRC_APPEARNCE_CHANGE_DISABLE))
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//if(DEBUG) //this doesn't work at all
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if(!GetPRCSwitch(PRC_APPEARNCE_CHANGE_DISABLE))
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AddChoice("Change appearance.", 10);
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AddChoice("Miscellaneous options.", 11);
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if(DEBUG)//TO DO: add separate switch
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@@ -1195,7 +1195,64 @@ void main()
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MarkStageSetUp(nStage, oPC);
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}
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else if (nStage == STAGE_WILDSHAPE_SLOTS)
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else if(nStage == STAGE_APPEARANCE)
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{
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SetHeader("Select an appearance for your race:");
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int nRace = GetRacialType(oPC);
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int nGender = GetGender(oPC);
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// Debug: Check what race we're dealing with
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string sRaceName = Get2DACache("racialtypes", "Label", nRace);
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FloatingTextStringOnCreature("Race: " + sRaceName + " (" + IntToString(nRace) + ")", oPC, FALSE);
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if(nGender == GENDER_MALE)
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{
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int i;
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for(i = 1; i <= 5; i++)
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{
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string sColumn = "Male" + IntToString(i);
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string sAppearance = Get2DACache("racialappear", sColumn, nRace);
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// Debug: Show what we're getting
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FloatingTextStringOnCreature("Column " + sColumn + ": '" + sAppearance + "'", oPC, FALSE);
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if(sAppearance != "" && sAppearance != "****")
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{
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int nAppearance = StringToInt(sAppearance);
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string sName = Get2DACache("appearance", "LABEL", nAppearance);
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if(sName == "")
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sName = "Appearance " + sAppearance;
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AddChoice(sName, nAppearance, oPC);
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}
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}
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}
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else // Female
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{
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int i;
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for(i = 1; i <= 5; i++)
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{
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string sColumn = "Female" + IntToString(i);
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string sAppearance = Get2DACache("racialappear", sColumn, nRace);
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// Debug: Show what we're getting
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FloatingTextStringOnCreature("Column " + sColumn + ": '" + sAppearance + "'", oPC, FALSE);
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if(sAppearance != "" && sAppearance != "****")
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{
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int nAppearance = StringToInt(sAppearance);
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string sName = Get2DACache("appearance", "LABEL", nAppearance);
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if(sName == "")
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sName = "Appearance " + sAppearance;
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AddChoice(sName, nAppearance, oPC);
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}
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}
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}
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AddChoice("Back", CHOICE_RETURN_TO_PREVIOUS);
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MarkStageSetUp(nStage, oPC);
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}
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else if (nStage == STAGE_WILDSHAPE_SLOTS)
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{
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SetHeader("You attune yourself to nature, recallling animal forms.");
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AddChoice(GetStringByStrRef(8178), 401);//Brown Bear
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@@ -1740,7 +1797,9 @@ void main()
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else if(nChoice == 52)
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nStage = STAGE_WIELDING;
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else if(nChoice == 10)
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nStage = STAGE_APPEARANCE;
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{
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nStage = STAGE_APPEARANCE;
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}
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else if(nChoice == 11)
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nStage = STAGE_MISC_OPTIONS;
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else if(nChoice == 12)
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@@ -2586,7 +2645,22 @@ void main()
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MarkStageSetUp(nStage, oPC);
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}
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}
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// Store the stage value. If it has been changed, this clears out the choices
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else if(nStage == STAGE_APPEARANCE)
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{
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if(nChoice == CHOICE_RETURN_TO_PREVIOUS)
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{
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nStage = STAGE_ENTRY;
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}
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else
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{
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// Apply the selected appearance
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SetCreatureAppearanceType(oPC, nChoice);
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FloatingTextStringOnCreature("Appearance changed", oPC, FALSE);
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nStage = STAGE_ENTRY;
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}
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MarkStageNotSetUp(nStage, oPC);
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}
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// Store the stage value. If it has been changed, this clears out the choices
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SetStage(nStage, oPC);
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}
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}
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