Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
56 lines
2.3 KiB
Plaintext
56 lines
2.3 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: OnHeartbeat eventscript
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//:: prc_onheartbeat
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "prc_inc_leadersh"
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void main()
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{
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// Item creation code
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ExecuteScript("hd_o0_heartbeat", OBJECT_SELF);
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int bBiowareDBCache = GetPRCSwitch(PRC_USE_BIOWARE_DATABASE);
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if(bBiowareDBCache)
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{
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//decide if to cache bioware 2da yet
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object oModule = GetModule();
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if(GetLocalInt(oModule, "Bioware2dacacheCount") >= bBiowareDBCache)
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DeleteLocalInt(oModule, "Bioware2dacacheCount");
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else
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{
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SetLocalInt(oModule, "Bioware2dacacheCount", GetLocalInt(oModule, "Bioware2dacacheCount") + 1);
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bBiowareDBCache = FALSE;
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}
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if(bBiowareDBCache)
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{
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//due to biowares piss-poor database coding, you have to destroy the old database before storing
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//the object
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//If you dont, the dataabse will bloat infinitely because when overriting an existing
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//database entry really marks the old entry as "deleted" ( but doesnt actually remove it)
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//and creates a new entry instead.
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if(DEBUG) DoDebug ("Storing Bioware2DACache");
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else WriteTimestampedLogEntry("Storing Bioware2DACache");
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string sDBName = GetBiowareDBName();
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DestroyCampaignDatabase(sDBName);
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object o2daCache = GetObjectByTag("Bioware2DACache");
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// Rebuild the DB
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StoreCampaignObject(sDBName, "CacheChest", o2daCache);
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SetCampaignString(sDBName, "version", PRC_VERSION);
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SetCampaignString(sDBName, "PRC_2DA_Cache_Fingerprint", GetLocalString(oModule, "PRC_2DA_Cache_Fingerprint"));
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if(DEBUG) DoDebug ("Finished storing Bioware2DACache");
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else WriteTimestampedLogEntry("Finished storing Bioware2DACache");
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// Updated last access fingerprint
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SetLocalString(oModule, "PRC_2DA_Cache_Fingerprint_LastAccessed", GetLocalString(oModule, "PRC_2DA_Cache_Fingerprint"));
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}
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}
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// Player HB code moved to prc_onhb_indiv
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// Removes a LOT of load from teh Module HB
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// and should prevent TMI problems.
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}
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