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Dissabling PrCs

Posted: Wed May 11, 2005 6:26 am
by Enverex
Jolly thought that this is a switch somewhere rather than being scripted, can anyone point me in the direction where I can find the switch to disable them? Thanks.

Ex

Posted: Sat May 14, 2005 3:59 am
by Enverex
Surely someone knows how the PrC were disabled...

Posted: Sat May 14, 2005 5:30 am
by Mistcaller
Example for Blackguard (to disable - Set it to zero to enable)
//Blackguard
if (GetLevelByClass(CLASS_TYPE_BLACKGUARD, oPC) < 1)
SetLocalInt( oPC ,"X1_AllowBlkGrd", 1);
The names of the variables (ScriptVar label) can be found in the respective class_pres_* .2da

Posted: Sat May 14, 2005 6:57 am
by Enverex
Thanks Mist :)

Posted: Sun May 15, 2005 6:17 pm
by Baron
Better yet can someone give up the secret location of said code?

Posted: Sun May 15, 2005 7:05 pm
by Mistcaller
Its in prstge_cls_entr script, at least for avlis, which is called from the module OnEnter event.

Posted: Sun May 15, 2005 7:16 pm
by Enverex
*waves "no access" banner*
:(

Posted: Mon May 16, 2005 2:33 am
by JollyOrc
that shouldn't hurt you Enverex:
which is called from the module OnEnter event.
this means that you need to put the disabling lines either directly into the module OnEnter event, or put them all into a script and then call that from the Module OnEnter event.

this is how the script would look completely (now that I knew where to look, I found it easily)

Code: Select all

void main()
{
    //Blackguard
    if (GetLevelByClass(CLASS_TYPE_BLACKGUARD, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowBlkGrd", 1);

    //Assassin
    if (GetLevelByClass(CLASS_TYPE_ASSASSIN, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowAsasin", 1);

    //Arcane Archer
    if (GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowArcher", 1);

    //Harper Scout
    if (GetLevelByClass(CLASS_TYPE_HARPER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowHarper", 1);

    //Shadow Dancer
    if (GetLevelByClass(CLASS_TYPE_SHADOWDANCER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowShadow", 1);

     //Dwarven Defender
    if (GetLevelByClass(CLASS_TYPE_DWARVENDEFENDER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowDwDef", 1);

    //Red Dragon Disciple
    if (GetLevelByClass(CLASS_TYPE_DRAGONDISCIPLE, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X1_AllowDrDis", 1);

    //Champion of Torm
    if (GetLevelByClass(CLASS_TYPE_DIVINECHAMPION, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X2_AllowDivcha", 1);

    //Weapon Master
    if (GetLevelByClass(CLASS_TYPE_WEAPON_MASTER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X2_AllowWM", 1);

    //Shape Shifter
    if (GetLevelByClass(CLASS_TYPE_SHIFTER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X2_AllowShiftr", 1);

    //Pale Master
    if (GetLevelByClass(CLASS_TYPE_PALEMASTER, OBJECT_SELF) < 1)
        SetLocalInt( OBJECT_SELF ,"X2_AllowPalema", 1);
}

Posted: Mon May 16, 2005 9:30 am
by Enverex
JollyOrc wrote:that shouldn't hurt you Enverex:
I meant I don't have access to any COPAP or other world scripts. Thanks for the code Jolly, you saved me some time :)

I think it will be best to keep it seperated to keep it neat, I've got quite a lot in ModuleLoad and ClientEnter now.