Dissabling PrCs

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Enverex
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Dissabling PrCs

Post 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
Enverex
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Post by Enverex »

Surely someone knows how the PrC were disabled...
Mistcaller
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Post 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
Enverex
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Post by Enverex »

Thanks Mist :)
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Post by Baron »

Better yet can someone give up the secret location of said code?
The Lord's Prayer is 66 words, the Gettysburg Address is 286 words,there are 1,322 words in the Declaration of Independence, but government regulations on the sale of cabbage total 26,911 words.
Mistcaller
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Post by Mistcaller »

Its in prstge_cls_entr script, at least for avlis, which is called from the module OnEnter event.
Enverex
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Post by Enverex »

*waves "no access" banner*
:(
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Post 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);
}
bye,
JollyOrc
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Enverex
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Post 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.
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