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// add weapon breakage to non-magical iron weapons for the iron crisis in BG1 | |
ACTION_IF (GAME_IS ~tutu tutu_totsc bgt bgee~) BEGIN | |
ACTION_DEFINE_ARRAY iron_weapons BEGIN | |
AX1H01 | |
BLUN02 | |
BLUN04 | |
BLUN06 | |
BLUN08 | |
DAGG01 | |
DAGG06 | |
DAGG07 | |
HALB01 | |
HAMM01 | |
SPER01 | |
SW1H01 | |
SW1H04 | |
SW1H07 | |
SW1H12 | |
SW1H17 | |
SW1H20 | |
SW1H43 | |
SW1H46 | |
SW1H48 | |
SW2H01 | |
END | |
// Tutu and BGEE trigger weapon breakage by spell | |
OUTER_SET iron_crisis_opcode = 146 // cast spell | |
OUTER_SET iron_crisis_param1 = 1 // level to cast at | |
// BGT triggers weapon breakage by setting a variable that is checked later via script | |
ACTION_IF (GAME_IS ~bgt~) BEGIN | |
OUTER_SET iron_crisis_opcode = 309 // set variable | |
OUTER_SET iron_crisis_param1 = 1 // value to set variable to | |
END | |
ACTION_PHP_EACH iron_weapons AS i => weapon BEGIN | |
ACTION_FOR_EACH resource IN ~%weapon%~ ~_%weapon%~ BEGIN // cover both regular and Tutu files | |
ACTION_IF (FILE_EXISTS_IN_GAME ~%resource%.itm~ | |
&& (GAME_IS ~bgt~ OR FILE_EXISTS_IN_GAME ~%resource%.spl~)) BEGIN | |
COPY_EXISTING ~%resource%.itm~ ~override~ | |
LPF ~DELETE_ITEM_EFFECT~ // remove any existing effect | |
INT_VAR | |
opcode_to_delete = iron_crisis_opcode | |
END | |
LPF ~ADD_ITEM_EFFECT~ | |
INT_VAR | |
opcode = iron_crisis_opcode | |
target = 1 // self | |
parameter1 = iron_crisis_param1 | |
timing = 1 // instant | |
probability1 = 1 // 1% chance to trigger | |
header = 1 // add to first header | |
type = 1 // melee | |
STR_VAR | |
// the associated .spl to cast for Tutu and BGEE is named the same as the .itm resource | |
// and the associated script variable for BGT is named the same as the .itm resource | |
resource = EVALUATE_BUFFER ~%SOURCE_RES%~ | |
END | |
END | |
END | |
END | |
END |
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