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Hell alignment change


CamDawg

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Originally, taking the evil path in any hell trial would shift the player's alignment to NE regardless of previous alignment. BD fixes this with three changes: the spells that grant the evil bonuses no longer include alignment shift effects, teardoor.bcs script is altered to set a variable if the evil path was taken and the player is not already evil, and ar2900.bcs acts on this variable to apply the alignment shift. I've gone one step further--the alignment shift to evil will preserve the lawful/chaotic axis of alignment, i.e. CN/CG characters will change to CE. Teardoor gets an EXTEND_TOP:

 

IF
Clicked([ANYONE])
InPartySlot(LastTrigger,0)
Range(LastTrigger,16)
PartyHasItem("miscb5") // Tears of Bhaal
Global("Player1Fear","GLOBAL",2)
Global("BhaalDoor","GLOBAL",1)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",1)
 Continue()
END

IF
Clicked([ANYONE])
InPartySlot(LastTrigger,0)
Range(LastTrigger,16)
PartyHasItem("miscb6") // Tears of Bhaal
Global("Player1Selfish","GLOBAL",2)
Global("BhaalDoor","GLOBAL",1)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",1)
 Continue()
END

IF
Clicked([ANYONE])
InPartySlot(LastTrigger,0)
Range(LastTrigger,16)
PartyHasItem("miscb7") // Tears of Bhaal
Global("Player1Greed","GLOBAL",2)
Global("BhaalDoor","GLOBAL",1)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",1)
 Continue()
END

IF
Clicked([ANYONE])
InPartySlot(LastTrigger,0)
Range(LastTrigger,16)
PartyHasItem("miscb8") // Tears of Bhaal
Global("Player1Pride","GLOBAL",2)
Global("BhaalDoor","GLOBAL",1)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",1)
 Continue()
END

IF
Clicked([ANYONE])
InPartySlot(LastTrigger,0)
Range(LastTrigger,16)
PartyHasItem("miscb9") // Tears of Bhaal
Global("Player1Wrath","GLOBAL",2)
Global("BhaalDoor","GLOBAL",1)
!Alignment(Player1,MASK_EVIL)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",1)
 Continue()
END

 

And ar2900 gets an EXTEND_BOTTOM:

 

IF
Global("DisplayAlignmentChange","AR2900",1)
Alignment(Player1,MASK_CHAOTIC)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",0)
 ChangeAlignment(Player1,CHAOTIC_EVIL)
 Wait(1)
 DisplayStringHead(Player1,14055) // Alignment Change
 Wait(1)
 DisplayStringHead(Player1,1110) // Chaotic Evil
END

IF
Global("DisplayAlignmentChange","AR2900",1)
Alignment(Player1,MASK_LAWFUL)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",0)
 ChangeAlignment(Player1,LAWFUL_EVIL)
 Wait(1)
 DisplayStringHead(Player1,14055) // Alignment Change
 Wait(1)
 DisplayStringHead(Player1,1103) // Lawful Evil
END

IF
Global("DisplayAlignmentChange","AR2900",1)
THEN
RESPONSE #100
 SetGlobal("DisplayAlignmentChange","AR2900",0)
 ChangeAlignment(Player1,NEUTRAL_EVIL)
 Wait(1)
 DisplayStringHead(Player1,14055) // Alignment Change
 Wait(1)
 DisplayStringHead(Player1,1107) // Neutral Evil
END

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