CamDawg Posted March 27, 2005 Share Posted March 27, 2005 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 Link to comment
CamDawg Posted March 28, 2005 Author Share Posted March 28, 2005 Included in alpha 3. Link to comment
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