Fixed unproficient TWF bug.

Fixed unproficient TWF bug.
Tried giving Bloodclaw Rending an on/off switch.
This commit is contained in:
Jaysyn904
2025-05-10 22:29:31 -04:00
parent e856279b2b
commit 2792ed00fc
16 changed files with 151 additions and 33 deletions

View File

@@ -0,0 +1,28 @@
//:: tob_bcm_rend
/*
Turn Rending Claws off & on
*/
#include "prc_inc_function"
void main()
{
object oPC = OBJECT_SELF;
int bRend = GetLocalInt(oPC, "BCM_REND");
if (bRend)
{
DeleteLocalInt(oPC, "BCM_REND");
//DelayCommand(1.0, EvalPRCFeats(oPC));
FloatingTextStringOnCreature("Rending Claws Disabled", oPC, FALSE);
}
else
{
SetLocalInt(oPC, "BCM_REND", 1);
effect eVis = EffectVisualEffect(VFX_IMP_SUPER_HEROISM);
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
//DelayCommand(1.0, EvalPRCFeats(oPC));
FloatingTextStringOnCreature("Rending Claws Enabled", oPC, FALSE);
}
}

View File

@@ -34,7 +34,7 @@ void main()
// Do VFX
effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 2);
effect eLink = EffectLinkEffects(eDur, eStr);
effect eLink = EffectLinkEffects(eDur, eStr);
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oInitiator, fDuration, FALSE);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oInitiator);

View File

@@ -41,8 +41,11 @@ void ClawsOfTheBeast(object oInitiator, object oTarget)
void RendingClaws(object oInitiator, object oTarget)
{
// Expend a maneuver to do the rend, must be shifting
if(ExpendRandomManeuver(oInitiator, GetPrimaryBladeMagicClass(oInitiator), DISCIPLINE_TIGER_CLAW)
//:: Check that Rending Claws is enabled
int bCanRend = GetLocalInt(oInitiator, "BCM_REND");
// Expend a maneuver to do the rend, must be shifting
if(bCanRend && ExpendRandomManeuver(oInitiator, GetPrimaryBladeMagicClass(oInitiator), DISCIPLINE_TIGER_CLAW)
&& GetHasSpellEffect(MOVE_BLOODCLAW_SHIFT, oTarget))
{
if(IsUsingBloodClawWeapons(oInitiator))