2025/12/28 Update
Added 3 Duskblade starting packages from the PHBII. Oozemaster wasn't getting their CHA penalty. Removed old Bowman class 2DAs. Shield Charge will now show up on the radial for the fighter class. Shield Slam will now show up on the radial for the fighter class. Re-enabled the Recommended button on levelup. Updated PRC8 version. Fixed bug with damage shields & grapple.
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@@ -1502,7 +1502,35 @@ int DoGrapple(object oPC, object oTarget, int nExtraBonus, int nGenerateAoO = TR
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{
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FloatingTextStringOnCreature("You have successfully grappled " + GetName(oTarget), oPC, FALSE);
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int nBearFang = GetLocalInt(oPC, "BearFangGrapple");
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SetGrapple(oPC);
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SetGrapple(oPC);
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SetGrapple(oTarget);
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SetLocalInt(oPC, "GrappleOriginator", TRUE);
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SetGrappleTarget(oPC, oTarget); // Move this up from line 1544
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effect eHold = EffectCutsceneParalyze();
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effect eEntangle = EffectVisualEffect(VFX_DUR_SPELLTURNING_R);
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effect eLink = EffectLinkEffects(eHold, eEntangle);
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if (!GetLocalInt(oPC, "Flay_Grapple"))
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eLink), oPC, 9999.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eLink), oTarget, 9999.0);
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nSucceed = TRUE;
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if (nBearFang)
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{
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DelayCommand(0.1, PerformAttack(oTarget, oPC, eNone, 0.0, -4, 0, 0, "Bear Fang Attack Hit", "Bear Fang Attack Miss"));
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DeleteLocalInt(oPC, "BearFangGrapple");
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}
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else
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{
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object oWeap = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC);
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effect eDam = GetAttackDamage(oTarget, oPC, oWeap, GetWeaponBonusDamage(oWeap, oTarget), GetMagicalBonusDamage(oPC, oTarget));
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DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget)); // Delay damage
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}
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/* SetGrapple(oPC);
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SetGrapple(oTarget);
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SetLocalInt(oPC, "GrappleOriginator", TRUE);
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effect eHold = EffectCutsceneParalyze();
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@@ -1526,7 +1554,7 @@ int DoGrapple(object oPC, object oTarget, int nExtraBonus, int nGenerateAoO = TR
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effect eDam = GetAttackDamage(oTarget, oPC, oWeap, GetWeaponBonusDamage(oWeap, oTarget), GetMagicalBonusDamage(oPC, oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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_HeartOfFireGrapple(oPC, oTarget);
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*/ _HeartOfFireGrapple(oPC, oTarget);
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// If you kill them with this, best to clean up right away
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if (GetIsDead(oTarget) || !GetIsObjectValid(oTarget))
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