2025/10/30 Update
Improved Trip / Disarm should be Champion of Corellon bonus feats. Crinti Shadow Marauders don't get weapon proficiencies. Epic Dragon Shaman is 21st level. JPM was missing epic arcane bonus feats. Karsites & Silverbrows can enter Crinti Shadow Maarauder. Drunken Rage can allow entry into Frostrager. Knight of the Sacred Seal was missing FEATOR prereq for Weapon Focus: Shortsword. Two-Weapon Defense is a general feat. Tweaked Echoblade enchantment cost. Added base class equpiment packages more inline with PnP & the actual package descriptions (@Cypher). Added a modified packages.2da to support the above. Updated Dynamic Conversation tokens as to greatly lessen the chance of conflicting with module dialogues. Added weapon proficiencies to FeatToIprop(). Added pnp essentia scaling support for meldshaper levels over 40. Added GetProficiencyFeatOfWeaponType(). Added GetHasSwashbucklerWeapon(). Added GetHasCorellonWeapon(). Fixed spelling for IP_CONST_FEAT_WEAPON_PROFICIENCY_NUNCHAKU. Fixed PsyRogue's Enhanced Sneak Attack scaling. Eldrtich Doom shouldn't target non-hostiles. Fixed Hellfire Warlock fire resistance to work with other sources of fire resistance. Fixed text feedback for Island in Time. Added some DEBUG for Shadow Blade. prc_2da_cache creature should no longer be accidently targetable, causing faction issues. Added a PnP cat creature, for the hell of it. Tibitz is Dragon Magizine, unfortunately. Updated text tokens for Astral Construct convos. Updated text tokens for soulknife's mindblade convos. If you save vs certain fear effects, they fail to work on you for 24 hours, from that source. (Form of Doom, Dragon Fear) Fixed Prismatic Sphere VFX bug (@Syrophir) Fixed Banishment bug on all Prismatic spells. Bralani Eldarin were missing Low-Light Vision. Fixed Lips of Rapture bug. Prelimiary work to making Favoured Soul's Deity's Weapon closer to PnP. Fixed Firey Burst bug. I think. Updated notes. Updated PRC8 Manual.
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@@ -3,7 +3,7 @@
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//:: prc_favsoulweap
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//:://////////////////////////////////////////////
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/** @file
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This allows you to choose the weapon for the diety
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This allows you to choose the weapon for the deity
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@author Stratovarius
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@@ -66,7 +66,7 @@ void main()
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if(nStage == STAGE_WEAPON_CHOICE)
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{
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string sHeader1 = "Select your Deity's favoured weapon.\n";
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sHeader1 += "This will grant you weapon focus and, eventually, weapon specialization in that weapon.";
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sHeader1 += "This will grant you weapon proficiency at 1st level, weapon focus at 3rd level, and weapon specialization at 12th level in that weapon.";
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// Set the header
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SetHeader(sHeader1);
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// Add responses for the PC
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@@ -139,19 +139,28 @@ void main()
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{
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if(nChoice == TRUE)
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{
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object oSkin = GetPCSkin(oPC);
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int nWeapon = GetLocalInt(oPC, "FavouredSoulWeapon");
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int nWeaponFocus = GetFeatOfWeaponType(nWeapon, FEAT_TYPE_FOCUS);
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int nWFIprop = FeatToIprop(nWeaponFocus);
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int nWeaponSpec = GetFeatOfWeaponType(nWeapon, FEAT_TYPE_SPECIALIZATION);
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int nWSIprop = FeatToIprop(nWeaponSpec);
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object oSkin = GetPCSkin(oPC);
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int nWeapon = GetLocalInt(oPC, "FavouredSoulWeapon");
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int nWeaponProf = GetFeatOfWeaponType(nWeapon, FEAT_TYPE_WEAPON_PROFICIENCY);
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int nWProfIprop = FeatToIprop(nWeaponProf);
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int nWeaponFocus = GetFeatOfWeaponType(nWeapon, FEAT_TYPE_FOCUS);
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int nWFIprop = FeatToIprop(nWeaponFocus);
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int nWeaponSpec = GetFeatOfWeaponType(nWeapon, FEAT_TYPE_SPECIALIZATION);
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int nWSIprop = FeatToIprop(nWeaponSpec);
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(nWFIprop), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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if (GetLevelByClass(CLASS_TYPE_FAVOURED_SOUL, oPC) >= 12) IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(nWSIprop), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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int nLevel = GetLevelByClass(CLASS_TYPE_FAVOURED_SOUL, oPC);
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// Store the weapon for later reuse
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// The reason we use the weapon is so we can use the GetFeatByWeaponType function to get both Focus and Spec
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SetPersistantLocalInt(oPC, "FavouredSoulDietyWeapon", nWeapon);
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// Grant feats based on current Favoured Soul level
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if (nLevel >= 1)
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(nWProfIprop), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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if (nLevel >= 3)
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(nWFIprop), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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if (nLevel >= 12)
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(nWSIprop), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// Store the weapon for later reuse
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// The reason we use the weapon is so we can use the GetFeatByWeaponType function to get both Focus and Spec
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SetPersistantLocalInt(oPC, "FavouredSoulDietyWeapon", nWeapon);
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// And we're all done
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AllowExit(DYNCONV_EXIT_FORCE_EXIT);
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@@ -169,4 +178,4 @@ void main()
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// Store the stage value. If it has been changed, this clears out the choices
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SetStage(nStage, oPC);
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}
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}
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}
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