Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Snowflake Wardance
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//:: prc_snowflake.nss
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//:://////////////////////////////////////////////
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/*
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By expending one of your daily uses of bardic music,
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you may perform a deadly style of combat known as
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the snowflake wardance. Activating a snowflake
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wardance is a free action, and once activated, you
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add your Charisma modifier to your attack rolls with
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any slashing melee weapon you wield in one hand. This
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bonus to hit stacks with any bonuses you get from a
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high Strength score (or Dexterity score, if you are
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using Weapon Finesse). You cannot use this feat if
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you are carrying a shield, wearing medium or heavy
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armor, or carrying a medium or heavy load. A snowflake
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wardance lasts for a number of rounds equal to your
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ranks in Perform. Performing a snowflake wardance is
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physically tiresome <20> when the snowflake wardance ends,
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you become fatigued for the next 10 minutes.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: Oct 30, 2018
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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int GetIsOnehandedSlashingWeapon(object oWeapon)
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{
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if (GetBaseItemType(oWeapon) == BASE_ITEM_LONGSWORD ||
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GetBaseItemType(oWeapon) == BASE_ITEM_BATTLEAXE ||
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GetBaseItemType(oWeapon) == BASE_ITEM_HANDAXE ||
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GetBaseItemType(oWeapon) == BASE_ITEM_KAMA ||
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GetBaseItemType(oWeapon) == BASE_ITEM_KUKRI ||
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GetBaseItemType(oWeapon) == BASE_ITEM_SCIMITAR ||
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GetBaseItemType(oWeapon) == BASE_ITEM_BASTARDSWORD ||
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GetBaseItemType(oWeapon) == BASE_ITEM_SICKLE ||
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GetBaseItemType(oWeapon) == BASE_ITEM_KATANA ||
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GetBaseItemType(oWeapon) == BASE_ITEM_WHIP ||
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GetBaseItemType(oWeapon) == BASE_ITEM_EAGLE_CLAW ||
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GetBaseItemType(oWeapon) == BASE_ITEM_DWARVENWARAXE)
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{
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return TRUE;
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}
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return FALSE;
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}
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void main()
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{
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object oPC = OBJECT_SELF;
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if (PRCGetHasEffect(EFFECT_TYPE_SILENCE,oPC))
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{
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FloatingTextStrRefOnCreature(85764,oPC); // not useable when silenced
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return;
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}
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else if (!GetHasFeat(FEAT_BARD_SONGS, oPC))
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{
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//SpeakStringByStrRef(40550);
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FloatingTextStringOnCreature("You have no bardic music uses left", oPC, FALSE);
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return;
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}
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else
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{
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object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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object oLefthand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if(4 > GetBaseAC(oArmor) && !GetIsObjectValid(oLefthand) && GetIsOnehandedSlashingWeapon(oWeapon))
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{
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DecrementRemainingFeatUses(oPC, FEAT_BARD_SONGS);
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float fDur = RoundsToSeconds(GetSkillRank(SKILL_PERFORM, oPC, TRUE));
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(EffectAttackIncrease(GetAbilityModifier(ABILITY_CHARISMA, oPC))), oPC, fDur);
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DelayCommand(fDur, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectFatigue(), oPC, 600.0));
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}
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}
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}
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