2025/12/06 Update

Added Inscribe Epic Runes.
Added Great Intelligence and Inscribe Epic Runes as Runecaster epic bons feats.
Changed Runecaster epic bonus feat progression to 1 every 4 levels past 10th.
Bardic PrCs should be able to take Lingering Song & Extra Music as general feats.
Forsakers can't use psionics, invocations, spellfire, shadowcasting, truenaming, binding, soulmelds or Supernatural Martial Maneuvers.
Fixed elven courtblade / ambidexterity bug.
Added more guardrails to prevent self-damage from onHit spells during PerformAttack().
Updated GetProperTarget()
Removed ableist slur.
RHD casters should work with JPM now.
Reworked Blood in the Water's effect icon.
Fixed Seize Item's VFX.
RHD casters should be able to enter Dragon Disciple.
Sharp Note doesn't step on Dragonfire Inspiration anymore.
This commit is contained in:
Jaysyn904
2025-12-06 22:55:23 -05:00
parent a4fd246266
commit ce7d550670
29 changed files with 641 additions and 228 deletions

View File

@@ -20,7 +20,26 @@
The smell of blood drives you into a fury. As you slash into your foe,
each fresh wound you inflict spurs you onward.
Whenever you successfully critical hit a creature, you gain a +1 Attack and Damage bonus for one minute.
Whenever you successfully critical hit a creature, you gain a +1
Attack and Damage bonus for one minute.
DEV NOTE: This *should* process on undead & constructs
Magic Items and Critical Hits (Dungeon Masters Guide Pg. 222)
Magic Weapons and Critical Hits: Some weapon qualities and some
specific weapons have an extra effect on a critical hit. A flaming
burst weapon, for example, does extra fire damage on a critical hit.
This special effect functions against creatures not subject to
critical hits, such as undead, elementals, and constructs. When
fighting against such creatures, roll for critical hits as you
would against humanoids or any other creature subject to critical
hits. On a successful critical roll, apply the special effect, but
do not multiply the weapon<6F>s regular damage.
Things in the ToB that work on critical hits specify they do not
work on things that are unaffected by critical hits (i.e., Feral
Death Blow & Flesh Ripper); this one does not.
*/
#include "tob_inc_move"
@@ -59,7 +78,8 @@ void main()
int nHasEffect = 0;
// --- add harmless anchor so chain persists ---
eDur = EffectLinkEffects(EffectAttackIncrease(1), EffectAttackDecrease(1));
//eDur = EffectLinkEffects(EffectAttackIncrease(1), EffectAttackDecrease(1));
eDur = EffectIcon(EFFECT_ICON_ATTACK_INCREASE);
nHasEffect = 1;
if (GetHasDefensiveStance(oInitiator, DISCIPLINE_TIGER_CLAW))
@@ -87,7 +107,7 @@ void main()
else eDur = EffectLinkEffects(eDur, eTmp);
}
// apply stance bonuses permanently (cleared by your stance removal code elsewhere)
// apply stance bonuses permanently
if (nHasEffect)
SPApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(eDur), oTarget);