Added Vow of Poverty

Added Vow of Poverty, Jaebrin, Hobgoblin Warsoul & Forsaker fixes (thanks PRC5 & @Fencas).  Added iprp_matcost.2da for new materials.  Updated PRC8 Tester module.  Cohorts updated to support 8 classes. Fixed ranged disarm w/ Fighter. Updated release archive.
This commit is contained in:
Jaysyn904
2024-12-26 17:37:36 -05:00
parent 02658b7717
commit e81e395031
73 changed files with 29545 additions and 28368 deletions

View File

@@ -1,139 +1,123 @@
//::///////////////////////////////////////////////
//:: Name Forsaker
//:: FileName prc_forsaker.nss
//:: Created By: Stratosvarious
//:: Edited By: Fencas
//:://////////////////////////////////////////////
#include "prc_inc_combat"
#include "inc_dynconv"
itemproperty ForsakerDR(int nClass)
{
itemproperty iDR;
if (nClass >= 30) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_15,IP_CONST_DAMAGESOAK_31_HP);
else if (nClass >= 28) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_14,IP_CONST_DAMAGESOAK_29_HP);
else if (nClass >= 26) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_13,IP_CONST_DAMAGESOAK_27_HP);
else if (nClass >= 24) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_12,IP_CONST_DAMAGESOAK_25_HP);
else if (nClass >= 22) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_11,IP_CONST_DAMAGESOAK_23_HP);
else if (nClass >= 20) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_10,IP_CONST_DAMAGESOAK_21_HP);
else if (nClass >= 18) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_9,IP_CONST_DAMAGESOAK_19_HP);
else if (nClass >= 16) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_8,IP_CONST_DAMAGESOAK_17_HP);
else if (nClass >= 14) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_7,IP_CONST_DAMAGESOAK_15_HP);
else if (nClass >= 12) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_6,IP_CONST_DAMAGESOAK_13_HP);
else if (nClass >= 10) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_5,IP_CONST_DAMAGESOAK_11_HP);
else if (nClass >= 8) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_4,IP_CONST_DAMAGESOAK_9_HP);
else if (nClass >= 6) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_3,IP_CONST_DAMAGESOAK_7_HP);
else if (nClass >= 4) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_2,IP_CONST_DAMAGESOAK_5_HP);
else if (nClass >= 2) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_1,IP_CONST_DAMAGESOAK_3_HP);
return iDR;
}
void ForsakerBoost(object oPC, int nClass, object oSkin)
{
int i, nStr, nCon, nDex, nInt, nWis, nCha;
for(i = 0; i <= nClass; i++)
{
int nTest = GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(i))-1; // Taking out the -1 here
if (nTest == ABILITY_STRENGTH) nStr++;
else if (nTest == ABILITY_DEXTERITY) nDex++;
else if (nTest == ABILITY_CONSTITUTION) nCon++;
else if (nTest == ABILITY_INTELLIGENCE) nInt++;
else if (nTest == ABILITY_WISDOM) nWis++;
else if (nTest == ABILITY_CHARISMA) nCha++;
}
/*FloatingTextStringOnCreature("Strength = "+IntToString(nStr), oPC, FALSE);
FloatingTextStringOnCreature("Dex = "+IntToString(nDex), oPC, FALSE);
FloatingTextStringOnCreature("Con = "+IntToString(nCon), oPC, FALSE);
FloatingTextStringOnCreature("Int = "+IntToString(nInt), oPC, FALSE);
FloatingTextStringOnCreature("Wis = "+IntToString(nWis), oPC, FALSE);
FloatingTextStringOnCreature("Cha = "+IntToString(nCha), oPC, FALSE);*/
SetCompositeBonus(oSkin, "Forsaker_Str", nStr, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_STR);
SetCompositeBonus(oSkin, "Forsaker_Dex", nDex, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_DEX);
SetCompositeBonus(oSkin, "Forsaker_Con", nCon, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CON);
SetCompositeBonus(oSkin, "Forsaker_Int", nInt, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT);
SetCompositeBonus(oSkin, "Forsaker_Wis", nWis, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS);
SetCompositeBonus(oSkin, "Forsaker_Cha", nCha, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA);
}
#include "prc_class_const"
#include "prc_alterations"
#include "prc_ipfeat_const"
#include "nw_i0_spells"
void main()
{
int nEvent = GetRunningEvent();
if(DEBUG) DoDebug("prc_forsaker running, event: " + IntToString(nEvent));
// Get the PC. This is event-dependent
object oPC;
switch(nEvent)
{
case EVENT_ITEM_ONHIT: oPC = OBJECT_SELF; break;
case EVENT_ONPLAYEREQUIPITEM: oPC = GetItemLastEquippedBy(); break;
case EVENT_ONPLAYERUNEQUIPITEM: oPC = GetItemLastUnequippedBy(); break;
case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break;
default:
oPC = OBJECT_SELF;
}
object oItem;
object oPC = OBJECT_SELF;
object oItem;
object oArmor;
object oShield;
object oSkin = GetPCSkin(oPC);
int nSlot;
int nClass = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
int nClassCheck;
int nBonus = nClass/2;
int nRegen = 1 + nClass/4;
int nSR = 10 + nClass;
int nEvent = GetCurrentlyRunningEvent();
//PostString(oPC, "prc_forsaker running, event: " + IntToString(nEvent), 0, 0, SCREEN_ANCHOR_TOP_LEFT, 20.0, 0xFF0000FF, 0x00000000);
// We aren't being called from any event, instead from EvalPRCFeats
if(nEvent == FALSE)
{
if (!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nClass)))
{
AssignCommand(oPC, ClearAllActions(TRUE));
StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
}
ForsakerBoost(oPC, nClass, oSkin);
if (nClass >= 2) IPSafeAddItemProperty(oSkin, ForsakerDR(nClass), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, TRUE, TRUE);
if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC);
// Hook in the events, needed from level 1 for Magic Hatred
if(DEBUG) DoDebug("prc_forsaker: Adding eventhooks");
AddEventScript(oPC, EVENT_ONPLAYEREQUIPITEM, "prc_forsaker", TRUE, FALSE);
AddEventScript(oPC, EVENT_ONPLAYERUNEQUIPITEM, "prc_forsaker", TRUE, FALSE);
}
// We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oPC's weapon
else if(nEvent == EVENT_ONPLAYEREQUIPITEM)
{
oPC = GetItemLastEquippedBy();
oItem = GetItemLastEquipped();
if(DEBUG) DoDebug("prc_forsaker - OnEquip\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n"
);
{
//Check if level up bonus has already been chosen and given for any of past Forsaker levels
for(nClassCheck=1; nClassCheck <= nClass; nClassCheck++)
{
if(!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nClassCheck)))
{
//Level up box for stat bonus
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC,"ForsakerBoostCheck",nClassCheck);
StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
}
}
//Fast healing 1 (+1 each 4 levels)
SetCompositeBonus(oSkin,"ForsakerFH",nRegen,ITEM_PROPERTY_REGENERATION);
//SR = 10 + Forsaker level
IPSafeAddItemProperty(oSkin, ItemPropertyBonusSpellResistance(GetSRByValue(nSR)), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
//DR starting on level 2 = (level+1)/(Level/2)
if (nClass >=2) ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectDamageReduction((nClass+1),(nClass/2)),oPC);
// No equipping magical items, and make sure to ignore creature items
if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && oItem != GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC) && oItem != GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC) &&
oItem != GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC) && oItem != GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC))
//Natural AC increase by CON starting on level 3
if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC);
// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so armors and shields should be checked elsewhere
if(!GetHasFeat(FEAT_VOWOFPOVERTY,oPC))
{
for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
{
oItem=GetItemInSlot(nSlot, oPC);
if(GetIsItemPropertyValid(GetFirstItemProperty(oItem))) //Check if it is magical (all items but on the hands))
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
}
}
if(GetIsUnarmed(oPC) && (nClass >= 3)) //If it is unarmed, give DR bypass
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackIncrease(nBonus),oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackDecrease(nBonus),oPC);
//Remove last weapon(s) bonus
oItem = GetPCItemLastUnequipped();
if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)))
{
RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
}
// Hook in the events
//PostString(oPC, "prc_forsaker: Adding eventhooks", 0, 0, SCREEN_ANCHOR_TOP_LEFT, 20.0, 0xFF0000FF, 0x00000000);
AddEventScript(oPC, EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM, "prc_forsaker", TRUE, FALSE);
}
// We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oPC's weapon
else if((nEvent == EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM) && (!GetHasFeat(FEAT_VOWOFPOVERTY,oPC)))
{
oItem = GetPCItemLastEquipped();
//Check if weapons are magical
if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && (IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem))) //Check if weapon is magical or not on allowed list
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
}
// Only applies to weapons
if(oItem == GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) || (oItem == GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC) && !GetIsShield(oItem)))
{
// Penetrate DR
if (nClass >= 3) IPSafeAddItemProperty(oItem, ItemPropertyAttackBonus(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
if (nClass >= 3) IPSafeAddItemProperty(oItem, ItemPropertyAttackPenalty(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
}
}
// We are called from the OnPlayerUnEquipItem eventhook. Remove OnHitCast: Unique Power from oPC's weapon
else if(nEvent == EVENT_ONPLAYERUNEQUIPITEM)
{
oPC = GetItemLastUnequippedBy();
oItem = GetItemLastUnequipped();
if(DEBUG) DoDebug("prc_forsaker - OnUnEquip\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n"
);
// Only applies to weapons
if(IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem))
{
if (nClass >= 3) RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
if (nClass >= 3) RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
else
{
if(nClass>=3)
{
//Give bonus to weapon(s)
IPSafeAddItemProperty(oItem, ItemPropertyAttackBonus(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
IPSafeAddItemProperty(oItem, ItemPropertyAttackPenalty(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//Remove unarmed bonus
effect eLoop = GetFirstEffect(oPC);
while(GetIsEffectValid(eLoop))
{
if(GetEffectType(eLoop) == EFFECT_TYPE_ATTACK_INCREASE
|| GetEffectType(eLoop) == EFFECT_TYPE_ATTACK_DECREASE) RemoveEffect(oPC,eLoop);
eLoop = GetNextEffect(oPC);
}
}
}
}
}