/* ---------------- Bloodclaw Master Shifting tob_bldclw_shift.nss ---------------- 3/10/08 by Stratovarius */ /** @file You gain two claws of 1d4 damage, and a +2 strength bonus. */ #include "tob_inc_tobfunc" #include "tob_movehook" #include "psi_inc_psifunc" void main() { // Set up some data object oInitiator = OBJECT_SELF; effect eVis = EffectVisualEffect(VFX_IMP_PULSE_FIRE); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); object oLClaw, oRClaw; float fDuration = RoundsToSeconds(GetAbilityModifier(ABILITY_CONSTITUTION, oInitiator) + GetLevelByClass(CLASS_TYPE_BLOODCLAW_MASTER, oInitiator)); // Create the creature weapon oLClaw = GetPsionicCreatureWeapon(oInitiator, "PRC_UNARMED_SP", INVENTORY_SLOT_CWEAPON_L, fDuration); oRClaw = GetPsionicCreatureWeapon(oInitiator, "PRC_UNARMED_SP", INVENTORY_SLOT_CWEAPON_R, fDuration); // Add the base damage AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyMonsterDamage(IP_CONST_MONSTERDAMAGE_1d4), oLClaw, fDuration); AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyMonsterDamage(IP_CONST_MONSTERDAMAGE_1d4), oRClaw, fDuration); // Do VFX effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, 2); effect eLink = EffectLinkEffects(eDur, eStr); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oInitiator, fDuration, FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oInitiator); //add the claws to the Natural Attack system string sResRef = "prc_diaclaw_0_"; sResRef += GetAffixForSize(PRCGetCreatureSize(oInitiator)); AddNaturalPrimaryWeapon(oInitiator, sResRef, 2, TRUE); //Set up claws to expire at end of power DelayCommand(6.0f, NaturalPrimaryWeaponTempCheck(oInitiator, oInitiator, MOVE_BLOODCLAW_SHIFT, FloatToInt(fDuration) / 6, sResRef)); }