Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Invest Armour
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//:: psi_invest_armor
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//::///////////////////////////////////////////////
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/*
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Allows a user to expend focus to give their armour a +3 boost to armour class.
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Using Invest Armour requires expending psionic focus.
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*/
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//:://////////////////////////////////////////////
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//:: Modified By: Stratovarius
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//:: Modified On: 14.02.2006
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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#include "psi_inc_psifunc"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST);
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int nArmourType = GetBaseAC(oItem);
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int nFeat = -1;
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// Light Armour
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if (nArmourType > 0 && nArmourType < 4) nFeat = FEAT_ARMOR_PROFICIENCY_LIGHT;
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else if (nArmourType >= 4 && nArmourType <= 5) nFeat = FEAT_ARMOR_PROFICIENCY_MEDIUM;
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else if (nArmourType >= 6) nFeat = FEAT_ARMOR_PROFICIENCY_HEAVY;
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// In case there is ever a way to equip armour without being proficient
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if(nFeat == -1 || !GetHasFeat(nFeat))
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{
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SendMessageToPC(oPC, "You must be wearing armour to use this feat");
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return;
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}
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if(!UsePsionicFocus(oPC))
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{
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SendMessageToPC(oPC, "You must be psionically focused to use this feat");
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return;
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}
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// Calculate how much armour is on there so we can boost it
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int nAC = GetACBonus(oItem);
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nAC += 3;
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// Lasts for one round
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AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyACBonus(nAC),oItem, 6.0);
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} |