PRC8/nwn/nwnprc/trunk/scripts/prc_scout.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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#include "prc_inc_combat"
#include "prc_inc_sneak"
int SkirmishDamage(object oPC, object oTarget, int nClass)
{
int nDamage = 0;
float fRange = 30.0; // default range is 30 feat
if (GetHasFeat(FEAT_CROSSBOW_SNIPER, oPC) &&
((GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)) == BASE_ITEM_LIGHTCROSSBOW && GetHasFeat(FEAT_WEAPON_FOCUS_LIGHT_CROSSBOW, oPC)) ||
(GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)) == BASE_ITEM_HEAVYCROSSBOW && GetHasFeat(FEAT_WEAPON_FOCUS_HEAVY_CROSSBOW, oPC))))
fRange = 60.0; // Crossbow Sniper doubles the range
// Only works on non-crit immune and they're within range
if (!GetIsImmune(oTarget, IMMUNITY_TYPE_CRITICAL_HIT) && FeetToMeters(fRange) >= GetDistanceBetween(oPC, oTarget))
{
// Swift Amubusher
if (GetHasFeat(FEAT_SWIFT_AMBUSHER, oPC))
nClass += GetLevelByClass(CLASS_TYPE_ROGUE, oPC);
// Increased Dice every 4 levels (1, 5, 9 and so on)
int nDice = (nClass + 3) / 4;
// Improved Skirmish
if (GetLocalInt(oPC, "ScoutSkirmish") == 20) nDice += 2;
//Dragon Devotee and Hand of the Winged Masters damage bonus feats
int nBonusFeatDice = 0;
int nCount;
for(nCount = FEAT_SPECIAL_SKIRMISH_5D6; nCount >= FEAT_SPECIAL_SKIRMISH_1D6; nCount--)
{
if (GetHasFeat(nCount,oPC))
{
nBonusFeatDice = nCount - FEAT_SPECIAL_SKIRMISH_1D6 + 1;
if (DEBUG) DoDebug("prc_scout: Bonus Skirmish Dice: " + IntToString(nBonusFeatDice));
break;
}
}
nDice += nBonusFeatDice;
nDamage = d6(nDice);
if(GetHasFeat(FEAT_DRAGONFIRE_STRIKE, oPC) && GetLocalInt(oPC, "DragonFireOn"))
nDamage += d6();
if(GetHasFeat(FEAT_IMP_DRAGONFIRE_STRIKE, oPC) && GetLocalInt(oPC, "DragonFireOn"))
nDamage += nDice;
nDamage += (GetEssentiaInvestedFeat(oPC, FEAT_INDIGO_STRIKE)*2);
}
if (nDamage) FloatingTextStringOnCreature("Skirmished for "+IntToString(nDamage)+" damage", oPC, FALSE);
return nDamage;
}
// This is only called if you have Skirmished successfully
void SkirmishAC(object oPC, int nClass)
{
// Swift Amubusher
if (GetHasFeat(FEAT_SWIFT_AMBUSHER, oPC))
nClass += GetLevelByClass(CLASS_TYPE_ROGUE, oPC);
// Increased Dice every 4 levels (3, 7, 11 and so on)
int nDice = (nClass + 1) / 4;
// Improved Skirmish
if (GetLocalInt(oPC, "ScoutSkirmish") == 20) nDice += 2;
effect eAC = ExtraordinaryEffect(EffectACIncrease(nDice));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAC, oPC, 6.0);
}
void BattleFortitude(object oPC, int nClass)
{
// Increased Fort every 9 levels (2, 11, 20 and so on)
int nFort = (nClass + 7) / 9;
//check Battle Fort lock to make sure it doesn't stack inappropriately
if(GetLocalInt(oPC, "BattleFortitude") >= nFort) return;
effect eFort = ExtraordinaryEffect(EffectSavingThrowIncrease(SAVING_THROW_FORT, nFort));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eFort, oPC);
//Set Battle Fortitude Lock
SetLocalInt(oPC, "BattleFortitude", nFort);
}
// Permanent Freedom of movement spell
void FreeMovement(object oPC, int nClass)
{
if (nClass >= 18)
{
effect eParal = EffectImmunity(IMMUNITY_TYPE_PARALYSIS);
effect eEntangle = EffectImmunity(IMMUNITY_TYPE_ENTANGLE);
effect eSlow = EffectImmunity(IMMUNITY_TYPE_SLOW);
effect eMove = EffectImmunity(IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE);
//Link effects
effect eLink = EffectLinkEffects(eParal, eEntangle);
eLink = EffectLinkEffects(eLink, eSlow);
eLink = EffectLinkEffects(eLink, eMove);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(eLink), oPC);
}
}
void FastMovement(object oPC, int nClass)
{
// Speed bonus. +20 feet at level 11, +10 feet at level 3
// In NWN this is +66% and +33% (Assume 30 feet as base speed)
if (nClass >= 11) ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectMovementSpeedIncrease(66)), oPC);
else if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectMovementSpeedIncrease(33)), oPC);
}
void BlindSight(object oPC, int nClass)
{
// Blindsense -> Darkvis
// Blindsight -> True Seeing
if (nClass >= 20) ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectTrueSeeing()), oPC);
else if (nClass >= 10) ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectUltravision()), oPC);
}
void main()
{
int nEvent = GetRunningEvent();
if(DEBUG) DoDebug("prc_scout 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 oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
object oAmmo;
int nClass = GetLevelByClass(CLASS_TYPE_SCOUT, oPC);
int nArmour = GetBaseAC(oArmour);
// We aren't being called from any event, instead from EvalPRCFeats
if(nEvent == FALSE)
{
// Light armour only
if (3 >= nArmour)
{
FastMovement(oPC, nClass);
BattleFortitude(oPC, nClass);
FreeMovement(oPC, nClass);
}
// Doesn't depend on light armour
BlindSight(oPC, nClass);
// Hook in the events, needed from level 1 for Skirmish
if(DEBUG) DoDebug("prc_scout: Adding eventhooks");
AddEventScript(oPC, EVENT_ONPLAYEREQUIPITEM, "prc_scout", TRUE, FALSE);
AddEventScript(oPC, EVENT_ONPLAYERUNEQUIPITEM, "prc_scout", TRUE, FALSE);
AddEventScript(oPC, EVENT_ONHEARTBEAT, "prc_scout", TRUE, FALSE);
}
// We're being called from the OnHit eventhook, so deal the damage
// Light armour only
else if(nEvent == EVENT_ITEM_ONHIT && 3 >= nArmour)
{
oItem = GetSpellCastItem();
object oTarget = PRCGetSpellTargetObject();
if(DEBUG) DoDebug("prc_scout: OnHit:\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n"
+ "oTarget = " + DebugObject2Str(oTarget) + "\n"
);
// Only applies to weapons, and the Scout must have moved this round.
if(GetLocalInt(oPC, "ScoutSkirmish") && ( GetWeaponRanged(oItem) || IPGetIsProjectile(oItem) || IPGetIsMeleeWeapon(oItem)) ) // oItem is the ammo in the case of bows and crossbows
{
// Calculate Skirmish damage and apply
int nDamageType = GetWeaponDamageType(oItem);
//Dragonfire Strike Handling
if(GetHasFeat(FEAT_DRAGONFIRE_STRIKE, oPC) && GetLocalInt(oPC, "DragonFireOn"))
nDamageType = GetDragonfireDamageType(oPC);
else if(IPGetIsProjectile(oItem) && (GetBaseItemType(oItem) == BASE_ITEM_BULLET))
nDamageType = DAMAGE_TYPE_BLUDGEONING;
else if (IPGetIsProjectile(oItem))
nDamageType = DAMAGE_TYPE_PIERCING;
effect eDam = EffectDamage(SkirmishDamage(oPC, oTarget, nClass), nDamageType);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
}// end if - Item is a melee weapon
}// end if - Running OnHit event
// 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_scout - OnEquip\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n"
);
// Only applies to weapons
// IPGetIsMeleeWeapon is bugged and returns true on items it should not
if(oItem == GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) ||
(oItem == GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC) && !GetIsShield(oItem)) ||
GetWeaponRanged(oItem))
{
if (DEBUG)
{
if (IPGetIsMeleeWeapon(oItem)) DoDebug("IPGetIsMeleeWeapon: TRUE");
if (GetWeaponRanged(oItem)) DoDebug("GetWeaponRanged: TRUE");
}
if (GetWeaponRanged(oItem))
{
// Add eventhook to the ranged weapons like darts
IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
AddEventScript(oItem, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);
oAmmo = GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC);
IPSafeAddItemProperty(oAmmo, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
AddEventScript(oAmmo, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);
oAmmo = GetItemInSlot(INVENTORY_SLOT_BULLETS, oPC);
IPSafeAddItemProperty(oAmmo, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
AddEventScript(oAmmo, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);
oAmmo = GetItemInSlot(INVENTORY_SLOT_ARROWS, oPC);
IPSafeAddItemProperty(oAmmo, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
AddEventScript(oAmmo, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);
}
else if (IPGetIsMeleeWeapon(oItem))
{
// Add eventhook to the item
AddEventScript(oItem, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);
// Add the OnHitCastSpell: Unique needed to trigger the event
// Makes sure to get ammo if its a ranged weapon
IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 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_scout - OnUnEquip\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n"
);
// Only applies to weapons
if(IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem))
{
// Add eventhook to the item
RemoveEventScript(oItem, EVENT_ITEM_ONHIT, "prc_scout", TRUE, FALSE);
// Remove the temporary OnHitCastSpell: Unique
// Makes sure to get ammo if its a ranged weapon
RemoveSpecificProperty(oItem, ITEM_PROPERTY_ONHITCASTSPELL, IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
oAmmo = GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC);
RemoveSpecificProperty(oAmmo, ITEM_PROPERTY_ONHITCASTSPELL, IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
oAmmo = GetItemInSlot(INVENTORY_SLOT_BULLETS, oPC);
RemoveSpecificProperty(oAmmo, ITEM_PROPERTY_ONHITCASTSPELL, IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
oAmmo = GetItemInSlot(INVENTORY_SLOT_ARROWS, oPC);
RemoveSpecificProperty(oAmmo, ITEM_PROPERTY_ONHITCASTSPELL, IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
// This is used to determine the Scout's AC bonus for skirmishing
// Light armour only
else if(nEvent == EVENT_ONHEARTBEAT && 3 >= nArmour)
{
// Check to see if the WP is valid
string sWPTag = "PRC_ScoutWP_" + GetName(oPC);
object oTestWP = GetWaypointByTag(sWPTag);
if (!GetIsObjectValid(oTestWP))
{
// Create waypoint for the movement
CreateObject(OBJECT_TYPE_WAYPOINT, "nw_waypoint001", GetLocation(oPC), FALSE, sWPTag);
if(DEBUG) DoDebug("prc_scout: Scout WP for " + DebugObject2Str(oPC) + " didn't exist, creating. Tag: " + sWPTag);
}
else // We have a test waypoint, now to check the distance
{
// Distance moved in the last round
float fDist = GetDistanceBetween(oPC, oTestWP);
// Distance needed to move
float fCheck = FeetToMeters(10.0);
// Now clean up the WP and create a new one for next round's check
DestroyObject(oTestWP);
CreateObject(OBJECT_TYPE_WAYPOINT, "nw_waypoint001", GetLocation(oPC), FALSE, sWPTag);
if(DEBUG) DoDebug("prc_scout: Moved enough: " + DebugBool2String(fDist >= fCheck));
// Moved the distance
if (fDist >= fCheck)
{
// We have skirmished
SetLocalInt(oPC, "ScoutSkirmish", TRUE);
// We have improved skirmished
if (GetHasFeat(FEAT_IMPROVED_SKIMISH, oPC) && fDist >= FeetToMeters(20.0))
SetLocalInt(oPC, "ScoutSkirmish", 20);
// Only lasts for a round
DelayCommand(6.0, DeleteLocalInt(oPC, "ScoutSkirmish"));
// Give the AC bonus
SkirmishAC(oPC, nClass);
}
}
}
}