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