PRC8/nwn/nwnprc/trunk/spells/sp_claws_savage.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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//::///////////////////////////////////////////////
//:: Name Claws of the Savage
//:: FileName sp_claws_savage.nss
//:://////////////////////////////////////////////
/**@file Claws of the Savage
Transmutation [Evil]
Level: Bestial 4, Blk 4, Clr 4, Drd 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One creature
Duration: 10 minutes/level
The caster grants one creature two long claws that
replace its hands, tentacle tips, or whatever
else is appropriate. The claws deal damage based
on the creature's size.
Creature Size Claw Damage
Fine 1
Diminutive ld2
Tiny ld3
Small ld4
Medium-size ld6
Large ld8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
The creature can make attacks with both claws as if
it were proficient with them. Just as with a
creature that has natural weapons, the subject
takes no penalty for making two claw attacks. The
subject is treated as armed. Furthermore, these
claws gain a +2 enhancement bonus on attack and
damage rolls.
If the creature already has claws, those claws gain
a +2 enhancement bonus on attack and damage rolls,
and the claws' damage increases as if the creature
were two size categories larger.
Author: Tenjac
Created:
*/
//:://////////////////////////////////////////////
//:://////////////////////////////////////////////
object GetClawWeapon (object oCreature, string sResRef, int nInventorySlot, float fDuration);
#include "prc_inc_spells"
#include "prc_inc_unarmed"
void main()
{
//Spellhook
if (!X2PreSpellCastCode()) return;
PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
//define vars
object oPC = OBJECT_SELF;
object oTarget = PRCGetSpellTargetObject();
object oLClaw, oRClaw;
int nCasterLvl = PRCGetCasterLevel(oPC);
int nClawSize = PRCGetCreatureSize(oTarget);
int nBaseDamage;
float fDuration = 600.0f * nCasterLvl;
int nMetaMagic = PRCGetMetaMagicFeat();
int nBonus = 2;
//eval metamagic
if (nMetaMagic & METAMAGIC_EXTEND)
{
fDuration = (fDuration * 2);
}
if (nMetaMagic & METAMAGIC_EMPOWER)
{
nBonus = 3;
}
// Determine base damage
switch(nClawSize)
{
case 0: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d3; break;
case 1: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d4; break;
case 2: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d6; break;
case 3: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d8; break;
case 4: nBaseDamage = IP_CONST_MONSTERDAMAGE_2d6; break;
case 5: nBaseDamage = IP_CONST_MONSTERDAMAGE_3d6; break;
case 6: nBaseDamage = IP_CONST_MONSTERDAMAGE_4d6; break;
case 7: nBaseDamage = IP_CONST_MONSTERDAMAGE_6d6; break;
}
//Check for existing claws, if so, nBaseDamage +=2
if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget)))
{
nBaseDamage += nBonus;
}
// Get the creature weapon
oLClaw = GetClawWeapon(oPC, "PRC_UNARMED_SP", INVENTORY_SLOT_CWEAPON_L, fDuration);
oRClaw = GetClawWeapon(oPC, "PRC_UNARMED_SP", INVENTORY_SLOT_CWEAPON_R, fDuration);
// Catch exceptions here
if (nClawSize < 0) nBaseDamage = IP_CONST_MONSTERDAMAGE_1d3;
else if (nClawSize > 7) nBaseDamage = IP_CONST_MONSTERDAMAGE_6d6;
// Add the base damage
AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyMonsterDamage(nBaseDamage), oLClaw, fDuration);
AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyMonsterDamage(nBaseDamage), oRClaw, fDuration);
//Add Enhancement Bonus
IPSafeAddItemProperty(oLClaw, ItemPropertyEnhancementBonus(nBonus), fDuration, X2_IP_ADDPROP_POLICY_IGNORE_EXISTING, FALSE, FALSE);
IPSafeAddItemProperty(oRClaw, ItemPropertyEnhancementBonus(nBonus), fDuration, X2_IP_ADDPROP_POLICY_IGNORE_EXISTING, FALSE, FALSE);
//SPEvilShift(oPC);
PRCSetSchool();
}
object GetClawWeapon (object oCreature, string sResRef, int nInventorySlot, float fDuration)
{
int bCreatedWeapon = FALSE;
object oCWeapon = GetItemInSlot(nInventorySlot, oCreature);
RemoveUnarmedAttackEffects(oCreature);
// Make sure they can actually equip them
UnarmedFeats(oCreature);
// Determine if a creature weapon of the proper type already exists in the slot
if(!GetIsObjectValid(oCWeapon) ||
GetStringUpperCase(GetTag(oCWeapon)) != GetStringUpperCase(sResRef)) // Hack: The resref's and tags of the PRC creature weapons are the same
{
if (GetHasItem(oCreature, sResRef))
{
oCWeapon = GetItemPossessedBy(oCreature, sResRef);
SetIdentified(oCWeapon, TRUE);
ForceEquip(oCreature, oCWeapon, nInventorySlot);
}
else
{
oCWeapon = CreateItemOnObject(sResRef, oCreature);
SetIdentified(oCWeapon, TRUE);
ForceEquip(oCreature, oCWeapon, nInventorySlot);
bCreatedWeapon = TRUE;
}
}
// Weapon finesse or intuitive attack?
SetLocalInt(oCreature, "UsingCreature", TRUE);
ExecuteScript("prc_intuiatk", oCreature);
DelayCommand(1.0f, DeleteLocalInt(oCreature, "UsingCreature"));
// Add OnHitCast: Unique if necessary
if(GetHasFeat(FEAT_REND, oCreature))
IPSafeAddItemProperty(oCWeapon, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
// This adds creature weapon finesse
ApplyUnarmedAttackEffects(oCreature);
// Destroy the weapon if it was created by this function
if(bCreatedWeapon)
DestroyObject(oCWeapon, (fDuration + 6.0));
return oCWeapon;
}