Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
418 lines
19 KiB
Plaintext
418 lines
19 KiB
Plaintext
//:://////////////////////////////////////////////
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//:: Warblade - Weapon Aptitude
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//:: prc_weap_apt
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//:://////////////////////////////////////////////
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/** @file
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Allows Warblade to chose aptitude weapon.
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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#include "inc_dynconv"
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#include "prc_feat_const"
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#include "prc_inc_combat"
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const string OPTION_FOCUS_WEAPON_1 = "PRC_WEAPAPT_FOCUS_1";
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const string OPTION_CRITICAL_WEAPON_1 = "PRC_WEAPAPT_CRITICAL_1";
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const string OPTION_FOCUS_WEAPON_2 = "PRC_WEAPAPT_FOCUS_2";
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const string OPTION_CRITICAL_WEAPON_2 = "PRC_WEAPAPT_CRITICAL_2";
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const string WEAPON_FILE = "prc_weap_items";
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int GetFeatItemProperty(int nFeatNumber, int nStart, int nEnd)
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{
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if (nFeatNumber >= 0)
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{
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int i;
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for(i=nStart; i<=nEnd; i++)
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{
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string sFeat = Get2DACache("iprp_feats", "FeatIndex", i);
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if(sFeat == "")
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continue;
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int nFeat = StringToInt(sFeat);
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if(nFeat == nFeatNumber)
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return i;
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}
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}
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return -1;
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}
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int GetWeaponFocusFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_WEAPON_FOCUS_CLUB, IP_CONST_FEAT_WEAPON_FOCUS_RAY);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_WeapFocCreature, IP_CONST_FEAT_WeapFocCreature);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetEpicWeaponFocusFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_EPIC_WEAPON_FOCUS_CLUB, IP_CONST_FEAT_EPIC_WEAPON_FOCUS_RAY);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetWeaponSpecializationFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_WEAPON_SPECIALIZATION_CLUB, IP_CONST_FEAT_WEAPON_SPECIALIZATION_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_WeapSpecCreature, IP_CONST_FEAT_WeapSpecCreature);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetEpicWeaponSpecializationFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_EPIC_WEAPON_SPECIALIZATION_CLUB, IP_CONST_FEAT_EPIC_WEAPON_SPECIALIZATION_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_WeapEpicSpecCreature, IP_CONST_FEAT_WeapEpicSpecCreature);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetImprovedCriticalFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_IMPROVED_CRITICAL_DAGGER, IP_CONST_FEAT_IMPROVED_CRITICAL_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_ImpCritCreature, IP_CONST_FEAT_ImpCritCreature);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_IMPROVED_CRITICAL_UNARMED, IP_CONST_FEAT_IMPROVED_CRITICAL_UNARMED);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetOverwhelmingCriticalFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_EPIC_OVERWHELMING_CRITICAL_CLUB, IP_CONST_FEAT_EPIC_OVERWHELMING_CRITICAL_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_OVERCRITICAL_CREATURE, IP_CONST_FEAT_OVERCRITICAL_CREATURE);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetDevastatingCriticalFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_EPIC_DEVASTATING_CRITICAL_CLUB, IP_CONST_FEAT_EPIC_DEVASTATING_CRITICAL_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_DEVCRITICAL_CREATURE, IP_CONST_FEAT_DEVCRITICAL_CREATURE);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetWeaponOfChoiceFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_WEAPON_OF_CHOICE_SICKLE, IP_CONST_FEAT_WEAPON_OF_CHOICE_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetSanctifyMartialStrikeFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_SANCTIFY_MARTIAL_SICKLE, IP_CONST_FEAT_SANCTIFY_MARTIAL_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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int GetVileMartialStrikeFeatItemProperty(int nFeatNumber)
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{
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int nItemProperty;
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nItemProperty = GetFeatItemProperty(nFeatNumber, IP_CONST_FEAT_VILE_MARTIAL_CLUB, IP_CONST_FEAT_VILE_MARTIAL_MINDBLADE);
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if(nItemProperty != -1) return nItemProperty;
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return -1;
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}
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struct WeaponFeat TakeWeaponFeatCensus(object oPC)
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{
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struct WeaponFeat rWeaponFeatCensus = InitWeaponFeat(0);
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int i = 0;
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while(Get2DACache(WEAPON_FILE, "label", i) != "") //until we hit a nonexistant line
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{
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int nIndex = StringToInt(Get2DACache(WEAPON_FILE, "BaseItemsIndex", i));
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struct WeaponFeat rWeaponFeats = GetAllFeatsOfWeaponType(nIndex);
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//Weapon Focus line of feats
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if(rWeaponFeats.Focus != -1 && GetHasFeat(rWeaponFeats.Focus, oPC))
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{
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rWeaponFeatCensus.Focus += 1;
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int bEpicFocus = FALSE;
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if(rWeaponFeats.EpicFocus != -1 && GetHasFeat(rWeaponFeats.EpicFocus, oPC))
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{
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rWeaponFeatCensus.EpicFocus += 1;
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bEpicFocus = TRUE;
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}
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if(rWeaponFeats.Specialization != -1 && GetHasFeat(rWeaponFeats.Specialization, oPC))
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{
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rWeaponFeatCensus.Specialization += 1;
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if(rWeaponFeats.EpicSpecialization != -1 && bEpicFocus && GetHasFeat(rWeaponFeats.EpicSpecialization, oPC))
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rWeaponFeatCensus.EpicSpecialization += 1;
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}
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if(rWeaponFeats.WeaponOfChoice != -1 && GetHasFeat(rWeaponFeats.WeaponOfChoice, oPC))
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rWeaponFeatCensus.WeaponOfChoice += 1;
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if(rWeaponFeats.SanctifyMartialStrike != -1 && GetHasFeat(rWeaponFeats.SanctifyMartialStrike, oPC))
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rWeaponFeatCensus.SanctifyMartialStrike += 1;
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if(rWeaponFeats.VileMartialStrike != -1 && GetHasFeat(rWeaponFeats.VileMartialStrike, oPC))
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rWeaponFeatCensus.VileMartialStrike += 1;
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}
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//Improved Critical line of feats
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if(rWeaponFeats.ImprovedCritical != -1 && GetHasFeat(rWeaponFeats.ImprovedCritical, oPC))
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{
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rWeaponFeatCensus.ImprovedCritical += 1;
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if(rWeaponFeats.OverwhelmingCritical != -1 && GetHasFeat(rWeaponFeats.OverwhelmingCritical, oPC))
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{
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rWeaponFeatCensus.OverwhelmingCritical += 1;
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if(rWeaponFeats.DevastatingCritical != -1 && GetHasFeat(rWeaponFeats.DevastatingCritical, oPC))
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rWeaponFeatCensus.DevastatingCritical += 1;
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}
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}
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i++; //go to next line
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}
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if(GetHasFeat(FEAT_WEAPON_FOCUS_APTITUDE_1, oPC))
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rWeaponFeatCensus.Focus += 1;
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if(GetHasFeat(FEAT_WEAPON_SPECIALIZATION_APTITUDE_1, oPC))
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rWeaponFeatCensus.Specialization += 1;
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if(GetHasFeat(FEAT_EPIC_WEAPON_FOCUS_APTITUDE_1, oPC))
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rWeaponFeatCensus.EpicFocus += 1;
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if(GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_APTITUDE_1, oPC))
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rWeaponFeatCensus.EpicSpecialization += 1;
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if(GetHasFeat(FEAT_IMPROVED_CRITICAL_APTITUDE_1, oPC))
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rWeaponFeatCensus.ImprovedCritical += 1;
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if(GetHasFeat(FEAT_EPIC_OVERWHELMING_CRITICAL_APTITUDE_1, oPC))
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rWeaponFeatCensus.OverwhelmingCritical += 1;
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if(GetHasFeat(FEAT_EPIC_DEVASTATING_CRITICAL_APTITUDE_1, oPC))
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rWeaponFeatCensus.DevastatingCritical += 1;
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if(GetHasFeat(FEAT_WEAPON_OF_CHOICE_APTITUDE_1, oPC))
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rWeaponFeatCensus.WeaponOfChoice += 1;
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if(GetHasFeat(FEAT_SANCTIFY_MARTIAL_STRIKE_APTITUDE_1, oPC))
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rWeaponFeatCensus.SanctifyMartialStrike += 1;
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if(GetHasFeat(FEAT_VILE_MARTIAL_STRIKE_APTITUDE_1, oPC))
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rWeaponFeatCensus.VileMartialStrike += 1;
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if(GetHasFeat(FEAT_WEAPON_FOCUS_APTITUDE_2, oPC))
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rWeaponFeatCensus.Focus += 1;
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if(GetHasFeat(FEAT_WEAPON_SPECIALIZATION_APTITUDE_2, oPC))
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rWeaponFeatCensus.Specialization += 1;
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if(GetHasFeat(FEAT_EPIC_WEAPON_FOCUS_APTITUDE_2, oPC))
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rWeaponFeatCensus.EpicFocus += 1;
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if(GetHasFeat(FEAT_EPIC_WEAPON_SPECIALIZATION_APTITUDE_2, oPC))
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rWeaponFeatCensus.EpicSpecialization += 1;
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if(GetHasFeat(FEAT_IMPROVED_CRITICAL_APTITUDE_2, oPC))
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rWeaponFeatCensus.ImprovedCritical += 1;
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if(GetHasFeat(FEAT_EPIC_OVERWHELMING_CRITICAL_APTITUDE_2, oPC))
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rWeaponFeatCensus.OverwhelmingCritical += 1;
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if(GetHasFeat(FEAT_EPIC_DEVASTATING_CRITICAL_APTITUDE_2, oPC))
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rWeaponFeatCensus.DevastatingCritical += 1;
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if(GetHasFeat(FEAT_WEAPON_OF_CHOICE_APTITUDE_2, oPC))
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rWeaponFeatCensus.WeaponOfChoice += 1;
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if(GetHasFeat(FEAT_SANCTIFY_MARTIAL_STRIKE_APTITUDE_2, oPC))
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rWeaponFeatCensus.SanctifyMartialStrike += 1;
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if(GetHasFeat(FEAT_VILE_MARTIAL_STRIKE_APTITUDE_2, oPC))
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rWeaponFeatCensus.VileMartialStrike += 1;
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return rWeaponFeatCensus;
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}
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int WeaponItemType(object oWeapon)
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{
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if(oWeapon == OBJECT_INVALID)
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return BASE_ITEM_INVALID; //Unarmed strike
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else
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{
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int nWeaponItemType = GetBaseItemType(oWeapon);
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if(StringToInt(Get2DACache("baseitems", "WeaponType", nWeaponItemType)) > 0)
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return nWeaponItemType;
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else
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return -1;
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}
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}
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object MainHandWeapon(object oPC)
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{
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return GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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}
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object OffHandWeapon(object oPC)
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{
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return GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
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}
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void DoApplyWeaponAptitude(object oPC, struct WeaponFeat rWeaponFeatCensus, int nWeaponFeatThreshold, string sFocusWeaponOption, string sCriticalWeaponOption)
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{
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object oPCHide = GetPCSkin(oPC);
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int nFocusWeaponIndex = GetLocalInt(oPC, sFocusWeaponOption);
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if(nFocusWeaponIndex)
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{
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int nFocusWeaponType = StringToInt(Get2DACache(WEAPON_FILE, "BaseItemsIndex", nFocusWeaponIndex-1));
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if(nFocusWeaponType == BASE_ITEM_INVALID+1)
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nFocusWeaponType = WeaponItemType(MainHandWeapon(oPC));
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else if (nFocusWeaponType == BASE_ITEM_INVALID+2)
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nFocusWeaponType = WeaponItemType(OffHandWeapon(oPC));
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if(nFocusWeaponType != -1)
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{
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struct WeaponFeat rWeaponFeats = GetAllFeatsOfWeaponType(nFocusWeaponType);
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if(rWeaponFeatCensus.Focus >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.Focus;
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int nItemProperty = GetWeaponFocusFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Focus: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.EpicFocus >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.EpicFocus;
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int nItemProperty = GetEpicWeaponFocusFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Epic Focus: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.Specialization >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.Specialization;
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int nItemProperty = GetWeaponSpecializationFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Specialization: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.EpicSpecialization >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.EpicSpecialization;
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int nItemProperty = GetEpicWeaponSpecializationFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Epic Specialization: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.WeaponOfChoice >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.WeaponOfChoice;
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int nItemProperty = GetWeaponOfChoiceFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Weapon of Choice: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.SanctifyMartialStrike >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.SanctifyMartialStrike;
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int nItemProperty = GetSanctifyMartialStrikeFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Sanctify Martial Strike: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.VileMartialStrike >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.VileMartialStrike;
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int nItemProperty = GetVileMartialStrikeFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Vile Martial Strike: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.ImprovedCritical >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.ImprovedCritical;
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int nItemProperty = GetImprovedCriticalFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Improved Critical: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.OverwhelmingCritical >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.OverwhelmingCritical;
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int nItemProperty = GetOverwhelmingCriticalFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Overwhelming Critical: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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if(rWeaponFeatCensus.DevastatingCritical >= nWeaponFeatThreshold)
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{
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int nFeat = rWeaponFeats.DevastatingCritical;
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int nItemProperty = GetDevastatingCriticalFeatItemProperty(nFeat);
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if(DEBUG) DoDebug("Devastating Critical: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
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if (nItemProperty != -1)
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
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}
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}
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}
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/* int nCriticalWeaponIndex = GetLocalInt(oPC, sCriticalWeaponOption);
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if(nCriticalWeaponIndex)
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{
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int nCriticalWeaponType = StringToInt(Get2DACache(WEAPON_FILE, "BaseItemsIndex", nCriticalWeaponIndex-1));
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if(nCriticalWeaponType == BASE_ITEM_INVALID+1)
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nCriticalWeaponType = WeaponItemType(MainHandWeapon(oPC));
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else if (nCriticalWeaponType == BASE_ITEM_INVALID+2)
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nCriticalWeaponType = WeaponItemType(OffHandWeapon(oPC));
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if(nCriticalWeaponType != -1)
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{
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struct WeaponFeat rWeaponFeats = GetAllFeatsOfWeaponType(nCriticalWeaponType);
|
|
|
|
if(rWeaponFeatCensus.ImprovedCritical >= nWeaponFeatThreshold)
|
|
{
|
|
int nFeat = rWeaponFeats.ImprovedCritical;
|
|
int nItemProperty = GetImprovedCriticalFeatItemProperty(nFeat);
|
|
if(DEBUG) DoDebug("Improved Critical: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
|
|
if (nItemProperty != -1)
|
|
AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
|
|
}
|
|
|
|
if(rWeaponFeatCensus.OverwhelmingCritical >= nWeaponFeatThreshold)
|
|
{
|
|
int nFeat = rWeaponFeats.OverwhelmingCritical;
|
|
int nItemProperty = GetOverwhelmingCriticalFeatItemProperty(nFeat);
|
|
if(DEBUG) DoDebug("Overwhelming Critical: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
|
|
if (nItemProperty != -1)
|
|
AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
|
|
}
|
|
|
|
if(rWeaponFeatCensus.DevastatingCritical >= nWeaponFeatThreshold)
|
|
{
|
|
int nFeat = rWeaponFeats.DevastatingCritical;
|
|
int nItemProperty = GetDevastatingCriticalFeatItemProperty(nFeat);
|
|
if(DEBUG) DoDebug("Devastating Critical: " + IntToString(nFeat) + ", " + IntToString(nItemProperty));
|
|
if (nItemProperty != -1)
|
|
AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyBonusFeat(nItemProperty), oPCHide);
|
|
}
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void ApplyWeaponAptitude(object oPC, int bAllowDuringCombat)
|
|
{
|
|
if(!bAllowDuringCombat && GetIsInCombat(oPC))
|
|
{
|
|
FloatingTextStringOnCreature(GetStringByStrRef(16837722), oPC, FALSE);
|
|
IncrementRemainingFeatUses(oPC, FEAT_WEAPON_APTITUDE);
|
|
return;
|
|
}
|
|
|
|
struct WeaponFeat rWeaponFeatCensus = TakeWeaponFeatCensus(oPC);
|
|
DoApplyWeaponAptitude(oPC, rWeaponFeatCensus, 1, OPTION_FOCUS_WEAPON_1, OPTION_CRITICAL_WEAPON_1);
|
|
//DoApplyWeaponAptitude(oPC, rWeaponFeatCensus, 2, OPTION_FOCUS_WEAPON_2, OPTION_CRITICAL_WEAPON_2);
|
|
SetLocalInt(oPC, "PRC_WEAPON_APTITUDE_APPLIED", 1);
|
|
SetLocalInt(GetPCSkin(oPC), "PRC_WEAPON_APTITUDE_APPLIED", 1);
|
|
}
|