Files
PRC8/nwn/nwnprc/trunk/scripts/prc_forsaker.nss
Jaysyn904 f7d00cf6f8 2025/12/04 Update
Added Intrinsic Armor builder's feat to prevent any Disarming.
Added Intrinsic Weapon builder's feat to prevent Ruin Armor.
GetEpicSorcerer() should allow racial hit dice casters.
Enlarge / Reduce Person now stores object's original scale.
Added prc_inc_size for the above changes.
Updated PRC8 version.
Reverted Vow of Poverty to use PRC event system.
Reverted Forsaker to use PRC event system.
Updated Spell Cancel NUI to not show "system" spells @Rakiov)
Added notes on instanced Maze system.
Organized notes.
2025-12-04 18:44:36 -05:00

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//::///////////////////////////////////////////////
//:: Name Forsaker
//:: FileName prc_forsaker.nss
//:: Created By: Stratosvarious
//:: Edited By: Fencas
//:://////////////////////////////////////////////
#include "prc_inc_function"
#include "prc_inc_combat"
#include "inc_dynconv"
#include "prc_alterations"
void main()
{
int nEvent = GetRunningEvent();
if(DEBUG) DoDebug("prc_forsaker 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 oArmor;
object oShield;
object oSkin = GetPCSkin(oPC);
int nSlot;
int nForsakerLvl = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
int nForsakerLvlCheck;
int nBonus = nForsakerLvl/2;
int nRegen = 1 + nForsakerLvl/4;
int nSR = 10 + nForsakerLvl;
if(nEvent == FALSE)
{
//Check if level up bonus has already been chosen and given for any of past Forsaker levels
for(nForsakerLvlCheck=1; nForsakerLvlCheck <= nForsakerLvl; nForsakerLvlCheck++)
{
if(!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nForsakerLvlCheck)))
{
//Level up box for stat bonus
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC,"ForsakerBoostCheck",nForsakerLvlCheck);
StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
}
}
//Fast healing 1 (+1 each 4 levels)
SetCompositeBonus(oSkin,"ForsakerFH",nRegen,ITEM_PROPERTY_REGENERATION);
//SR = 10 + Forsaker level
IPSafeAddItemProperty(oSkin, ItemPropertyBonusSpellResistance(GetSRByValue(nSR)), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
//DR starting on level 2 = (level+1)/(Level/2)
if (nForsakerLvl >=2) ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectDamageReduction((nForsakerLvl+1),(nForsakerLvl/2)),oPC);
//Natural AC increase by CON starting on level 3
if (nForsakerLvl >= 3)
{
effect eEffect1 = EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS);
eEffect1 = ExtraordinaryEffect(eEffect1);
eEffect1 = TagEffect(eEffect1, "EffectToughDefense");
//Remove any prior bonus to avoid duplication
effect eCheckEffect = GetFirstEffect(oPC);
while (GetIsEffectValid(eCheckEffect))
{
if(GetEffectTag(eCheckEffect) == "EffectToughDefense") RemoveEffect(oPC, eCheckEffect);
eCheckEffect = GetNextEffect(oPC);
}
//Give player the bonus
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect1, oPC);
}
if(!GetHasFeat(FEAT_VOWOFPOVERTY,oPC))
{
for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
{
oItem=GetItemInSlot(nSlot, oPC);
//Check if it is magical and not a torch
if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) &&
!(GetItemPropertyTag(GetFirstItemProperty(oItem)) == "Tag_PRC_OnHitKeeper") &&
GetResRef(oItem) != "nw_it_torch001")
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
}
}
if(GetIsUnarmed(oPC) && (nForsakerLvl >= 3)) //If it is unarmed, give DR bypass
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackIncrease(nBonus),oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackDecrease(nBonus),oPC);
//Remove last weapon(s) bonus
oItem = GetPCItemLastUnequipped();
if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)))
{
RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
}
// Hook in the events, needed from level 1 for Magic Hatred
if(DEBUG) DoDebug("prc_forsaker: Adding eventhooks");
AddEventScript(oPC, EVENT_ONPLAYEREQUIPITEM, "prc_forsaker", TRUE, FALSE);
AddEventScript(oPC, EVENT_ONPLAYERUNEQUIPITEM, "prc_forsaker", TRUE, FALSE);
}
// 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_forsaker - OnEquip\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n");
if(!GetHasFeat(FEAT_VOWOFPOVERTY,oPC))
{
for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
{
oItem=GetItemInSlot(nSlot, oPC);
//Check if it is magical and not a torch
if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) &&
!(GetItemPropertyTag(GetFirstItemProperty(oItem)) == "Tag_PRC_OnHitKeeper") &&
GetResRef(oItem) != "nw_it_torch001")
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
}
}
if(GetIsUnarmed(oPC) && (nForsakerLvl >= 3)) //If it is unarmed, give DR bypass
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackIncrease(nBonus),oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackDecrease(nBonus),oPC);
//Remove last weapon(s) bonus
oItem = GetPCItemLastUnequipped();
if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)))
{
RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
}
}
// 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_forsaker - OnUnEquip\n"
+ "oPC = " + DebugObject2Str(oPC) + "\n"
+ "oItem = " + DebugObject2Str(oItem) + "\n"
);
// Only applies to weapons
if(IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem))
{
if (nForsakerLvl >= 3) RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
if (nForsakerLvl >= 3) RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
}
/* // We aren't being called from any event, instead from EvalPRCFeats
if(nEvent == FALSE)
{
//Check if level up bonus has already been chosen and given for any of past Forsaker levels
for(nForsakerLvlCheck=1; nForsakerLvlCheck <= nForsakerLvl; nForsakerLvlCheck++)
{
if(!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nForsakerLvlCheck)))
{
//Level up box for stat bonus
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC,"ForsakerBoostCheck",nForsakerLvlCheck);
StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
}
}
//Fast healing 1 (+1 each 4 levels)
SetCompositeBonus(oSkin,"ForsakerFH",nRegen,ITEM_PROPERTY_REGENERATION);
//SR = 10 + Forsaker level
IPSafeAddItemProperty(oSkin, ItemPropertyBonusSpellResistance(GetSRByValue(nSR)), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
//DR starting on level 2 = (level+1)/(Level/2)
if (nForsakerLvl >=2) ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectDamageReduction((nForsakerLvl+1),(nForsakerLvl/2)),oPC);
//Natural AC increase by CON starting on level 3
if (nForsakerLvl >= 3)
{
effect eEffect1 = EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS);
eEffect1 = ExtraordinaryEffect(eEffect1);
eEffect1 = TagEffect(eEffect1, "EffectToughDefense");
//Remove any prior bonus to avoid duplication
effect eCheckEffect = GetFirstEffect(oPC);
while (GetIsEffectValid(eCheckEffect))
{
if(GetEffectTag(eCheckEffect) == "EffectToughDefense") RemoveEffect(oPC, eCheckEffect);
eCheckEffect = GetNextEffect(oPC);
}
//Give player the bonus
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect1, oPC);
}
// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so armors and shields should be checked elsewhere
if(!GetHasFeat(FEAT_VOWOFPOVERTY,oPC))
{
for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
{
oItem=GetItemInSlot(nSlot, oPC);
//Check if it is magical
if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && !(GetItemPropertyTag(GetFirstItemProperty(oItem)) == "Tag_PRC_OnHitKeeper"))
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
}
}
if(GetIsUnarmed(oPC) && (nForsakerLvl >= 3)) //If it is unarmed, give DR bypass
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackIncrease(nBonus),oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackDecrease(nBonus),oPC);
//Remove last weapon(s) bonus
oItem = GetPCItemLastUnequipped();
if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)))
{
RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
}
}
}
// Hook in the events
AddEventScript(oPC, EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM, "prc_forsaker", TRUE, FALSE);
}
// We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oPC's weapon
else if((nEvent == EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM) && (!GetHasFeat(FEAT_VOWOFPOVERTY,oPC)))
{
oItem = GetPCItemLastEquipped();
//Check if the magic is JUST Sanctify
int iMagic = 0;
itemproperty eCheckIP = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(eCheckIP))
{
if(!(GetItemPropertyTag(eCheckIP) == "Sanctify1") && !(GetItemPropertyTag(eCheckIP) == "Sanctify2") && !(GetItemPropertyTag(eCheckIP) == "Sanctify3")
&& !(GetItemPropertyTag(eCheckIP) == "Sanctify4")) iMagic = 1;
eCheckIP = GetNextItemProperty(oItem);
}
//Check if weapons are magical
if(iMagic && (IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) &&
!(GetBaseItemType(oItem) == BASE_ITEM_SLING && GetItemPropertyType(GetFirstItemProperty(oItem)) == ITEM_PROPERTY_MIGHTY))
//Check if weapon is magical or not on allowed list
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
}
else
{
if(nForsakerLvl>=3)
{
//Give bonus to weapon(s)
IPSafeAddItemProperty(oItem, ItemPropertyAttackBonus(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
IPSafeAddItemProperty(oItem, ItemPropertyAttackPenalty(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//Remove unarmed bonus
effect eLoop = GetFirstEffect(oPC);
while(GetIsEffectValid(eLoop))
{
if(GetEffectType(eLoop) == EFFECT_TYPE_ATTACK_INCREASE
|| GetEffectType(eLoop) == EFFECT_TYPE_ATTACK_DECREASE) RemoveEffect(oPC,eLoop);
eLoop = GetNextEffect(oPC);
}
}
}
}
}
*/