Archived Spellman's Project content. Added missing Diamond Dragon stat feats. Hospitaler's should be able to take Extra Turning. Dodge proxies should allow entry into Champion of Corellon. Mounted Combat is a prereq for Champion of Corellon. Only Clerics have Domain reqs to enter Morninglord. Verdant Lord was missing BAB 4 entry requirement. Diamond Dragons don't get spellcraft. Re-added Korobokuru race. Added .ltr tables for Korobokuru. Capped Blood in the Water at +20. Capped Pearl of Black Doubt at +20. Added json_GetFirstKnownSpell() and json_GetNextKnownSpell(). Updated all old NWNx functions to work with NWNxEE. Added new switch to enable optional PRCX / NWNxEE shims. Commented out ConvoCC switches on inc_switch_setup.nss Diamond Dragon's stat increases are intrinsic when using NWNxEE. Forsaker's stat increases are intrinsic when using NWNxEE. Vow of Poverty's stat increases are intrinsic when using NWNxEE. Cloud Dragon summon should be Neutral Good. Fixed Verdant Lord's regen. Fixed Forest Master's regen. Morninglord's Creative Fire should affect Alchemy. Added yes/no dialog when choosing Vow of Poverty bonus Exalted Feats. Racial natural AC should be intrinsic when NWNxEE is enabled. Transcendent Vitality's CON bonus is intrinsic when NWNxEE is enabled.
111 lines
5.1 KiB
Plaintext
111 lines
5.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Necropolitan template script
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//:: FileName tmp_m_necropol
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//::
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//:://////////////////////////////////////////////
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/* CREATING A NECROPOLITAN
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Necropolitan is an acquired template that can be added to
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any humanoid or monstrous humanoid (referred to here after as the base creature).
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A necropolitan speaks any languages it knew in life, and it
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has all the base creature<72>s statistics and special abilities except
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as noted here.
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Size and Type: The creature<72>s type changes to undead, and
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it gains the augmented subtype. Do not recalculate base attack
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bonus, saves, or skill points. Size is unchanged.
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Hit Dice: Increase to d12.
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Special Qualities: A necropolitan retains all the special
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qualities of the base creature and gains those described below.
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Resist Control (Ex): Necropolitans have a +2 profane bonus on their
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Will saving throws to resist the effect of a control undead spell.
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Turn Resistance (Ex): A necropolitan has +2 turn resistance.
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Unnatural Resilience (Ex): Necropolitans automatically heal
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hit point damage and ability damage at the same rate as a living
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creature. The Heal skill has no effect on necropolitans; however,
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negative energy (such as an infl ict spell) heals them.
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Abilities: Same as the base creature, except that as undead
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creatures, necropolitans have no Constitution score.
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Advancement: By character class.
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Level Adjustment: Same as the base creature. (Becoming a
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necropolitan involves losing a level so the advantages of the undead type
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cancel out what would other wise be a larger adjustment.)
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Tenjac
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//:: Created On: 5/6/08
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//:://////////////////////////////////////////////
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#include "prc_inc_template"
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#include "inc_nwnx_funcs"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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itemproperty ipIP;
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int nNWNxEE = GetPRCSwitch(PRC_NWNXEE_ENABLED);
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int nPRCx = GetPRCSwitch(PRC_PRCX_ENABLED);
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int bFuncs = (nNWNxEE && nPRCx);
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int iTest = GetPersistantLocalInt(oPC, "NWNX_Template_necropolitan");
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//NOTE: this maintains the Necropolitan template
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int nTurnResist = 2;
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SetCompositeBonus(oSkin, "Template_necropol_turnresist", nTurnResist, ITEM_PROPERTY_TURN_RESISTANCE);
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if(bFuncs && !iTest)
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{
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SetPersistantLocalInt(oPC, "NWNX_Template_necropolitan", 1);
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PRC_Funcs_AddFeat(oPC, FEAT_UNDEAD_HD);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_ABILITY_DECREASE);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_CRITICAL);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_DEATH);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_DISEASE);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_MIND_SPELLS);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_PARALYSIS);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_POISON);
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PRC_Funcs_AddFeat(oPC, FEAT_IMMUNITY_SNEAKATTACK);
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PRC_Funcs_AddFeat(oPC, FEAT_TEMPLATE_NECROPOLITAN_MARKER);
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}
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else
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{
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNDEAD_HD);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_ABILITY_DECREASE);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_CRITICAL);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_DEATH);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_DISEASE);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_MIND_SPELLS);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_PARALYSIS);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_POISON);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMMUNITY_SNEAKATTACK);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//marker feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_TEMPLATE_NECROPOLITAN_MARKER);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// Bugfix
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ipIP = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_NEGATIVE, IP_CONST_DAMAGEIMMUNITY_100_PERCENT);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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if(DEBUG) SendMessageToPC(oPC, "You have feat Undead HD = "+IntToString(GetHasFeat(FEAT_UNDEAD_HD, oPC)));
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SetSubRace(oPC, "Undead (Augmented Humanoid)");
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} |