PRC8/nwn/nwnprc/trunk/scripts/prc_forestmaster.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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//::///////////////////////////////////////////////
//:: [Forest Master setup script]
//:: [prc_forestmaster.nss]
//:: [Jaysyn 20230106]
//::///////////////////////////////////////////////
#include "prc_inc_combat"
void main()
{
//:: Declare major variables
object oPC = OBJECT_SELF;
object oSkin = GetPCSkin(oPC);
object oItem = GetPCItemLastUnequipped();
int nFMLevel = GetLevelByClass(CLASS_TYPE_FORESTMASTER, oPC);
int nEvent = GetRunningEvent();
effect eEffect;
itemproperty ipIP;
//:: We aren't being called from onPlayerUnequipItem event, instead from the PRCEvalFeats
if(nEvent == FALSE)
{
// :: Hook in the events
if(DEBUG) DoDebug("Forest Master: Adding eventhooks");
AddEventScript(oPC, EVENT_ONPLAYERUNEQUIPITEM, "prc_forestmaster", TRUE, FALSE);
}
//:: We're being called from the onPlayerUnequipItem eventhook, so check or skip
if(nEvent == EVENT_ONPLAYERUNEQUIPITEM)
{
//:: Remove Great Mallet damage bonuses from maul being unequipped
int bHadMaul = (GetBaseItemType(oItem) == BASE_ITEM_MAUL);
if(bHadMaul)
{
//:: Remove the Cleave or Great Cleave bonus feat from the maul being unequipped
IPRemoveMatchingItemProperties(oItem, ITEM_PROPERTY_BONUS_FEAT, DURATION_TYPE_TEMPORARY, IP_CONST_FEAT_GREAT_CLEAVE);
IPRemoveMatchingItemProperties(oItem, ITEM_PROPERTY_BONUS_FEAT, DURATION_TYPE_TEMPORARY, IP_CONST_FEAT_CLEAVE);
//:: Remove Great Mallet damage bonuses from maul being unequipped
IPRemoveMatchingItemProperties(oItem, ITEM_PROPERTY_DAMAGE_BONUS, DURATION_TYPE_TEMPORARY, IP_CONST_DAMAGETYPE_ELECTRICAL);
IPRemoveMatchingItemProperties(oItem, ITEM_PROPERTY_DAMAGE_BONUS, DURATION_TYPE_TEMPORARY, IP_CONST_DAMAGETYPE_COLD);
IPRemoveMatchingItemProperties(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS, DURATION_TYPE_TEMPORARY);
}
}
//:: End if - Running OnPlayerUnequipItem event
//:: Setup Oak Strength ////////////////////////////////////////////////////////
/* Oak Strength (Ex): Beginning at 4th level, the forest master gains a +2
bonus to Strength and the ability to make slam attacks. A Small creatures
slam attack deals 1d4 points of damage, one from a Medium-size creature
deals 1d6 points of damage, and a Large forest masters slam attack deals
1d8 points of damage. Slam attacks are natural weapon attacks and do not
provoke an attack of opportunity from the defender. A forest master can
select Improved Critical (slam), Weapon Focus (slam), and (if a fighter of
4th level or higher) Weapon Specialization (slam). Upon gaining this
ability, the forest masters hair takes on a green, leafy appearance. */
//::////////////////////////////////////////////////////////////////////////////
if (nFMLevel >= 4)
{
string sResRef;
int nHair;
int nHairSet = GetLocalInt(oPC, "FM_HAIR_INT");
int nSize = PRCGetCreatureSize(oPC)+1;
//primary weapon
sResRef = "prc_warf_slam_";
sResRef += GetAffixForSize(nSize);
AddNaturalPrimaryWeapon(oPC, sResRef, 2);
if (!nHairSet)
{
switch (Random(6))
{
case 0: {nHair = 30; break;}
case 1: {nHair = 31; break;}
case 2: {nHair = 49 ; break;}
case 3: {nHair = 106; break;}
case 4: {nHair = 107; break;}
case 5: {nHair = 152; break;}
case 6: {nHair = 153; break;}
}
SetColor(oPC, COLOR_CHANNEL_HAIR, nHair);
SetLocalInt(oPC, "FM_HAIR_INT", nHair);
}
}
//:: Setup Oakheart ///////////////////////////////////////////////////////////////
/* Oakheart (Ex): Upon reaching 7th level, a forest masters body becomes a
thing of wood and leaf rather than meat and bone. His type changes to plant.
As such, he is immune to mind-affecting effects, poison, sleep, paralysis,
stunning, and polymorphing. He is not subject to critical hits or sneak
attacks. However, the forest master becomes vulnerable to fire, and suffers
double damage from fire attacks if he fails a Reflex saving throw, or half
damage if he succeeds. */
//::///////////////////////////////////////////////////////////////////////////////
if (nFMLevel >= 7)
{
effect eNoStun = EffectImmunity(IMMUNITY_TYPE_STUN);
eNoStun = SupernaturalEffect(eNoStun);
eNoStun = ExtraordinaryEffect(eNoStun);
DelayCommand(0.0f, ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNoStun, oPC));
//:: These are handled via cls_feat_formast.2da
/* ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_PARALYSIS);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_POISON);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_MINDSPELLS);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_CRITICAL_HITS);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE); */
ipIP =ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_BACKSTAB);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
ipIP = ItemPropertyDamageVulnerability(DAMAGE_TYPE_FIRE, IP_CONST_DAMAGEVULNERABILITY_50_PERCENT);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
}
} //:: End