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.
72 lines
3.5 KiB
Plaintext
72 lines
3.5 KiB
Plaintext
#include "prc_x2_itemprop"
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void main()
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{
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object oAura = OBJECT_SELF;
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object oTarget = GetEnteringObject();
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object oMarshal = GetAreaOfEffectCreator();
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// Only apply to allies
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if(!GetIsFriend(oTarget, oMarshal))
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return;
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int nAuraID = GetLocalInt(oAura, "SpellID");
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int nAuraBonus = GetLocalInt(oAura, "AuraBonus");
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effect eBonus = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eVis = EffectVisualEffect(VFX_IMP_HEAD_HOLY);
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switch(nAuraID)
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{
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case SPELL_MAJAUR_MOT_ARDOR:{ //Motivate Ardor
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eBonus = EffectLinkEffects(eBonus, EffectDamageIncrease(IPGetDamageBonusConstantFromNumber(nAuraBonus), DAMAGE_TYPE_SLASHING));
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break;}
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case SPELL_MAJAUR_MOT_CARE:{ //Motivate Care
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eBonus = EffectLinkEffects(eBonus, EffectACIncrease(nAuraBonus, AC_DODGE_BONUS));
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break;}
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case SPELL_MAJAUR_RES_TROOPS:{ //Resilient Troops
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eBonus = EffectLinkEffects(eBonus, EffectSavingThrowIncrease(SAVING_THROW_ALL, nAuraBonus, SAVING_THROW_TYPE_ALL));
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break;}
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case SPELL_MAJAUR_MOT_URGE:{ //Motivate Urgency
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int MarshSpeed = nAuraBonus * 15;
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if(GetHasFeat(FEAT_TYPE_ELEMENTAL, oMarshal) >= 10 && GetHasFeat(FEAT_BONDED_AIR, oMarshal))
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MarshSpeed += 30;
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if(MarshSpeed > 99) MarshSpeed = 99;
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eBonus = EffectLinkEffects(eBonus, EffectMovementSpeedIncrease(MarshSpeed));
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break;}
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case SPELL_MAJAUR_HARD_SOLDIER:{ //Hardy Soldiers
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eBonus = EffectLinkEffects(eBonus, EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, nAuraBonus));
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eBonus = EffectLinkEffects(eBonus, EffectDamageResistance(DAMAGE_TYPE_PIERCING, nAuraBonus));
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eBonus = EffectLinkEffects(eBonus, EffectDamageResistance(DAMAGE_TYPE_SLASHING, nAuraBonus));
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break;}
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case SPELL_MAJAUR_MOT_ATTACK:{ //Motivate Attack
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eBonus = EffectLinkEffects(eBonus, EffectAttackIncrease(nAuraBonus));
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break;}
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case SPELL_MAJAUR_STEAD_HAND:{ //Steady Hand
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if(GetWeaponRanged(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget)))
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eBonus = EffectLinkEffects(eBonus, EffectAttackIncrease(nAuraBonus));
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break;}
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/*case SPELL_MAJAUR_MOT_CHA:{ //Major Charisma Boost
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eBonus = EffectLinkEffects(eBonus, EffectAbilityIncrease(ABILITY_CHARISMA, nAuraBonus));
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break;}
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case SPELL_MAJAUR_MOT_CON:{ //Major Constitution Boost
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eBonus = EffectLinkEffects(eBonus, EffectAbilityIncrease(ABILITY_CONSTITUTION, nAuraBonus));
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break;}
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case SPELL_MAJAUR_MOT_DEX:{ //Major Dexterity Boost
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eBonus = EffectLinkEffects(eBonus, EffectAbilityIncrease(ABILITY_DEXTERITY, nAuraBonus));
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break;}
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case SPELL_MAJAUR_MOT_INT:{ //Major Intelligence Boost
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eBonus = EffectLinkEffects(eBonus, EffectAbilityIncrease(ABILITY_INTELLIGENCE, nAuraBonus));
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break;}
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case SPELL_MAJAUR_MOT_STR:{ //Major Strength Boost
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eBonus = EffectLinkEffects(eBonus, EffectAbilityIncrease(ABILITY_STRENGTH, nAuraBonus));
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break;}
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case SPELL_MAJAUR_MOT_WIS:{ //Major Wisdom Boost
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eBonus = EffectLinkEffects(eBonus, EffectAbilityIncrease(ABILITY_WISDOM, nAuraBonus));
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break;}*/
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}
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eBonus = ExtraordinaryEffect(eBonus);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBonus, oTarget);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
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} |