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.
		
			
				
	
	
		
			53 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| #include "prc_inc_clsfunc"
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| 
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| void main()
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| {
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| object oPC = OBJECT_SELF;
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| 
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| if(GetHasFreeHand(oPC) == FALSE ||
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|    GetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED") >= 2)
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|     {
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|     FloatingTextStringOnCreature("You do not have a free hand to use the bottle with", oPC);
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|     return;
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|     }
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| 
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| if(UseBottle(oPC) == FALSE)
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|     {
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|     FloatingTextStringOnCreature("You do not have an empty bottle in your inventory", oPC);
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|     return;
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|     }
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| 
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| effect eSlash = EffectDamageIncrease(DAMAGE_BONUS_1d4, DAMAGE_TYPE_SLASHING);
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| effect eBludg = EffectDamageIncrease(DAMAGE_BONUS_1d6, DAMAGE_TYPE_BLUDGEONING);
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| 
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| switch(d3())
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|     {
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|     case 1:
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|       {
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|       // The bottle breaks on the next attack:
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|       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlash, oPC, RoundsToSeconds(2));
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|       DelayCommand(RoundsToSeconds(2), SetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED", GetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED") - 1));
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|       DelayCommand(RoundsToSeconds(2), FloatingTextStringOnCreature("The bottle just shattered", oPC));
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|       break;}
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|     case 2:
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|       {
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|       // The Bottle hits on the next attack but doesn't break until the 2nd attack:
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|       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBludg, oPC, RoundsToSeconds(4));
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|       DelayCommand(RoundsToSeconds(2), ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlash, oPC, RoundsToSeconds(2)));
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|       DelayCommand(RoundsToSeconds(4), SetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED", GetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED") - 1));
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|       DelayCommand(RoundsToSeconds(4), FloatingTextStringOnCreature("The bottle just shattered", oPC));
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|       break;}
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|     case 3:
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|       {
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|       // The Bottle hits on the next 2 attacks but doesn't break until the 3rd attack:
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|       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBludg, oPC, RoundsToSeconds(6));
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|       DelayCommand(RoundsToSeconds(4), ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eSlash, oPC, RoundsToSeconds(2)));
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|       DelayCommand(RoundsToSeconds(6), SetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED", GetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED") - 1));
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|       DelayCommand(RoundsToSeconds(6), FloatingTextStringOnCreature("The bottle just shattered", oPC));
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|       break;}
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|     }
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| 
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| FloatingTextStringOnCreature("Bottle Equiped", oPC);
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| SetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED", GetLocalInt(oPC, "DRUNKEN_MASTER_NUMBER_OF_BOTTLES_BEING_USED") + 1);
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| }
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