Removed a lot of old backup files. Fixed Eye of Gruumsh's epic bonus feats. Add Epic marker feat for Eye of Gruumsh. Added Channeled Pyroburst to prc_desc_fire.2da Added GetCurrentUnixTimestamp() function. Moved crafting conversation functions to prc_craft_cv_inc.nss. Made Midnight Augment work slightly better, still not quite per PnP yet. Disciple of Asmodeus' Summoned Devils are supposed to be Lawful Evil. Every instance of ItemPropertySpellImmunitySpecific() in race_skin.nss was misconfigured. Several instances of ItemPropertyDamageImmunity() in race_skin.nss were misconfigured. Fixed issue where Blighters were still considered undead after leaving undead wildshape. PRC8 now supports offline PnP magical crafting. Disciple of Asmodeus' Dread Night now increases AC instead of Damage, per PnP. Non-spellcaster Disciples of Asmodeus have a Hellcat duration based on DoA class level. Hexblade's Dark Companion shouldn't lose Sacntuary when loading from a save. Claws of the Savage should increase size properly if caster already has claws at time of casting.
205 lines
6.8 KiB
Plaintext
205 lines
6.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Claws of the Savage
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//:: FileName sp_claws_savage.nss
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//:://////////////////////////////////////////////
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/**@file Claws of the Savage
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Transmutation [Evil]
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Level: Bestial 4, Blk 4, Clr 4, Drd 4
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Components: V, S
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Casting Time: 1 action
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Range: Touch
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Target: One creature
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Duration: 10 minutes/level
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The caster grants one creature two long claws that
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replace its hands, tentacle tips, or whatever
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else is appropriate. The claws deal damage based
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on the creature's size.
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Creature Size Claw Damage
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Fine 1
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Diminutive ld2
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Tiny ld3
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Small ld4
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Medium-size ld6
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Large ld8
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Huge 2d6
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Gargantuan 2d8
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Colossal 4d6
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The creature can make attacks with both claws as if
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it were proficient with them. Just as with a
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creature that has natural weapons, the subject
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takes no penalty for making two claw attacks. The
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subject is treated as armed. Furthermore, these
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claws gain a +2 enhancement bonus on attack and
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damage rolls.
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If the creature already has claws, those claws gain
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a +2 enhancement bonus on attack and damage rolls,
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and the claws' damage increases as if the creature
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were two size categories larger.
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Author: Tenjac
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Created:
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*/
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//:://////////////////////////////////////////////
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//:://////////////////////////////////////////////
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object GetClawWeapon (object oCreature, string sResRef, int nInventorySlot, float fDuration);
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#include "prc_inc_spells"
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#include "prc_inc_unarmed"
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void main()
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{
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//Spellhook
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if (!X2PreSpellCastCode()) return;
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PRCSetSchool(SPELL_SCHOOL_TRANSMUTATION);
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//define vars
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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object oLClaw, oRClaw;
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int nCasterLvl = PRCGetCasterLevel(oPC);
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int nClawSize = PRCGetCreatureSize(oTarget);
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int nBaseDamage;
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float fDuration = 600.0f * nCasterLvl;
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nBonus = 2;
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//eval metamagic
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if (nMetaMagic & METAMAGIC_EXTEND)
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{
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fDuration = (fDuration * 2);
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}
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if (nMetaMagic & METAMAGIC_EMPOWER)
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{
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nBonus = 3;
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}
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// Determine base damage
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switch(nClawSize)
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{
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case 0: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d3; break;
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case 1: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d4; break;
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case 2: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d6; break;
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case 3: nBaseDamage = IP_CONST_MONSTERDAMAGE_1d8; break;
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case 4: nBaseDamage = IP_CONST_MONSTERDAMAGE_2d6; break;
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case 5: nBaseDamage = IP_CONST_MONSTERDAMAGE_3d6; break;
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case 6: nBaseDamage = IP_CONST_MONSTERDAMAGE_4d6; break;
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case 7: nBaseDamage = IP_CONST_MONSTERDAMAGE_6d6; break;
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}
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// Get creature size
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int iSize = PRCGetCreatureSize(oTarget);
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if(GetIsPolyMorphedOrShifted(oTarget) || GetPRCSwitch(PRC_APPEARANCE_SIZE))
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{
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iSize = PRCGetCreatureSize(oTarget) - CREATURE_SIZE_MEDIUM + 5;
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}
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else
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{
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iSize = 5; // medium
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if (GetHasFeat(FEAT_TINY, oTarget)) iSize = 3;
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if (GetHasFeat(FEAT_SMALL, oTarget)) iSize = 4;
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if (GetHasFeat(FEAT_LARGE, oTarget)) iSize = 6;
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if (GetHasFeat(FEAT_HUGE, oTarget)) iSize = 7;
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iSize += PRCGetCreatureSize(oTarget) - PRCGetCreatureSize(oTarget, PRC_SIZEMASK_NONE);
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if (iSize < 1) iSize = 1;
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if (iSize > 9) iSize = 9;
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}
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// Calculate target size (2 size categories larger)
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int iTargetSize = iSize + 2;
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if (iTargetSize > 9) iTargetSize = 9;
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// Map current claw damage to unarmed_dmg.2da row
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// 1d6 = row 3 (monk level 1 progression)
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int nDamageRow = 3;
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// Look up damage from unarmed_dmg.2da for target size
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nBaseDamage = StringToInt(Get2DACache("unarmed_dmg", "size" + IntToString(iTargetSize), nDamageRow));
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/* //Check for existing claws, if so, nBaseDamage +=2
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if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oTarget)))
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{
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nBaseDamage += nBonus;
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} */
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// Get the creature weapon
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oLClaw = GetClawWeapon(oPC, "PRC_UNARMED_SP", INVENTORY_SLOT_CWEAPON_L, fDuration);
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oRClaw = GetClawWeapon(oPC, "PRC_UNARMED_SP", INVENTORY_SLOT_CWEAPON_R, fDuration);
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// Catch exceptions here
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if (nClawSize < 0) nBaseDamage = IP_CONST_MONSTERDAMAGE_1d3;
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else if (nClawSize > 7) nBaseDamage = IP_CONST_MONSTERDAMAGE_6d6;
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// Add the base damage
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyMonsterDamage(nBaseDamage), oLClaw, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyMonsterDamage(nBaseDamage), oRClaw, fDuration);
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//Add Enhancement Bonus
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IPSafeAddItemProperty(oLClaw, ItemPropertyEnhancementBonus(nBonus), fDuration, X2_IP_ADDPROP_POLICY_IGNORE_EXISTING, FALSE, FALSE);
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IPSafeAddItemProperty(oRClaw, ItemPropertyEnhancementBonus(nBonus), fDuration, X2_IP_ADDPROP_POLICY_IGNORE_EXISTING, FALSE, FALSE);
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//SPEvilShift(oPC);
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PRCSetSchool();
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}
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object GetClawWeapon (object oCreature, string sResRef, int nInventorySlot, float fDuration)
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{
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int bCreatedWeapon = FALSE;
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object oCWeapon = GetItemInSlot(nInventorySlot, oCreature);
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RemoveUnarmedAttackEffects(oCreature);
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// Make sure they can actually equip them
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UnarmedFeats(oCreature);
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// Determine if a creature weapon of the proper type already exists in the slot
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if(!GetIsObjectValid(oCWeapon) ||
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GetStringUpperCase(GetTag(oCWeapon)) != GetStringUpperCase(sResRef)) // Hack: The resref's and tags of the PRC creature weapons are the same
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{
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if (GetHasItem(oCreature, sResRef))
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{
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oCWeapon = GetItemPossessedBy(oCreature, sResRef);
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SetIdentified(oCWeapon, TRUE);
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ForceEquip(oCreature, oCWeapon, nInventorySlot);
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}
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else
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{
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oCWeapon = CreateItemOnObject(sResRef, oCreature);
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SetIdentified(oCWeapon, TRUE);
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ForceEquip(oCreature, oCWeapon, nInventorySlot);
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bCreatedWeapon = TRUE;
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}
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}
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// Weapon finesse or intuitive attack?
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SetLocalInt(oCreature, "UsingCreature", TRUE);
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ExecuteScript("prc_intuiatk", oCreature);
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DelayCommand(1.0f, DeleteLocalInt(oCreature, "UsingCreature"));
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// Add OnHitCast: Unique if necessary
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if(GetHasFeat(FEAT_REND, oCreature))
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IPSafeAddItemProperty(oCWeapon, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// This adds creature weapon finesse
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ApplyUnarmedAttackEffects(oCreature);
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// Destroy the weapon if it was created by this function
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if(bCreatedWeapon)
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DestroyObject(oCWeapon, (fDuration + 6.0));
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return oCWeapon;
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} |