Files
PRC8/nwn/nwnprc/trunk/scripts/prc_swashbuckler.nss
Jaysyn904 5e9986829f 2025/10/30 Update
Improved Trip / Disarm should be Champion of Corellon bonus feats.
Crinti Shadow Marauders don't get weapon proficiencies.
Epic Dragon Shaman is 21st level.
JPM was missing epic arcane bonus feats.
Karsites & Silverbrows can enter Crinti Shadow Maarauder.
Drunken Rage can allow entry into Frostrager.
Knight of the Sacred Seal was missing FEATOR prereq for Weapon Focus: Shortsword.
Two-Weapon Defense is a general feat.
Tweaked Echoblade enchantment cost.
Added base class equpiment packages more inline with PnP & the actual package descriptions (@Cypher).
Added a modified packages.2da to support the above.
Updated Dynamic Conversation tokens as to greatly lessen the chance of conflicting with module dialogues.
Added weapon proficiencies to FeatToIprop().
Added pnp essentia scaling support for meldshaper levels over 40.
Added GetProficiencyFeatOfWeaponType().
Added GetHasSwashbucklerWeapon().
Added GetHasCorellonWeapon().
Fixed spelling for IP_CONST_FEAT_WEAPON_PROFICIENCY_NUNCHAKU.
Fixed PsyRogue's Enhanced Sneak Attack scaling.
Eldrtich Doom shouldn't target non-hostiles.
Fixed Hellfire Warlock fire resistance to work with other sources of fire resistance.
Fixed text feedback for Island in Time.
Added some DEBUG for Shadow Blade.
prc_2da_cache creature should no longer be accidently targetable, causing faction issues.
Added a PnP cat creature, for the hell of it.  Tibitz is Dragon Magizine, unfortunately.
Updated text tokens for Astral Construct convos.
Updated text tokens for soulknife's mindblade convos.
If you save vs certain fear effects, they fail to work on you for 24 hours, from that source.  (Form of Doom, Dragon Fear)
Fixed Prismatic Sphere VFX bug (@Syrophir)
Fixed Banishment bug on all Prismatic spells.
Bralani Eldarin were missing Low-Light Vision.
Fixed Lips of Rapture bug.
Prelimiary work to making Favoured Soul's Deity's Weapon closer to PnP.
Fixed Firey Burst bug.  I think.

Updated notes.
Updated PRC8 Manual.
2025-10-30 19:04:58 -04:00

218 lines
8.6 KiB
Plaintext

#include "prc_inc_spells"
#include "prc_inc_wpnrest"
//DAMAGE_TYPE_BASE_WEAPON
//GetAbilityModifier(ABILITY_INTELLIGENCE, oPC)
//Add INT bonus to damage inflicted, when they are in light armor or less.
//Still need to remove bonus when they are encumbered.
//Need to add an onhit to see if the target is Crit or Sneak immune, and heal the INT bonus back.
//Need to add in Weakening and Wounding criticals (on crit, deal 2 STR and 2 Con, respectively).
//Applies Reflex Save bonus is the character is in light armor or less.
//Still need to remove bonus when they are encumbered.
void Grace(object oPC, object oSkin)
{
object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
int iBase = GetBaseAC(oArmor);
int iMax = 3;
int nGrace;
int nClass = GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC);
if (GetHasFeat(FEAT_DARING_OUTLAW, oPC))
nClass += GetLevelByClass(CLASS_TYPE_ROGUE, oPC);
if (nClass > 37) nGrace = 5;
else if (nClass > 28) nGrace = 4;
else if (nClass > 19) nGrace = 3;
else if (nClass > 10) nGrace = 2;
else nGrace = 1; // Default
if (GetBaseAC(oArmor)>iMax )
SetCompositeBonus(oSkin,"SwashGrace",0,ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC,IP_CONST_SAVEBASETYPE_REFLEX);
else
SetCompositeBonus(oSkin,"SwashGrace",nGrace,ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC,IP_CONST_SAVEBASETYPE_REFLEX);
}
//Applies a Dodge AC boost when they are wearing light armor or less.
//Still need to remove bonus when they are encumbered.
void Dodge(object oPC, object oSkin,int sDodge)
{
object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
int iBase = GetBaseAC(oArmor);
int iMax = 3;
if (GetBaseAC(oArmor)>iMax )
SetCompositeBonus(oSkin,"SwashAC",0,ITEM_PROPERTY_AC_BONUS);
else
SetCompositeBonus(oSkin,"SwashAC",sDodge,ITEM_PROPERTY_AC_BONUS);
}
//Adds Int bonus to damage.
//Make a special on-hit that heals your INT bonus if the target is immune to Sneak or Crits
//Make this only apply to weapons useable with weapon finesse
//make this not apply if you are wearing medium or heavy armor, or are encumbered.
void SmartWound(object oPC, object oSkin, int iStrike, int iEquip)
{
object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
int iBase = GetBaseAC(oArmor);
int iMax = 3;
int iLight = GetHasSwashbucklerWeapon(oPC);
if (iBase > iMax ) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
else if (iLight < 1) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
else
{
if (GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)))
{
ActionCastSpellOnSelf(SPELL_SWASH_DAMAGE);
}
else
{
PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
}
}
}
/* void SmartWound(object oPC, object oSkin, int iStrike, int iEquip)
{
object oArmor=GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
int iBase = GetBaseAC(oArmor);
int iMax = 3;
int iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_DAGGER ? 1 : 0;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATAR ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_HANDAXE ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KAMA ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KUKRI ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTHAMMER ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHTMACE ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_LIGHT_PICK ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_RAPIER ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SHORTSWORD ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SICKLE ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_WHIP ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SAI ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_SAP ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_NUNCHAKU ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_GOAD ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_LIGHTBLADE ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_ELVEN_THINBLADE ? 1 : iLight;
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_EAGLE_CLAW ? 1 : iLight;
if (GetLevelByClass(CLASS_TYPE_IAIJUTSU_MASTER) > 0)
{
iLight = GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC))==BASE_ITEM_KATANA ? 1 : iLight;
}
if (iBase > iMax ) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
else if (iLight < 1) PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
else
{
if (GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)))
{
ActionCastSpellOnSelf(SPELL_SWASH_DAMAGE);
}
else
{
PRCRemoveEffectsFromSpell(oPC, SPELL_SWASH_DAMAGE);
}
}
}
*/
//This makes a unique on hit which calls on the "prc_swashweak" scripts
//to simulate a critical hit roll percentage. On success, it deals
//2 STR damage (and 2 CON damage at level 19)
void CritSTR(object oPC, object oSkin,int iStrike, int iEquip)
{
object oItem ;
object oItemb ;
if (iEquip==2)
{
oItem=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
if ( GetLocalInt(oItem,"CritHarm")) return;
AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItem,9999.0);
SetLocalInt(oItem,"CritHarm",1);
}
else if (iEquip==1)
{
oItem=GetItemLastUnequipped();
RemoveSpecificProperty(oItem,ITEM_PROPERTY_ONHITCASTSPELL,IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,0,1,"",-1,DURATION_TYPE_TEMPORARY);
DeleteLocalInt(oItem,"CritHarm");
}
else
{
oItem=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
if (!GetLocalInt(oItem,"CritHarm"))
{
AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItem,9999.0);
SetLocalInt(oItem,"CritHarm",1);
}
}
if (iEquip==2)
{
oItemb=GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
if ( GetLocalInt(oItemb,"CritHarm")) return;
AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItemb,9999.0);
SetLocalInt(oItemb,"CritHarm",1);
}
else if (iEquip==1)
{
oItemb=GetItemLastUnequipped();
RemoveSpecificProperty(oItemb,ITEM_PROPERTY_ONHITCASTSPELL,IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,0,1,"",-1,DURATION_TYPE_TEMPORARY);
DeleteLocalInt(oItemb,"CritHarm");
}
else
{
oItemb=GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
if (!GetLocalInt(oItemb,"CritHarm"))
{
AddItemProperty(DURATION_TYPE_TEMPORARY,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER,1),oItemb,9999.0);
SetLocalInt(oItemb,"CritHarm",1);
}
}
}
void main()
{
//Declare main variables.
object oPC = OBJECT_SELF;
object oSkin = GetPCSkin(oPC);
int iClass = GetLevelByClass(CLASS_TYPE_SWASHBUCKLER,oPC);
int sDodge = GetHasFeat(SWASH_DODGE_1, oPC) ? 1 : 0;
sDodge = GetHasFeat(SWASH_DODGE_2, oPC) ? 2 : sDodge;
sDodge = GetHasFeat(SWASH_DODGE_3, oPC) ? 3 : sDodge;
sDodge = GetHasFeat(SWASH_DODGE_4, oPC) ? 4 : sDodge;
sDodge = GetHasFeat(SWASH_DODGE_5, oPC) ? 5 : sDodge;
sDodge = GetHasFeat(SWASH_DODGE_6, oPC) ? 6 : sDodge;
sDodge = GetHasFeat(SWASH_DODGE_7, oPC) ? 7 : sDodge;
sDodge = GetHasFeat(SWASH_DODGE_8, oPC) ? 8 : sDodge;
int iStrike = GetHasFeat(INSIGHTFUL_STRIKE, oPC);
int iEquip= GetLocalInt(oPC,"ONEQUIP");
int WeakCrit = GetHasFeat(WEAKENING_CRITICAL, oPC);
int WoundCrit = GetHasFeat(WOUNDING_CRITICAL, oPC);
if (iClass>1) Grace(oPC, oSkin);
if (sDodge>0) Dodge(oPC, oSkin, sDodge);
if (iStrike>0) SmartWound(oPC, oSkin, iStrike, iEquip);
if (iStrike>0) CritSTR(oPC, oSkin, iStrike, iEquip);
}