PRC8/nwn/nwnprc/trunk/scripts/ft_vowofpoverty.nss
Jaysyn904 7a4dc4dffc Fixed Sigmata radials
Fixed Sigmata radials.  Added spiritual weapon sanity checks.  Forsaker & Vow of Poverty fixes by @Fencas.  Updated Saint template.  Fixed minor TLK updates.  Updated release archive.
2024-12-28 22:43:13 -05:00

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//::///////////////////////////////////////////////
//:: Name Vow of Poverty
//:: FileName ft_vowofpoverty.nss
//:: Created By: Fencas
//:: Created On: 2024-12-02
//:: Based On: Stratovarius' Forsaker
//:://////////////////////////////////////////////
#include "prc_inc_combat"
#include "inc_dynconv"
#include "prc_class_const"
#include "prc_inc_clsfunc"
#include "prc_alterations"
#include "NW_I0_GENERIC"
#include "nw_i0_spells"
effect VoPDamage(int nTotalEnhancement) //Just for unarmed, so just bludgeoning
{
effect eDamage;
if (nTotalEnhancement>=15) eDamage = EffectDamageIncrease(DAMAGE_BONUS_15,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=14) eDamage = EffectDamageIncrease(DAMAGE_BONUS_14,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=13) eDamage = EffectDamageIncrease(DAMAGE_BONUS_13,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=12) eDamage = EffectDamageIncrease(DAMAGE_BONUS_12,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=11) eDamage = EffectDamageIncrease(DAMAGE_BONUS_11,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=10) eDamage = EffectDamageIncrease(DAMAGE_BONUS_10,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=9) eDamage = EffectDamageIncrease(DAMAGE_BONUS_9,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=8) eDamage = EffectDamageIncrease(DAMAGE_BONUS_8,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=7) eDamage = EffectDamageIncrease(DAMAGE_BONUS_7,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=6) eDamage = EffectDamageIncrease(DAMAGE_BONUS_6,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=5) eDamage = EffectDamageIncrease(DAMAGE_BONUS_5,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=4) eDamage = EffectDamageIncrease(DAMAGE_BONUS_4,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=3) eDamage = EffectDamageIncrease(DAMAGE_BONUS_3,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=2) eDamage = EffectDamageIncrease(DAMAGE_BONUS_2,DAMAGE_TYPE_BLUDGEONING);
else if (nTotalEnhancement>=1) eDamage = EffectDamageIncrease(DAMAGE_BONUS_1,DAMAGE_TYPE_BLUDGEONING);
return eDamage;
}
void main()
{
object oPC;
oPC = OBJECT_SELF;
object oItem;
object oArmor;
object oShield;
object oSkin = GetPCSkin(oPC);
int nSlot;
int nEvent = GetCurrentlyRunningEvent();
int nLevel = GetCharacterLevel(oPC);
int nLevelCheck;
int nACArmor = 4+nLevel/3;
int nACDeflection = nLevel/6;
int nACNatural = nLevel/8;
int nRegen = 1+(nLevel-17)/7;
int nDR = 5*(1+(nLevel-10)/9);
int nER = (10*(1+(nLevel-13)/7))-5;
int nForsakerBonus = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC)/2;
int nExaltedStrike;
int nTotalEnhancement;
//Enhancement bonus for unarmed damage and weapons; consider the bigger, Forsaker or VoP
if(nLevel>=10) nExaltedStrike = 1+(nLevel-7)/3;
else if(nLevel>=4) nExaltedStrike = 1;
if(nForsakerBonus>=nExaltedStrike) nTotalEnhancement = nForsakerBonus;
else nTotalEnhancement = nExaltedStrike;
// We aren't being called from any event, instead from EvalPRCFeats
if(nEvent == FALSE)
{
//Check if level up bonus has already been chosen and given for any of past Forsaker levels
for(nLevelCheck=1; nLevelCheck <= nLevel; nLevelCheck++)
{
if (!GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/4)*4 == 3) && (nLevelCheck >= 7) && (nLevelCheck <= 27))
{
//Call stat boost dialogue for level 7 and each 4 levels after that
AssignCommand(oPC, ClearAllActions(TRUE));
SetPersistantLocalInt(oPC,"VoPBoostCheck",nLevelCheck);
StartDynamicConversation("ft_vowofpoverty_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
}
}
//AC Armor +4 on 1st, then +1 each 3 levels
ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectACIncrease(nACArmor, AC_ARMOUR_ENCHANTMENT_BONUS)), oPC);
//Deflection Armor +1 each 6 levels
ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectACIncrease(nACDeflection, AC_DEFLECTION_BONUS)), oPC);
//Resistences +1 on 7, then each 5 levels; must use SetPersistantLocalInt to avoid duplication on new levels
if ((nLevel>=7) && (nLevel-(nLevel/5)*5 == 2))
{
if (!GetPersistantLocalInt(oPC, "VoPResistance"+IntToString(nLevel)))
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectSavingThrowIncrease(SAVING_THROW_ALL, 1, SAVING_THROW_TYPE_ALL)), oPC);
SetPersistantLocalInt(oPC, "VoPResistance"+IntToString(nLevel),1);
}
}
//Natural Armor +1 each 8 levels
ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectACIncrease(nACNatural, AC_NATURAL_BONUS)), oPC);
//DR 5/Enhancement starting 10, +5 each 9 levels
if (nLevel >= 10) ApplyEffectToObject(DURATION_TYPE_PERMANENT, SupernaturalEffect(EffectDamageReduction(nDR,nTotalEnhancement)),oPC);
//Energy resistance 5 for acid, cold ,electrical, fire and sonic on 13th, than +10 each 7 levels
if (nLevel>=13)
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_ACID, nER, 0, FALSE), oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_COLD, nER, 0, FALSE), oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, nER, 0, FALSE), oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_FIRE, nER, 0, FALSE), oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageResistance(DAMAGE_TYPE_SONIC, nER, 0, FALSE), oPC);
}
//Freedom of Movement at 14th
if (nLevel>=14) IPSafeAddItemProperty(oSkin, ItemPropertyFreeAction(), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, TRUE, TRUE);
//Regeneration 1 at 17th, +1 at each 7 levels
if (nLevel>=17) SetCompositeBonus(oSkin, "VoPFH", nRegen, ITEM_PROPERTY_REGENERATION);
//True Seeing at 18th
if (nLevel>=18) IPSafeAddItemProperty(oSkin, ItemPropertyTrueSeeing(), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, TRUE, TRUE);
// Enhacement bonus - only applies to weapons (or unarmed)
if(GetIsUnarmed(oPC)) //If it is unarmed, give enhancement bonus to self
{
RemoveSpecificEffect(EFFECT_TYPE_ATTACK_INCREASE, oPC); //Remove any prior bonus to avoid duplication
RemoveSpecificEffect(EFFECT_TYPE_DAMAGE_INCREASE, oPC);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectAttackIncrease(nTotalEnhancement), oPC); //Then set the bonus again
ApplyEffectToObject(DURATION_TYPE_PERMANENT, VoPDamage(nTotalEnhancement), oPC);
}
else
{
object oItemR = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
object oItemL = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
if(IPGetIsMeleeWeapon(oItemR) || GetWeaponRanged(oItemR))
{
RemoveSpecificEffect(EFFECT_TYPE_ATTACK_INCREASE, oPC);
RemoveSpecificEffect(EFFECT_TYPE_DAMAGE_INCREASE, oPC);
IPSafeAddItemProperty(oItemR, ItemPropertyEnhancementBonus(nTotalEnhancement));
}
else if(IPGetIsMeleeWeapon(oItemL) || GetWeaponRanged(oItemL))
{
RemoveSpecificEffect(EFFECT_TYPE_ATTACK_INCREASE, oPC);
RemoveSpecificEffect(EFFECT_TYPE_DAMAGE_INCREASE, oPC);
IPSafeAddItemProperty(oItemL, ItemPropertyEnhancementBonus(nTotalEnhancement));
}
}
// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so it is better to check all other items for magic elsewhere
for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
{
oItem=GetItemInSlot(nSlot, oPC);
if((GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && !(nSlot == 4 || nSlot == 5)) //Check if it is magical (all items but on the hands)
|| (nSlot == 1 && GetBaseAC(oItem) >= 1) //Check if it is an armor (AC>0)
|| (nSlot == 5 && GetBaseItemType(oItem) == BASE_ITEM_SMALLSHIELD || //Check if it is a shield
GetBaseItemType(oItem) == BASE_ITEM_LARGESHIELD ||
GetBaseItemType(oItem) == BASE_ITEM_TOWERSHIELD))
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" would break your vow!", oPC, FALSE);
}
}
oItem = GetPCItemLastUnequipped();
if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)))
{
IPRemoveAllItemProperties(oItem, DURATION_TYPE_PERMANENT); //Remove bonus from unequiped weapons
}
AddEventScript(oPC, EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM, "ft_vowofpoverty", TRUE, FALSE);
}
// We are called from the OnPlayerUnEquipItem eventhook. Remove OnHitCast: Unique Power from oPC's weapon
else if(nEvent == EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM)
{
oItem = GetPCItemLastEquipped();
int iWeaponAllowed = GetBaseItemType(oItem) == BASE_ITEM_CLUB
|| GetBaseItemType(oItem) == BASE_ITEM_DAGGER
|| GetBaseItemType(oItem) == BASE_ITEM_DART
|| GetBaseItemType(oItem) == BASE_ITEM_HEAVYCROSSBOW
|| GetBaseItemType(oItem) == BASE_ITEM_LIGHTCROSSBOW
|| GetBaseItemType(oItem) == BASE_ITEM_LIGHTMACE
|| GetBaseItemType(oItem) == BASE_ITEM_MORNINGSTAR
|| GetBaseItemType(oItem) == BASE_ITEM_QUARTERSTAFF
|| GetBaseItemType(oItem) == BASE_ITEM_SICKLE
|| GetBaseItemType(oItem) == BASE_ITEM_SLING
|| GetBaseItemType(oItem) == BASE_ITEM_SHORTSPEAR
|| GetBaseItemType(oItem) == BASE_ITEM_BOLT
|| GetBaseItemType(oItem) == BASE_ITEM_GOAD
|| GetBaseItemType(oItem) == BASE_ITEM_KATAR
|| GetBaseItemType(oItem) == BASE_ITEM_HEAVY_MACE
|| GetBaseItemType(oItem) == BASE_ITEM_BULLET;
if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) &&
(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) || !iWeaponAllowed)) //Check if weapon is magical or not on allowed list
{
if(!(GetBaseItemType(oItem) == BASE_ITEM_SLING && GetItemPropertyType(GetFirstItemProperty(oItem)) == ITEM_PROPERTY_MIGHTY)) //Allow Mighty Bonus on Slings
{
AssignCommand(oPC, ClearAllActions(TRUE));
AssignCommand(oPC, ActionUnequipItem(oItem));
FloatingTextStringOnCreature(GetName(oItem)+" would break your vow!", oPC, FALSE);
}
}
}
}