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.
126 lines
5.2 KiB
Plaintext
126 lines
5.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: [Acolyte of the Skin Feats]
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//:: [prc_acolyte.nss]
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//:://////////////////////////////////////////////
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//:: Check to see which Acolyte of the Skin feats a creature
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//:: has and apply the appropriate bonuses.
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//:://////////////////////////////////////////////
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//:: Created By: Aaon Graywolf
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//:: Created On: Dec 28, 2003
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//:://////////////////////////////////////////////
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#include "prc_feat_const"
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#include "inc_item_props"
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// * Applies the Acolyte's AC bonuses as CompositeBonuses on object's skin.
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// * iLevel = integer AC Bonus
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void AcolyteFiendSkin(object oPC, object oSkin, int iLevel)
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{
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if(GetLocalInt(oSkin, "AcolyteSkinBonus") == iLevel) return;
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SetCompositeBonus(oSkin, "AcolyteSkinBonus", iLevel, ITEM_PROPERTY_AC_BONUS);
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}
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// * Applies the Acolyte's damage reduction bonuses as CompositeBonuses on object's skin.
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// * iLevel = IP_CONST_DAMAGEREDUCTION_*
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void AcolyteSymbiosis(object oPC, object oSkin, int iLevel)
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{
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if(GetLocalInt(oSkin, "AcolyteSymbBonus") == iLevel) return;
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RemoveSpecificProperty(oSkin, ITEM_PROPERTY_DAMAGE_REDUCTION, GetLocalInt(oSkin, "AcolyteSymbBonus"), IP_CONST_DAMAGESOAK_20_HP, 1, "AcolyteSymbBonus");
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageReduction(iLevel, IP_CONST_DAMAGESOAK_20_HP), oSkin);
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SetLocalInt(oSkin, "AcolyteSymbBonus", iLevel);
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}
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// * Applies the Acolyte's stat bonuses as CompositeBonuses on object's skin.
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// * Currently only valid for Con, Dex and Int
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// * iLevel = integer stat bonus
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void AcolyteDexBonus(object oPC, object oSkin, int iLevel)
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{
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string sFlag = "AcolyteStatBonusDex";
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int iTest = GetPersistantLocalInt(oPC, "NWNX_AcolyteDex");
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int nDiff = iLevel - iTest;
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if(nDiff != 0)
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SetCompositeBonus(oSkin, sFlag, nDiff, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_DEX);
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}
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void AcolyteConBonus(object oPC, object oSkin, int iLevel)
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{
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string sFlag = "AcolyteStatBonusCon";
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int iTest = GetPersistantLocalInt(oPC, "NWNX_AcolyteCon");
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int nDiff = iLevel - iTest;
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if(nDiff != 0)
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SetCompositeBonus(oSkin, sFlag, nDiff, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CON);
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}
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void AcolyteIntBonus(object oPC, object oSkin, int iLevel)
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{
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string sFlag = "AcolyteStatBonusInt";
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int iTest = GetPersistantLocalInt(oPC, "NWNX_AcolyteInt");
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int nDiff = iLevel - iTest;
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if(nDiff != 0)
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SetCompositeBonus(oSkin, sFlag, nDiff, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT);
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}
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// * Applies the Acolyte's resistance bonuses as CompositeBonuses on object's skin.
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// * Currently only valid for Cold, Fire, Acid and Electric
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// * Resistance level is hardcodded to 20
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// * iType = IP_CONST_DAMAGETYPE_*
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void AcolyteResistance(object oPC, object oSkin, int iType)
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{
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string sFlag;
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if(iType == IP_CONST_DAMAGETYPE_COLD) sFlag = "AcolyteResistanceCold";
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if(iType == IP_CONST_DAMAGETYPE_FIRE) sFlag = "AcolyteResistanceFire";
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if(iType == IP_CONST_DAMAGETYPE_ACID) sFlag = "AcolyteResistanceAcid";
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if(iType == IP_CONST_DAMAGETYPE_ELECTRICAL) sFlag = "AcolyteResistanceElectric";
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if(GetLocalInt(oSkin, sFlag) == TRUE) return;
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AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageResistance(iType, IP_CONST_DAMAGERESIST_20), oSkin);
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SetLocalInt(oSkin, sFlag, TRUE);
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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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int bFSkin = GetHasFeat(FEAT_WEAR_FIEND, oPC) ? 1 : 0;
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bFSkin = GetHasFeat(FEAT_SKIN_ADAPTION, oPC) ? 2 : bFSkin;
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int bSymbi = GetHasFeat(FEAT_SYMBIOSIS, oPC) ? IP_CONST_DAMAGEREDUCTION_1 : -1;
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bSymbi = GetHasFeat(FEAT_EPIC_SYMBIOSIS_1, oPC) ? IP_CONST_DAMAGEREDUCTION_2 : bSymbi;
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bSymbi = GetHasFeat(FEAT_EPIC_SYMBIOSIS_2, oPC) ? IP_CONST_DAMAGEREDUCTION_3 : bSymbi;
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bSymbi = GetHasFeat(FEAT_EPIC_SYMBIOSIS_3, oPC) ? IP_CONST_DAMAGEREDUCTION_4 : bSymbi;
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bSymbi = GetHasFeat(FEAT_EPIC_SYMBIOSIS_4, oPC) ? IP_CONST_DAMAGEREDUCTION_5 : bSymbi;
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int bStCon = GetHasFeat(FEAT_SKIN_ADAPTION, oPC) ? 2 : 0;
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bStCon = GetHasFeat(FEAT_EPIC_CON_1, oPC) ? 4 : bStCon;
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bStCon = GetHasFeat(FEAT_EPIC_CON_2, oPC) ? 6 : bStCon;
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bStCon = GetHasFeat(FEAT_EPIC_CON_3, oPC) ? 8 : bStCon;
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int bStDex = GetHasFeat(FEAT_WEAR_FIEND, oPC) ? 2 : 0;
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int bStInt = GetHasFeat(FEAT_EPIC_INT_1, oPC) ? 2 : 0;
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bStInt = GetHasFeat(FEAT_EPIC_INT_2, oPC) ? 4 : bStInt;
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int bResCo = GetHasFeat(FEAT_COLD_RESISTANT, oPC);
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int bResFl = GetHasFeat(FEAT_FLAME_RESISTANT, oPC);
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int bResAc = GetHasFeat(FEAT_ACID_RESISTANT, oPC);
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int bResEl = GetHasFeat(FEAT_ELEC_RESISTANT, oPC);
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object oSkin = GetPCSkin(oPC);
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//if(bFSkin > 0) AcolyteFiendSkin(oPC, oSkin, bFSkin);
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if(bSymbi > -1) AcolyteSymbiosis(oPC, oSkin, bSymbi);
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//if(bStCon > 0) AcolyteConBonus(oPC, oSkin, bStCon);
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//if(bStDex > 0) AcolyteDexBonus(oPC, oSkin, bStDex);
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//if(bStInt > 0) AcolyteIntBonus(oPC, oSkin, bStInt);
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if(bResCo) AcolyteResistance(oPC, oSkin, IP_CONST_DAMAGETYPE_COLD);
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if(bResFl) AcolyteResistance(oPC, oSkin, IP_CONST_DAMAGETYPE_FIRE);
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if(bResAc) AcolyteResistance(oPC, oSkin, IP_CONST_DAMAGETYPE_ACID);
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if(bResEl) AcolyteResistance(oPC, oSkin, IP_CONST_DAMAGETYPE_ELECTRICAL);
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}
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