PRC8/nwn/nwnprc/trunk/scripts/prc_acolyte.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
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.
2024-02-11 14:01:05 -05:00

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