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.
132 lines
5.0 KiB
Plaintext
132 lines
5.0 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Forsaker
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//:: FileName prc_forsaker.nss
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//:: Created By: Stratosvarious
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//:: Edited By: Fencas
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//:://////////////////////////////////////////////
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#include "prc_inc_combat"
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#include "inc_dynconv"
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#include "prc_class_const"
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#include "prc_alterations"
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#include "prc_ipfeat_const"
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#include "nw_i0_spells"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oItem;
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object oArmor;
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object oShield;
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object oSkin = GetPCSkin(oPC);
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int nSlot;
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int nClass = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
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int nClassCheck;
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int nBonus = nClass/2;
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int nRegen = 1 + nClass/4;
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int nSR = 10 + nClass;
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int nEvent = GetCurrentlyRunningEvent();
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// We aren't being called from any event, instead from EvalPRCFeats
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if(nEvent == FALSE)
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{
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//Check if level up bonus has already been chosen and given for any of past Forsaker levels
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for(nClassCheck=1; nClassCheck <= nClass; nClassCheck++)
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{
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if(!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nClassCheck)))
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{
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//Level up box for stat bonus
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AssignCommand(oPC, ClearAllActions(TRUE));
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SetPersistantLocalInt(oPC,"ForsakerBoostCheck",nClassCheck);
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StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC);
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}
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}
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//Fast healing 1 (+1 each 4 levels)
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SetCompositeBonus(oSkin,"ForsakerFH",nRegen,ITEM_PROPERTY_REGENERATION);
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//SR = 10 + Forsaker level
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IPSafeAddItemProperty(oSkin, ItemPropertyBonusSpellResistance(GetSRByValue(nSR)), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, FALSE);
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//DR starting on level 2 = (level+1)/(Level/2)
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if (nClass >=2) ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectDamageReduction((nClass+1),(nClass/2)),oPC);
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//Natural AC increase by CON starting on level 3
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if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC);
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// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so armors and shields should be checked elsewhere
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if(!GetHasFeat(FEAT_VOWOFPOVERTY,oPC))
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{
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for (nSlot=0; nSlot < 13; nSlot++) //All but creatures slots
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{
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oItem=GetItemInSlot(nSlot, oPC);
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if(GetIsItemPropertyValid(GetFirstItemProperty(oItem))) //Check if it is magical (all items but on the hands))
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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AssignCommand(oPC, ActionUnequipItem(oItem));
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FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
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}
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}
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if(GetIsUnarmed(oPC) && (nClass >= 3)) //If it is unarmed, give DR bypass
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{
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackIncrease(nBonus),oPC);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectAttackDecrease(nBonus),oPC);
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//Remove last weapon(s) bonus
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oItem = GetPCItemLastUnequipped();
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if((IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)))
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{
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RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
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RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY);
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}
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}
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}
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// Hook in the events
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//PostString(oPC, "prc_forsaker: Adding eventhooks", 0, 0, SCREEN_ANCHOR_TOP_LEFT, 20.0, 0xFF0000FF, 0x00000000);
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AddEventScript(oPC, EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM, "prc_forsaker", TRUE, FALSE);
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}
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// We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oPC's weapon
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else if((nEvent == EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM) && (!GetHasFeat(FEAT_VOWOFPOVERTY,oPC)))
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{
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oItem = GetPCItemLastEquipped();
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//Check if weapons are magical
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if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && (IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) &&
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!(GetBaseItemType(oItem) == BASE_ITEM_SLING && GetItemPropertyType(GetFirstItemProperty(oItem)) == ITEM_PROPERTY_MIGHTY))
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//Check if weapon is magical or not on allowed list
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{
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AssignCommand(oPC, ClearAllActions(TRUE));
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AssignCommand(oPC, ActionUnequipItem(oItem));
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FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE);
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}
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else
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{
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if(nClass>=3)
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{
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//Give bonus to weapon(s)
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IPSafeAddItemProperty(oItem, ItemPropertyAttackBonus(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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IPSafeAddItemProperty(oItem, ItemPropertyAttackPenalty(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//Remove unarmed bonus
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effect eLoop = GetFirstEffect(oPC);
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while(GetIsEffectValid(eLoop))
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{
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if(GetEffectType(eLoop) == EFFECT_TYPE_ATTACK_INCREASE
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|| GetEffectType(eLoop) == EFFECT_TYPE_ATTACK_DECREASE) RemoveEffect(oPC,eLoop);
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eLoop = GetNextEffect(oPC);
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}
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}
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}
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}
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//Add AC bonus for rage
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//else if(nEvent == EVENT_ONHEARTBEAT)
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//{
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// PostString(oPC, "Tum tum", 0, 0, SCREEN_ANCHOR_TOP_LEFT, 20.0, 0xFF0000FF, 0x00000000);
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// if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC);
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//}
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}
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