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.
69 lines
2.8 KiB
Plaintext
69 lines
2.8 KiB
Plaintext
/******************************************************
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* Feat: Hitsu-Do
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* Description: Hands and weapons have fire on them
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* adding 1d6 fire damage for 2 rounds per mystic level
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* once per day.
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*
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* by Jeremiah Teague
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******************************************************/
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//#include "prc_hnshnmystc"
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#include "prc_alterations"
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#include "prc_class_const"
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#include "prc_feat_const"
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void main()
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{
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int nLevel = GetLevelByClass(CLASS_TYPE_HENSHIN_MYSTIC, OBJECT_SELF);
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effect ePCDamInc = EffectDamageIncrease(DAMAGE_BONUS_1d6, DAMAGE_TYPE_FIRE);
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effect eVFX = EffectVisualEffect(VFX_DUR_MIND_AFFECTING_POSITIVE);
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itemproperty ipDam = ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, IP_CONST_DAMAGEBONUS_1d6);
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itemproperty ipVFX = ItemPropertyVisualEffect(ITEM_VISUAL_FIRE);
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object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
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object oWeapon2 = GetItemInSlot(INVENTORY_SLOT_LEFTHAND);
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object oWeapon3 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L);
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object oWeapon4 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R);
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object oWeapon5 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B);
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int bNoWeapon = TRUE;
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//figure out the length of the effects and apply them:
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float fDuration = RoundsToSeconds(nLevel * 2);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX, OBJECT_SELF, fDuration);
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if(GetIsObjectValid(oWeapon))
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{// a weapon is equiped add the 1d6 fire damage and vfx:
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oWeapon, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipVFX, oWeapon, fDuration);
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bNoWeapon = FALSE;
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}
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if(GetIsObjectValid(oWeapon2))
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{//Check for weapon in left hand
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oWeapon2, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipVFX, oWeapon2, fDuration);
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bNoWeapon = FALSE;
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}
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if(GetIsObjectValid(oWeapon3))
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{//Check for weapon in left hand
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oWeapon3, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipVFX, oWeapon3, fDuration);
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bNoWeapon = FALSE;
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}
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if(GetIsObjectValid(oWeapon4))
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{//Check for weapon in left hand
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oWeapon4, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipVFX, oWeapon4, fDuration);
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bNoWeapon = FALSE;
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}
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if(GetIsObjectValid(oWeapon5))
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{//Check for weapon in left hand
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipDam, oWeapon5, fDuration);
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AddItemProperty(DURATION_TYPE_TEMPORARY, ipVFX, oWeapon5, fDuration);
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bNoWeapon = FALSE;
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}
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if(bNoWeapon)
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{
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// no weapon equiped...
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// add 1d6 fire damage to unarmed attacks:
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ePCDamInc, OBJECT_SELF, fDuration);
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}
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}
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