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.
40 lines
1.9 KiB
Plaintext
40 lines
1.9 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Blooded One template script
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//:: FileName tmp_m_blooded
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//::
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//:://////////////////////////////////////////////
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/*“Blooded” is a template that can be added to any humanoid (referred to hereafter as the “base creature”). It uses all the base creature’s statistics and special abilities, except as listed here.
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AC: Natural armor improves by +2.
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Special Attacks: A blooded one retains all the special attacks of the base creature, and also gains the following special attack.
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War Cry (Ex): Once per day, a blooded one can scream a special war cry. This causes all blooded ones within 30 feet (including itself) to gain a +1 morale bonus on all attack and damage rolls for 2d4 rounds.
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This effect does not stack with other war cries.
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Abilities: Adjust from the base creature as follows: Str +2, Con +4, Int –2.
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Feats: Same as the base creature, except that a blooded one gains Combat Reflexes.
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Level Adjustment: Same as the base creature +1.
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*/
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#include "prc_inc_template"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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itemproperty ipIP;
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//natural armor
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int nAC = 2;
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SetCompositeBonus(oSkin, "Template_Blooded_ac", nAC, ITEM_PROPERTY_AC_BONUS);
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//Ability Changes
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SetCompositeBonus(oSkin, "Template_Blooded_str", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_STR);
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SetCompositeBonus(oSkin, "Template_Blooded_con", 4, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CON);
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SetCompositeBonus(oSkin, "Template_Blooded_int", -2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT);
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//Power Attack
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_POWERATTACK);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//Template Ability
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_BLOODED_WAR_CRY);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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} |