Fixed errant domains showing up as epic bonus feats in several class lists. Allow Lasher's Improved Trip to allow FEATOR entry Vae School. Updated filends. Add ProcessPreparedSpellLevel() by TiredByFirelight. Endure Exposure should allow multiple castings. Updated Bloodclaw Master's Scent ability. Avalanche of Blades should stop after the first miss now.
220 lines
8.6 KiB
Plaintext
220 lines
8.6 KiB
Plaintext
#include "tob_inc_tobfunc"
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#include "tob_inc_recovery"
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#include "prc_inc_fork"
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int IsUsingBloodClawWeapons(object oInitiator)
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{
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object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oInitiator);
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int nType = GetBaseItemType(oWeap);
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if(nType == GetBaseItemType(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oInitiator))
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&& (nType == BASE_ITEM_DAGGER || GetIsDisciplineWeapon(oWeap, DISCIPLINE_TIGER_CLAW)))
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return TRUE;
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return FALSE;
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}
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void ApplySuperiorTWF(object oInitiator)
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{
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if(IsUsingBloodClawWeapons(oInitiator))
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{
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SetCompositeAttackBonus(oInitiator, "SuperiorTWF", 2);
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}
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}
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void RemoveSuperiorTWF(object oInitiator)
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{
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if(!IsUsingBloodClawWeapons(oInitiator))
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{
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SetCompositeAttackBonus(oInitiator, "SuperiorTWF", 0);
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}
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}
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void ClawsOfTheBeast(object oInitiator, object oTarget)
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{
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if(IsUsingBloodClawWeapons(oInitiator))
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{
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// The +1 is to round up
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int nStr = (GetAbilityModifier(ABILITY_STRENGTH, oInitiator) + 1) / 2;
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nStr), oTarget);
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}
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}
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void RendingClaws(object oInitiator, object oTarget)
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{
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//:: Check that Rending Claws is enabled
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int bCanRend = GetLocalInt(oInitiator, "BCM_REND");
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// Expend a maneuver to do the rend, must be shifting
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if(bCanRend && ExpendRandomManeuver(oInitiator, GetPrimaryBladeMagicClass(oInitiator), DISCIPLINE_TIGER_CLAW)
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&& GetHasSpellEffect(MOVE_BLOODCLAW_SHIFT, oTarget))
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{
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if(IsUsingBloodClawWeapons(oInitiator))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(2)), oTarget);
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}
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}
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}
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void Scent(object oInitiator)
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{
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effect eTest = GetFirstEffect(oInitiator);
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while (GetIsEffectValid(eTest))
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{
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if (GetEffectTag(eTest) == "BCM_SCENT_ACTIVE")
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return;
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eTest = GetNextEffect(oInitiator);
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}
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effect eLink;
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effect eScent;
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eScent = EffectLinkEffects(EffectSkillIncrease(SKILL_SPOT, 4), EffectSkillIncrease(SKILL_LISTEN, 4));
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eLink = EffectLinkEffects(eScent, EffectSkillIncrease(SKILL_SEARCH, 4));
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eLink = EffectLinkEffects(eLink, EffectBonusFeat(FEAT_KEEN_SENSE));
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eLink = TagEffect(eLink, "BCM_SCENT_ACTIVE");
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eLink = UnyieldingEffect(eLink);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oInitiator);
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}
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/* void Scent(object oInitiator)
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{
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object oSkin = GetPCSkin(oInitiator);
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effect eScent = EffectLinkEffects(EffectSkillIncrease(SKILL_SPOT, 4), EffectSkillIncrease(SKILL_LISTEN, 4));
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eScent = EffectLinkEffects(eScent, EffectSkillIncrease(SKILL_SEARCH, 4));
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IPSafeAddItemProperty(oSkin, ItemPropertyBonusFeat(IP_CONST_FEAT_KEEN_SENSES), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eScent, oInitiator);
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} */
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void main()
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{
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int nEvent = GetRunningEvent();
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if(DEBUG) DoDebug("tob_bloodclaw running, event: " + IntToString(nEvent));
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// Get the PC. This is event-dependent
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object oInitiator;
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switch(nEvent)
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{
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case EVENT_ONPLAYEREQUIPITEM: oInitiator = GetItemLastEquippedBy(); break;
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case EVENT_ONPLAYERUNEQUIPITEM: oInitiator = GetItemLastUnequippedBy(); break;
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default: oInitiator = OBJECT_SELF;
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}
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object oItem;
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int nClass = GetPrimaryBladeMagicClass(oInitiator);
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int nMoveTotal = GetKnownManeuversModifier(oInitiator, nClass, MANEUVER_TYPE_MANEUVER);
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int nRdyTotal = GetReadiedManeuversModifier(oInitiator, nClass);
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int nBCMLvl = GetLevelByClass(CLASS_TYPE_BLOODCLAW_MASTER, oInitiator);
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int nBCMBonusMove = (nBCMLvl + 1) / 2;
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int nMod;
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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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// Hook in the events, needed for various abilities
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if(DEBUG) DoDebug("tob_bloodclaw: Adding eventhooks");
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AddEventScript(oInitiator, EVENT_ONPLAYEREQUIPITEM, "tob_bloodclaw", TRUE, FALSE);
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AddEventScript(oInitiator, EVENT_ONPLAYERUNEQUIPITEM, "tob_bloodclaw", TRUE, FALSE);
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//AddEventScript(oInitiator, EVENT_ONHEARTBEAT, "tob_bloodclaw", TRUE, FALSE);
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// Rest of the checks are in the function
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if(nBCMLvl > 1) ApplySuperiorTWF(oInitiator);
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if(nBCMLvl > 4) Scent(oInitiator);
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// Allows gaining of maneuvers by prestige classes
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nMod = nBCMBonusMove - GetPersistantLocalInt(oInitiator, "ToBBloodClawMove");
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if(nMod)
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{
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SetKnownManeuversModifier(oInitiator, nClass, nMoveTotal + nMod, MANEUVER_TYPE_MANEUVER);
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SetPersistantLocalInt(oInitiator, "ToBBloodClawMove", nBCMBonusMove);
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SetPersistantLocalInt(oInitiator, "AllowedDisciplines", DISCIPLINE_TIGER_CLAW);
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}
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if(nBCMLvl > 2 && !GetPersistantLocalInt(oInitiator, "ToBBloodClawReadied"))
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{
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SetReadiedManeuversModifier(oInitiator, nClass, nRdyTotal + 1);
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SetPersistantLocalInt(oInitiator, "ToBBloodClawReadied", 1);
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}
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// Hook to OnLevelDown to remove the maneuver slots granted here
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AddEventScript(oInitiator, EVENT_ONPLAYERLEVELDOWN, "tob_bloodclaw", TRUE, FALSE);
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}
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else if(nEvent == EVENT_ONPLAYERLEVELDOWN)
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{
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// Has lost MAneuver, but the slot is still present
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nMod = GetPersistantLocalInt(oInitiator, "ToBBloodClawMove") - nBCMBonusMove;
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if(nMod)
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{
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SetKnownManeuversModifier(oInitiator, nClass, nMoveTotal - nMod, MANEUVER_TYPE_MANEUVER);
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SetPersistantLocalInt(oInitiator, "ToBBloodClawMove", nBCMBonusMove);
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}
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if(nBCMLvl < 3 && GetPersistantLocalInt(oInitiator, "ToBBloodClawReadied"))
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{
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SetReadiedManeuversModifier(oInitiator, nClass, nRdyTotal - 1);
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DeletePersistantLocalInt(oInitiator, "ToBBloodClawReadied");
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}
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// Remove eventhook if the character no longer has levels in Bloodclaw
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if(!nBCMLvl)
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{
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RemoveEventScript(oInitiator, EVENT_ONPLAYERLEVELDOWN, "tob_bloodclaw", TRUE, FALSE);
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DeletePersistantLocalInt(oInitiator, "ToBBloodClawMove");
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}
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}
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else if(nEvent == EVENT_ITEM_ONHIT)
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{
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oItem = GetSpellCastItem();
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// Only applies to weapons, must be melee
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if(oItem == GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oInitiator))
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{
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object oTarget = PRCGetSpellTargetObject();
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if(DEBUG) DoDebug("tob_bloodclaw: OnHit:\n" + "oInitiator = " + DebugObject2Str(oInitiator) + "\n" + "oItem = " + DebugObject2Str(oItem) + "\n" + "oTarget = " + DebugObject2Str(oTarget) + "\n");
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ClawsOfTheBeast(oInitiator, oTarget);
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if(nBCMLvl >= 5) RendingClaws(oInitiator, oTarget);
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}
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}
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// We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oInitiator's weapon
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else if(nEvent == EVENT_ONPLAYEREQUIPITEM)
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{
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oItem = GetItemLastEquipped();
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if(DEBUG) DoDebug("tob_bloodclaw - OnEquip\n" + "oInitiator = " + DebugObject2Str(oInitiator) + "\n" + "oItem = " + DebugObject2Str(oItem) + "\n");
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// Rest of the checks are in the function
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if(nBCMLvl >= 2) ApplySuperiorTWF(oInitiator);
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// Only applies to weapons
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// IPGetIsMeleeWeapon is bugged and returns true on items it should not
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if(oItem == GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oInitiator) && !GetIsShield(oItem))
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{
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// Add eventhook to the item
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AddEventScript(oItem, EVENT_ITEM_ONHIT, "tob_bloodclaw", TRUE, FALSE);
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// Add the OnHitCastSpell: Unique needed to trigger the event
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IPSafeAddItemProperty(oItem, ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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}
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// We are called from the OnPlayerUnEquipItem eventhook. Remove OnHitCast: Unique Power from oInitiator's weapon
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else if(nEvent == EVENT_ONPLAYERUNEQUIPITEM)
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{
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oItem = GetItemLastUnequipped();
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if(DEBUG) DoDebug("tob_bloodclaw - OnUnEquip\n" + "oInitiator = " + DebugObject2Str(oInitiator) + "\n" + "oItem = " + DebugObject2Str(oItem) + "\n");
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// Rest of the checks are in the function
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if (nBCMLvl >= 2) RemoveSuperiorTWF(oInitiator);
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// Only applies to weapons
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if(IPGetIsMeleeWeapon(oItem) && !GetIsShield(oItem))
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{
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// Add eventhook to the item
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RemoveEventScript(oItem, EVENT_ITEM_ONHIT, "tob_bloodclaw", TRUE, FALSE);
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// Remove the temporary OnHitCastSpell: Unique
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RemoveSpecificProperty(oItem, ITEM_PROPERTY_ONHITCASTSPELL, IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 0, 1, "", -1, DURATION_TYPE_TEMPORARY);
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}
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}
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} |