Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
57 lines
3.9 KiB
Plaintext
57 lines
3.9 KiB
Plaintext
/*
|
|
25/1/21 by Stratovarius
|
|
|
|
Blademelds
|
|
|
|
Crown You gain a +4 bonus on disarm checks and on Sense Motive ;
|
|
Feet You gain a +2 bonus on Initiative ;
|
|
Hands You gain a +1 bonus on damage ;
|
|
Arms You gain a +2 bonus on attack rolls ;
|
|
Brow You gain the Blind-Fight feat ;
|
|
Shoulders You gain immunity to criticals but not sneak attacks ;
|
|
Throat At will as a standard action, each enemy within 60 feet who can hear you shout must save or become shaken for 1 round (Will DC 10 + incarnum blade level + Con modifier). ;
|
|
Waist You gain a +10 bonus on checks made to avoid being bull rushed, grappled, tripped, or overrun. You also gain Uncanny Dodge ;
|
|
Heart You gain temporary hit points equal to twice your character level (maximum +40) ;
|
|
Soul You break DR up to +3, and deal 1d6 damage to creatures of one opposed alignment ;
|
|
*/
|
|
|
|
#include "moi_inc_moifunc"
|
|
|
|
void main()
|
|
{
|
|
object oMeldshaper = PRCGetSpellTargetObject();
|
|
int nMeld = GetSpellId();
|
|
|
|
if (nMeld == MELD_BLADEMELD_CROWN ) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectSkillIncrease(SKILL_SENSE_MOTIVE, 4)), oMeldshaper, 9999.0);
|
|
if (nMeld == MELD_BLADEMELD_FEET ) IPSafeAddItemProperty(GetPCSkin(oMeldshaper), ItemPropertyBonusFeat(IP_CONST_FEAT_BLOODED), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
|
|
if (nMeld == MELD_BLADEMELD_HANDS ) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectDamageIncrease(DAMAGE_BONUS_1, DAMAGE_TYPE_POSITIVE)), oMeldshaper, 9999.0);
|
|
if (nMeld == MELD_BLADEMELD_ARMS ) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectAttackIncrease(2)), oMeldshaper, 9999.0);
|
|
if (nMeld == MELD_BLADEMELD_BROW ) IPSafeAddItemProperty(GetPCSkin(oMeldshaper), ItemPropertyBonusFeat(IP_CONST_FEAT_BLINDFIGHT), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
|
|
if (nMeld == MELD_BLADEMELD_SHOULDERS) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT)), oMeldshaper, 9999.0);
|
|
if (nMeld == MELD_BLADEMELD_THROAT ) IPSafeAddItemProperty(GetPCSkin(oMeldshaper), ItemPropertyBonusFeat(IP_CONST_MELD_BLADEMELD_SHOUT), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
|
|
if (nMeld == MELD_BLADEMELD_WAIST )
|
|
{
|
|
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE)), oMeldshaper, 9999.0);
|
|
IPSafeAddItemProperty(GetPCSkin(oMeldshaper), ItemPropertyBonusFeat(IP_CONST_FEAT_UNCANNY_DODGE1), 9999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING);
|
|
}
|
|
if (nMeld == MELD_BLADEMELD_HEART ) ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(EffectTemporaryHitpoints(GetHitDice(oMeldshaper)*2)), oMeldshaper, 9999.0);
|
|
if (nMeld == MELD_BLADEMELD_SOUL )
|
|
{
|
|
object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oMeldshaper);
|
|
if (IPGetIsMeleeWeapon(oItem))
|
|
{
|
|
IPSafeAddItemProperty(oItem, ItemPropertyAttackBonus(3), 99999.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, TRUE);
|
|
IPSafeAddItemProperty(oItem, ItemPropertyAttackPenalty(3), 99999.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, TRUE);
|
|
}
|
|
|
|
effect eLink;
|
|
if (GetAlignmentGoodEvil(oMeldshaper) == ALIGNMENT_GOOD) eLink = VersusAlignmentEffect(EffectDamageIncrease(DAMAGE_BONUS_1d6, DAMAGE_TYPE_BASE_WEAPON), ALIGNMENT_EVIL);
|
|
else if (GetAlignmentLawChaos(oMeldshaper) == ALIGNMENT_LAWFUL) eLink = VersusAlignmentEffect(EffectDamageIncrease(DAMAGE_BONUS_1d6, DAMAGE_TYPE_BASE_WEAPON), ALIGNMENT_CHAOTIC);
|
|
else if (GetAlignmentLawChaos(oMeldshaper) == ALIGNMENT_CHAOTIC) eLink = VersusAlignmentEffect(EffectDamageIncrease(DAMAGE_BONUS_1d6, DAMAGE_TYPE_BASE_WEAPON), ALIGNMENT_LAWFUL);
|
|
else if (GetAlignmentGoodEvil(oMeldshaper) == ALIGNMENT_EVIL) eLink = VersusAlignmentEffect(EffectDamageIncrease(DAMAGE_BONUS_1d6, DAMAGE_TYPE_BASE_WEAPON), ALIGNMENT_GOOD);
|
|
|
|
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, SupernaturalEffect(eLink), oMeldshaper, 9999.0);
|
|
}
|
|
|
|
|
|
} |