Updated Release Archive

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.
This commit is contained in:
Jaysyn904
2023-08-22 10:00:21 -04:00
parent 3acda03f30
commit 5914ed2ab5
22853 changed files with 57524 additions and 47307 deletions

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//::///////////////////////////////////////////////
//:: Lasher
//:://////////////////////////////////////////////
/*
Script to add lasher bonuses
Improved Knockdown (Whip)
Crack of Fate
Lashing Whip
Improved Disarm (Whip)
Crack of Doom
code "borrowed" from tempest, stormlord,
soulknife
modified to allow toggling of crack of fate/doom
*/
//:://////////////////////////////////////////////
//:: Created By: Flaming_Sword
//:: Created On: Sept 24, 2005
//:: Modified: May 24, 2006
//:://////////////////////////////////////////////
//compiler would completely crap itself unless this include was here
//#include "prc_alterations"
//#include "inc_2dacache"
#include "prc_inc_spells"
void ApplyLashing(object oPC) //ripped off the tempest
{
if(!GetHasSpellEffect(SPELL_LASHER_LASHW, oPC))
ActionCastSpellOnSelf(SPELL_LASHER_LASHW);
}
void ApplyBonuses(object oPC, object oWeapon)
{
object oSkin = GetPCSkin(oPC);
int iClassLevel = GetLevelByClass(CLASS_TYPE_LASHER, oPC);
object oOffHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
//counters the +2 damage on the offhand weapon
if(GetIsObjectValid(oOffHand) && oOffHand == oWeapon)
AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamagePenalty(2), oOffHand, 9999.0);
if(GetBaseItemType(oWeapon) != BASE_ITEM_WHIP) //assumes off-hand can't be whip
return;
if(iClassLevel > 1 && !GetHasFeat(FEAT_IMPROVED_TRIP)) //improved trip (whip)
{
IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_IMPROVED_TRIP));
}
if(iClassLevel > 3) //lashing whip
{
DelayCommand(0.1, ApplyLashing(oPC));
//counters the +2 damage on the offhand weapon
if(GetIsObjectValid(oOffHand))
AddItemProperty(DURATION_TYPE_TEMPORARY, ItemPropertyDamagePenalty(2), oOffHand, 9999.0);
}
if(iClassLevel > 5 && !GetHasFeat(FEAT_PRC_IMP_DISARM)) //improved disarm (whip)
{
IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_PRC_IMPROVED_DISARM));
}
}
void RemoveBonuses(object oPC, object oWeapon)
{
object oSkin = GetPCSkin(oPC);
object oOffHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC);
//counters the +2 damage on the offhand weapon
RemoveSpecificProperty(oOffHand, ITEM_PROPERTY_DECREASED_DAMAGE, -1, 2, 1, "", -1, DURATION_TYPE_TEMPORARY);
if(oOffHand == oWeapon)
return; //it's the off-hand weapon being equipped here
int iClassLevel = (GetLevelByClass(CLASS_TYPE_LASHER));
if (GetBaseItemType(oWeapon) != BASE_ITEM_WHIP)
return;
if(iClassLevel > 1) //improved knockdown (whip)
{
RemoveSpecificProperty(oSkin, ITEM_PROPERTY_BONUS_FEAT,
IP_CONST_FEAT_IMPROVED_KNOCKDOWN
);
RemoveSpecificProperty(oSkin, ITEM_PROPERTY_BONUS_FEAT,
IP_CONST_FEAT_KNOCKDOWN
);
}
if(GetHasSpellEffect(SPELL_LASHER_LASHW, oPC)) //lashing whip
PRCRemoveEffectsFromSpell(oPC, SPELL_LASHER_LASHW);
if(iClassLevel > 5) //improved disarm (whip)
{
RemoveSpecificProperty(oSkin, ITEM_PROPERTY_BONUS_FEAT,
IP_CONST_FEAT_IMPROVED_DISARM
);
RemoveSpecificProperty(oSkin, ITEM_PROPERTY_BONUS_FEAT,
IP_CONST_FEAT_DISARM
);
}
if(GetHasSpellEffect(SPELL_LASHER_CRACK_FATE, oPC))
{
PRCRemoveEffectsFromSpell(oPC, SPELL_LASHER_CRACK_FATE);
FloatingTextStringOnCreature("*Crack of Fate Deactivated*", oPC, FALSE);
}
if(GetHasSpellEffect(SPELL_LASHER_CRACK_DOOM, oPC))
{
PRCRemoveEffectsFromSpell(oPC, SPELL_LASHER_CRACK_DOOM);
FloatingTextStringOnCreature("*Crack of Doom Deactivated*", oPC, FALSE);
}
}
void main()
{
object oPC = OBJECT_SELF;
object oWeapon;
int iEquip = GetLocalInt(oPC,"ONEQUIP"); //2 = equip, 1 = unequip
if(iEquip == 2) //OnEquip
{
oWeapon = GetPCItemLastEquipped();
ApplyBonuses(oPC, oWeapon);
}
else if (iEquip == 1) //OnUnEquip
{
oWeapon = GetPCItemLastUnequipped();
RemoveBonuses(oPC, oWeapon);
}
if(GetLocalInt(oPC,"ONENTER") == 1)
{
oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
ApplyBonuses(oPC, oWeapon);
}
}