PRC8_fork/nwn/nwnprc/trunk/scripts/tmp_m_blooded.nss

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//::///////////////////////////////////////////////
//:: Name Blooded One template script
//:: FileName tmp_m_blooded
//::
//:://////////////////////////////////////////////
/*“Blooded” is a template that can be added to any humanoid (referred to hereafter as the “base creature”). It uses all the base creatures statistics and special abilities, except as listed here.
AC: Natural armor improves by +2.
Special Attacks: A blooded one retains all the special attacks of the base creature, and also gains the following special attack.
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.
This effect does not stack with other war cries.
Abilities: Adjust from the base creature as follows: Str +2, Con +4, Int 2.
Feats: Same as the base creature, except that a blooded one gains Combat Reflexes.
Level Adjustment: Same as the base creature +1.
*/
#include "prc_inc_template"
void main()
{
object oPC = OBJECT_SELF;
object oSkin = GetPCSkin(oPC);
itemproperty ipIP;
//natural armor
int nAC = 2;
SetCompositeBonus(oSkin, "Template_Blooded_ac", nAC, ITEM_PROPERTY_AC_BONUS);
//Ability Changes
SetCompositeBonus(oSkin, "Template_Blooded_str", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_STR);
SetCompositeBonus(oSkin, "Template_Blooded_con", 4, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CON);
SetCompositeBonus(oSkin, "Template_Blooded_int", -2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT);
//Power Attack
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_POWERATTACK);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
//Template Ability
ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_BLOODED_WAR_CRY);
IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
}