forked from Jaysyn/PRC8
229 lines
10 KiB
Plaintext
229 lines
10 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Name Eventide's Edge maintain script
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//:: FileName wol_m_eventide
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//:://////////////////////////////////////////////
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/*
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LEGACY ITEM PENALTIES (These do not stack. Highest takes precedence).
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Attack Penalty: -1 at 6th, -2 at 13th
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Fortitude Save Penalty: -1 at 7th, -2 at 9th, -3 at 15th, -4 at 20th
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Hit Point Penalty: -2 at 7th, -4 at 8th, -6 at 10th, -8 at 14th, -10 at 16th, -12 at 20th
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LEGACY ITEM BONUSES
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7th - +1 Defending Mithral Short Sword
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13th - +2 Defending Mithral Short Sword
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16th - +3 Defending Mithral Short Sword
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19th - +4 Defending Mithral Short Sword
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LEGACY ITEM ABILITIES
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Crux of Balance (Ex): At 5th level, you gain a +4 bonus on checks made to execute a bull rush, overrun, or trip, and to resist those maneuvers.
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Sting Like a Bee (Ex): Beginning at 8th level, you deal an extra 1d6 points of damage when you use Eventide<64>s Edge to make a melee attack against a foe of a larger size category than yours. When you attain 17th level, this extra damage increases to 2d6, provided you have performed Eventide<64>s Edge<67>s greater legacy ritual.
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AC Bonus (Ex): Starting at 10th level, you add your Wisdom bonus (if any) to your AC when you are unarmored, unencumbered, and wielding Eventide<64>s Edge.
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Baffling Defense (Ex): At 11th level, you can use the comet throw maneuver at will. If you already know comet throw, you gain a +2 bonus on melee touch attacks made while initiating the maneuver.
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Evasive Defense (Ex): At 14th level, you can automatically succeed on your Sense Motive check when using baffling defense against an opponent of a larger size category than yours. This ability is usable three times per day.
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Dance into the Sun (Su): At 20th level, you can cast improved invisibility two times per day. Caster level 10th.
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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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int nEvent = GetRunningEvent();
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if(DEBUG) DoDebug("wol_m_eventide running, event: " + IntToString(nEvent));
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// Get the PC. This is event-dependent
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object oPC;
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switch(nEvent)
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{
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case EVENT_ITEM_ONHIT: oPC = OBJECT_SELF; break;
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case EVENT_ONPLAYEREQUIPITEM: oPC = GetItemLastEquippedBy(); break;
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case EVENT_ONPLAYERUNEQUIPITEM: oPC = GetItemLastUnequippedBy(); break;
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case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break;
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default:
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oPC = OBJECT_SELF;
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}
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object oSkin = GetPCSkin(oPC);
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int nHD = GetHitDice(oPC);
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int nHPPen = 0;
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int nSlot = 0;
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object oWOL = GetItemPossessedBy(oPC, "WOL_Eventide");
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object oAmmo, oItem;
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// You get nothing if you aren't wielding the bow
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if(oWOL != GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC))
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{
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SetCompositeAttackBonus(oPC, "Eventide_Atk", 0, ATTACK_BONUS_MISC);
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SetCompositeBonus(oSkin, "Eventide_SavesF", 0, ITEM_PROPERTY_DECREASED_SAVING_THROWS, IP_CONST_SAVEBASETYPE_FORTITUDE);
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SetCompositeBonus(oSkin, "EventideACBonus", 0, ITEM_PROPERTY_AC_BONUS);
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return;
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}
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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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// 5th to 10th level abilities
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if (GetHasFeat(FEAT_LEAST_LEGACY, oPC))
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{
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if(nHD >= 5)
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{
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SetLocalInt(oPC, "EventideCrux", TRUE);
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}
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if(nHD >= 6)
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{
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SetCompositeAttackBonus(oPC, "Eventide_Atk", -1, ATTACK_BONUS_MISC);
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}
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if(nHD >= 7)
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{
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nHPPen += 2;
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SetCompositeBonus(oSkin, "Eventide_SavesF", 1, ITEM_PROPERTY_DECREASED_SAVING_THROWS, IP_CONST_SAVEBASETYPE_FORTITUDE);
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IPSafeAddItemProperty(oWOL, ItemPropertyACBonus(1));
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}
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if(nHD >= 8)
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{
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nHPPen += 2;
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if(DEBUG) DoDebug("wol_m_eventide: Adding eventhooks");
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AddEventScript(oPC, EVENT_ONPLAYEREQUIPITEM, "wol_m_eventide", TRUE, FALSE);
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AddEventScript(oPC, EVENT_ONPLAYERUNEQUIPITEM, "wol_m_eventide", TRUE, FALSE);
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AddEventScript(oWOL, EVENT_ITEM_ONHIT, "wol_m_eventide", TRUE, FALSE);
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// Add the OnHitCastSpell: Unique needed to trigger the event
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IPSafeAddItemProperty(oWOL, 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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if(nHD >= 9)
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{
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SetCompositeBonus(oSkin, "Eventide_SavesF", 2, ITEM_PROPERTY_DECREASED_SAVING_THROWS, IP_CONST_SAVEBASETYPE_FORTITUDE);
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}
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if(nHD >= 10)
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{
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nHPPen += 2;
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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int nArmour = GetItemACBase(oArmour);
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if (GetLevelByClass(CLASS_TYPE_MONK, oPC) > 0 || GetLevelByClass(CLASS_TYPE_SWORDSAGE, oPC) > 1)
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SetCompositeBonus(oSkin, "EventideACBonus", 1, ITEM_PROPERTY_AC_BONUS);
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else if (1 > nArmour) // No armour only
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SetCompositeBonus(oSkin, "EventideACBonus", GetAbilityModifier(ABILITY_WISDOM, oPC), ITEM_PROPERTY_AC_BONUS);
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}
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}
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// 11th to 16th level abilities
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if (GetHasFeat(FEAT_LESSER_LEGACY, oPC))
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{
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if(nHD >= 11)
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{
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_EVENTIDE_COMET), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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if(nHD >= 12)
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{
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}
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if(nHD >= 13)
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{
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SetCompositeAttackBonus(oPC, "Eventide_Atk", -2, ATTACK_BONUS_MISC);
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IPSafeAddItemProperty(oWOL, ItemPropertyEnhancementBonus(2));
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}
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if(nHD >= 14)
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{
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nHPPen += 2;
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_EVENTIDE_BAFFLE), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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if(nHD >= 15)
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{
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SetCompositeBonus(oSkin, "Eventide_SavesF", 3, ITEM_PROPERTY_DECREASED_SAVING_THROWS, IP_CONST_SAVEBASETYPE_FORTITUDE);
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}
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if(nHD >= 16)
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{
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nHPPen += 2;
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IPSafeAddItemProperty(oWOL, ItemPropertyEnhancementBonus(3));
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}
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}
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// 17th+ level abilities
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if (GetHasFeat(FEAT_GREATER_LEGACY, oPC))
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{
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if(nHD >= 17)
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{
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}
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if(nHD >= 18)
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{
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}
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if(nHD >= 19)
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{
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IPSafeAddItemProperty(oWOL, ItemPropertyEnhancementBonus(4));
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}
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if(nHD >= 20)
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{
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SetCompositeBonus(oSkin, "Eventide_SavesF", 4, ITEM_PROPERTY_DECREASED_SAVING_THROWS, IP_CONST_SAVEBASETYPE_FORTITUDE);
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nHPPen += 2;
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IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_EVENTIDE_INVIS), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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}
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}
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SetLocalInt(oPC, "WoLHealthPenalty", nHPPen);
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if (!GetLocalInt(oPC, "WoLHealthPenaltyHB") && nHPPen > 0)
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{
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WoLHealthPenaltyHB(oPC);
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SetLocalInt(oPC, "WoLHealthPenaltyHB", TRUE);
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}
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WoLSpellSlotPenalty(oPC, nSlot);
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}
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// We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oPC's weapon
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else if(nEvent == EVENT_ONPLAYEREQUIPITEM)
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{
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oPC = GetItemLastEquippedBy();
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oItem = GetItemLastEquipped();
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if(DEBUG) DoDebug("wol_m_eventide - OnEquip\n"
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+ "oPC = " + DebugObject2Str(oPC) + "\n"
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+ "oItem = " + DebugObject2Str(oItem) + "\n"
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);
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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 == oWOL)
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{
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// Add eventhook to the item
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AddEventScript(oItem, EVENT_ITEM_ONHIT, "wol_m_eventide", 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 oPC's weapon
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else if(nEvent == EVENT_ONPLAYERUNEQUIPITEM)
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{
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oPC = GetItemLastUnequippedBy();
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oItem = GetItemLastUnequipped();
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if(DEBUG) DoDebug("wol_m_eventide - OnUnEquip\n"
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+ "oPC = " + DebugObject2Str(oPC) + "\n"
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+ "oItem = " + DebugObject2Str(oItem) + "\n"
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);
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// Only applies to the WoL
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if(GetBaseItemType(oItem) == BASE_ITEM_SHORTSWORD)
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{
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// Add eventhook to the item
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RemoveEventScript(oItem, EVENT_ITEM_ONHIT, "wol_m_eventide", TRUE, FALSE);
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// Remove the temporary OnHitCastSpell: Unique
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// Makes sure to get ammo if its a ranged weapon
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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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else if(nEvent == EVENT_ITEM_ONHIT)
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{
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oItem = GetSpellCastItem();
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object oTarget = PRCGetSpellTargetObject();
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if(DEBUG) DoDebug("wol_m_eventide: OnHit:\n"
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+ "oPC = " + DebugObject2Str(oPC) + "\n"
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+ "oItem = " + DebugObject2Str(oItem) + "\n"
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+ "oTarget = " + DebugObject2Str(oTarget) + "\n"
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);
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// Was it Eventide's Edge
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if(oItem == oWOL)
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{
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if (PRCGetCreatureSize(oTarget) > PRCGetCreatureSize(oPC) && GetHasFeat(FEAT_GREATER_LEGACY, oPC))
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(2), DAMAGE_TYPE_POSITIVE), oTarget);
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else if (PRCGetCreatureSize(oTarget) > PRCGetCreatureSize(oPC))
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(d6(), DAMAGE_TYPE_POSITIVE), oTarget);
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}// end if - Item is a melee weapon
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}// end if - Running OnHit event
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}
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