62 lines
2.6 KiB
Plaintext
62 lines
2.6 KiB
Plaintext
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//::///////////////////////////////////////////////
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//:: Name Dark template script
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//:: FileName tmp_m_dark
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//::
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//:://////////////////////////////////////////////
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/* <20>Dark<72> is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature).
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Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions.
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In general, they also weigh less, as if part of their very substance was mere shadow stuff.
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A dark creature has all the base creature<72>s statistics and special abilities except as noted here.
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Size and Type: Type and size are unchanged.
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Speed: +10 feet to all modes of movement.
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Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following.
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<EFBFBD> Darkvision 60 ft.
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<EFBFBD> Hide in Plain Sight (Ex)
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<EFBFBD> Resistance to cold 10
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<EFBFBD> Low-light vision.
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Skills: Hide +8 and Move Silently +6.
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Level Adjustment: +1.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Stratovarius
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//:: Created On: 27.02.19
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//:://////////////////////////////////////////////
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#include "prc_inc_template"
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#include "inc_nwnx_funcs"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oSkin = GetPCSkin(oPC);
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itemproperty ipIP;
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// Feats
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_LOWLIGHT_VISION);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_DARKVISION);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_HIDE_IN_PLAIN_SIGHT);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_BarbEndurance);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// Cold resistance
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ipIP =ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD, IP_CONST_DAMAGERESIST_10);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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//marker feat
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ipIP = PRCItemPropertyBonusFeat(IP_CONST_FEAT_DARK_TEMPLATE_MARKER);
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IPSafeAddItemProperty(oSkin, ipIP, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
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// Skill bonuses
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SetCompositeBonus(oSkin, "DarkTempHide", 8, ITEM_PROPERTY_SKILL_BONUS, SKILL_HIDE);
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SetCompositeBonus(oSkin, "DarkTempMS", 6, ITEM_PROPERTY_SKILL_BONUS, SKILL_MOVE_SILENTLY);
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}
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