Clear out experimental .35 files
Clear out experimental .35 files
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//::///////////////////////////////////////////////
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//:: Name Mineral Warrior template test script
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//:: FileName tmp_t_mineral
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//::
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//:://////////////////////////////////////////////
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/*A mineral warrior is a creature that has undergone a transformation into a creature of living stone. Many creatures embrace
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this change willingly, but evil Underdark races sometimes force it on others.
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Creating a Mineral Warrior “Mineral warrior” (also called “stony”) is an acquired template that can be added to any
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corporeal creature that is not a construct, undead, or an elemental (referred to hereafter as the base creature).
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A mineral warrior uses all the base creature’s statistics and special abilities except as noted here.
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Size and Type: The creature’s type remains the same, but it gains the earth subtype.
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Size is unchanged.
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Speed: A mineral warrior gains a burrow speed equal to onehalf the base creature’s highest speed. The base creature loses
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its fly ability, if any.
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Armor Class: Natural armor improves by +3.
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Special Attacks: A mineral warrior retains all the special attacks of the base creature and also gains the earth strike
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attack.
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Earth Strike (Ex): Once per day, the mineral warrior can make an exceptionally vicious attack against any foe that stands on
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stone or earth. The mineral warrior adds its Constitution bonus to its attack roll and deals 1 extra point of damage per
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racial Hit Die.
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Special Qualities: A mineral warrior has all the special qualities of the base creature, plus the following.
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Darkvision (Ex): A mineral warrior has darkvision out to 60 feet or the base creature’s darkvision, whichever is better.
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Damage Reduction (Ex): A mineral warrior gains damage reduction 8/adamantine. If it already has damage reduction, it retains
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both versions and uses the best one that applies.
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Abilities: Change from the base creature as follows: +2 Strength, +4 Con, –2 Int (minimum 1), –2 Wis, –2 Cha.
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Environment: Same as the base creature and underground.
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Challenge Rating: Same as the base creature +1.
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Level Adjustment: Same as the base creature +1.
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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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object oPC = OBJECT_SELF;
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_CONTINUE);
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int nRace = MyPRCGetRacialType(oPC);
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if(nRace == RACIAL_TYPE_CONSTRUCT ||
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nRace == RACIAL_TYPE_ELEMENTAL ||
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nRace == RACIAL_TYPE_UNDEAD)
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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