2025/06/21 Update

Update NUI spellbook notes.
Magic staves are quarterstaves.
Champion of Torm & Eldritch Knight were missing a fighter bonus feat.
Added an entry for Risen Reunited in epicspells.2da.
Fixed icon for ImpCrit Goad.
Unseen Seen & Ult. Magus's spellcasting marker feats names were swapped.
Added more sanity checking to Luminous Armor.
Updated Warforged & Warforged Chargers descriptions.
Enlightened Fist requires Arcane CL 2 not 2nd Circle spells.
No such thing as Luck AC in NWN.
Added sanity check for Blackguard's Aura.
Updated NUI spellcasting menu.
This commit is contained in:
Jaysyn904
2025-06-20 18:52:50 -04:00
parent 797442d3da
commit 6b1d73cbfb
29 changed files with 1054 additions and 991 deletions

View File

@@ -1082,6 +1082,7 @@ int GetIsTwoHandedMeleeWeaponType(int iWeaponType)
case BASE_ITEM_HEAVYFLAIL: return TRUE;
case BASE_ITEM_SCYTHE: return TRUE;
case BASE_ITEM_QUARTERSTAFF: return TRUE;
case BASE_ITEM_MAGICSTAFF: return TRUE;
case BASE_ITEM_ELVEN_COURTBLADE: return TRUE;
case BASE_ITEM_MAUL: return TRUE;
case BASE_ITEM_FALCHION: return TRUE;
@@ -1093,7 +1094,7 @@ int GetIsTwoHandedMeleeWeapon(object oWeap)
{
return GetIsTwoHandedMeleeWeaponType(GetBaseItemType(oWeap));
}
int GetIsCreatureWeaponType(int iWeaponType)
{
// any of the three creature weapon types that produce bludgeoning, piercing or slashing damage
@@ -1130,6 +1131,7 @@ int GetIsSimpleWeaponType(int iWeaponType)
{
case BASE_ITEM_MORNINGSTAR: return 1;
case BASE_ITEM_QUARTERSTAFF: return 1;
case BASE_ITEM_MAGICSTAFF: return 1;
case BASE_ITEM_SHORTSPEAR: return 1;
case BASE_ITEM_HEAVYCROSSBOW: return 1;
case BASE_ITEM_INVALID: return 1;
@@ -1562,6 +1564,19 @@ struct WeaponFeat GetAllFeatsOfWeaponType(int iWeaponType)
sFeat.VileMartialStrike = FEAT_VILE_MARTIAL_QUARTERSTAFF;
break;
}
case BASE_ITEM_MAGICSTAFF: {
sFeat.Focus = FEAT_WEAPON_FOCUS_STAFF;
sFeat.Specialization = FEAT_WEAPON_SPECIALIZATION_STAFF;
sFeat.EpicFocus = FEAT_EPIC_WEAPON_FOCUS_QUARTERSTAFF;
sFeat.EpicSpecialization = FEAT_EPIC_WEAPON_SPECIALIZATION_QUARTERSTAFF;
sFeat.ImprovedCritical = FEAT_IMPROVED_CRITICAL_STAFF;
sFeat.OverwhelmingCritical = FEAT_EPIC_OVERWHELMING_CRITICAL_QUARTERSTAFF;
sFeat.DevastatingCritical = FEAT_EPIC_DEVASTATING_CRITICAL_QUARTERSTAFF;
sFeat.WeaponOfChoice = FEAT_WEAPON_OF_CHOICE_QUARTERSTAFF;
sFeat.SanctifyMartialStrike = FEAT_SANCTIFY_MARTIAL_QUARTERSTAFF;
sFeat.VileMartialStrike = FEAT_VILE_MARTIAL_QUARTERSTAFF;
break;
}
case BASE_ITEM_RAPIER: {
sFeat.Focus = FEAT_WEAPON_FOCUS_RAPIER;
sFeat.Specialization = FEAT_WEAPON_SPECIALIZATION_RAPIER;