Marrusalts are large creatures
Marrusalts are large creatures. Updated Vow of Poverty to function more like Pen & Paper. (@fencas) Updated release archive.
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@@ -53,7 +53,23 @@ void main()
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if (nClass >=2) ApplyEffectToObject(DURATION_TYPE_PERMANENT,EffectDamageReduction((nClass+1),(nClass/2)),oPC);
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//Natural AC increase by CON starting on level 3
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if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC);
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if (nClass >= 3)
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{
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effect eEffect1 = EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS);
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eEffect1 = ExtraordinaryEffect(eEffect1);
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eEffect1 = TagEffect(eEffect1, "EffectToughDefense");
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//Remove any prior bonus to avoid duplication
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effect eCheckEffect = GetFirstEffect(oPC);
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while (GetIsEffectValid(eCheckEffect))
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{
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if(GetEffectTag(eCheckEffect) == "EffectToughDefense") RemoveEffect(oPC, eCheckEffect);
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eCheckEffect = GetNextEffect(oPC);
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}
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//Give player the bonus
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect1, oPC);
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}
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// For some reason, EVENT_ONPLAYEREQUIPITEM just works with weapons, so armors and shields should be checked elsewhere
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if(!GetHasFeat(FEAT_VOWOFPOVERTY,oPC))
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@@ -93,8 +109,19 @@ void main()
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else if((nEvent == EVENT_SCRIPT_MODULE_ON_EQUIP_ITEM) && (!GetHasFeat(FEAT_VOWOFPOVERTY,oPC)))
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{
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oItem = GetPCItemLastEquipped();
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//Check if the magic is JUST Sanctify
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int iMagic = 0;
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itemproperty eCheckIP = GetFirstItemProperty(oItem);
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while (GetIsItemPropertyValid(eCheckIP))
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{
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if(!(GetItemPropertyTag(eCheckIP) == "Sanctify1") && !(GetItemPropertyTag(eCheckIP) == "Sanctify2") && !(GetItemPropertyTag(eCheckIP) == "Sanctify3")
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&& !(GetItemPropertyTag(eCheckIP) == "Sanctify4")) iMagic = 1;
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eCheckIP = GetNextItemProperty(oItem);
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}
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//Check if weapons are magical
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if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && (IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) &&
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if(iMagic && (IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) &&
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!(GetBaseItemType(oItem) == BASE_ITEM_SLING && GetItemPropertyType(GetFirstItemProperty(oItem)) == ITEM_PROPERTY_MIGHTY))
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//Check if weapon is magical or not on allowed list
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{
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@@ -121,11 +148,4 @@ void main()
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}
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}
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}
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//Add AC bonus for rage
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//else if(nEvent == EVENT_ONHEARTBEAT)
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//{
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// PostString(oPC, "Tum tum", 0, 0, SCREEN_ANCHOR_TOP_LEFT, 20.0, 0xFF0000FF, 0x00000000);
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// if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC);
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//}
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}
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