Marrusalts are large creatures

Marrusalts are large creatures.  Updated Vow of Poverty to function more like Pen & Paper.  (@fencas) Updated release archive.
This commit is contained in:
Jaysyn904
2025-01-21 07:40:49 -05:00
parent 9b5c7a6655
commit 88ed27dd37
17 changed files with 1964 additions and 1873 deletions

View File

@@ -59,7 +59,7 @@ void main()
object oPC = OBJECT_SELF; // This should only be called via ExecuteScript on the target, so...
object oSkin = GetPCSkin(oPC);
if (GetHasFeat(FEAT_RAVAGEGOLDENICE, oPC))
if (GetHasFeat(FEAT_RAVAGEGOLDENICE, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_RAVAGEGOLDENICE)))
{
if(DEBUG) DoDebug("prc_intuiatk: PC has Ravage: Golden Ice");
int iEquip = GetLocalInt(oPC,"ONEQUIP") ;
@@ -92,17 +92,20 @@ void main()
if (GetAlignmentGoodEvil(oPC)== ALIGNMENT_GOOD)
{
AddItemProperty(DURATION_TYPE_PERMANENT,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2),oCweapB);
AddItemProperty(DURATION_TYPE_PERMANENT,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2),oCweapL);
AddItemProperty(DURATION_TYPE_PERMANENT,ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2),oCweapR);
itemproperty ip1 = ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_RAVAGEGOLDENICE,2);
ip1 = TagItemProperty(ip1,"GoldenIce");
AddItemProperty(DURATION_TYPE_PERMANENT,ip1,oCweapB);
AddItemProperty(DURATION_TYPE_TEMPORARY,ip1,oCweapL);
AddItemProperty(DURATION_TYPE_TEMPORARY,ip1,oCweapR);
}
}
if(GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC) || GetHasFeat(FEAT_WEAPON_FINESSE, oPC))
if(GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC) || GetHasFeat(FEAT_WEAPON_FINESSE, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_INTUITIVE_ATTACK)))
{
if(DEBUG) DoDebug("prc_intuiatk: PC has Intuitive Attack or WepFinesse");
// shorthand - IA is intuitive attack and WF is weapon finesse
object oItem ;
int iEquip = GetLocalInt(oPC,"ONEQUIP") ;
@@ -111,7 +114,7 @@ void main()
int iWis = GetAbilityModifier(ABILITY_WISDOM,oPC);
int iIABonus = 0;
int iWFBonus = 0;
int bHasIA = GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC);
int bHasIA = GetHasFeat(FEAT_INTUITIVE_ATTACK, oPC) || GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(FEAT_INTUITIVE_ATTACK));
int bHasWF = GetHasFeat(FEAT_WEAPON_FINESSE, oPC);
int bUseIA = FALSE;
int bUseWF = FALSE;