Further file organization
Further file organization
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124
nwn/nwnprc/trunk/scripts/tmp_t_fiend.nss
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nwn/nwnprc/trunk/scripts/tmp_t_fiend.nss
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//::///////////////////////////////////////////////
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//:: Name Fiendish template test script
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//:: FileName tmp_t_fiend
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Fiendish Creature
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Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on
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the Material Plane. They are more fearsome in appearance than their earthly counterparts.
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Creating A Fiendish Creature
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"Fiendish" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey,
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giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment
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(referred to hereafter as the base creature).
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A fiendish creature uses all the base creature<72>s statistics and abilities except as noted here. Do not
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recalculate the creature<72>s Hit Dice, base attack bonus, saves, or skill points if its type changes.
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Size and Type
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Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged.
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Size is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype.
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Special Attacks
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A fiendish creature retains all the special attacks of the base creature and also gains the following
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special attack.
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Smite Good (Su)
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Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total
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(maximum of +20) against a good foe.
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Special Qualities
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A fiendish creature retains all the special qualities of the base creature and also gains the following.
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Hit Dice Resistance to Cold and Fire Damage Reduction
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1-3 5
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4-7 5 5/magic
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8-11 10 5/magic
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12 or more 10 10/magic
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* Darkvision out to 60 feet.
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* Damage reduction (see table).
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* Resistance to cold and fire (see table).
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* Spell resistance equal to the creature<72>s HD + 5 (maximum 25).
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If the base creature already has one or more of these special qualities, use the better value.
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If a fiendish creature gains damage reduction, its natural weapons are treated as magic weapons for
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the purpose of overcoming damage reduction.
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Abilities
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Same as the base creature, but Intelligence is at least 3.
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Environment
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Any evil-aligned plane.
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Challenge Rating
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HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
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Alignment
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Always evil (any).
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Level Adjustment
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Same as the base creature +2.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Primogenitor
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//:: Created On: 18/04/06
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//:://////////////////////////////////////////////
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#include "prc_alterations"
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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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if(GetAlignmentGoodEvil(oPC) == ALIGNMENT_GOOD)
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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int nRace = MyPRCGetRacialType(oPC);
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if(nRace != RACIAL_TYPE_DWARF
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&& nRace != RACIAL_TYPE_ELF
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&& nRace != RACIAL_TYPE_GNOME
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&& nRace != RACIAL_TYPE_HALFLING
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&& nRace != RACIAL_TYPE_HALFELF
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&& nRace != RACIAL_TYPE_HALFORC
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&& nRace != RACIAL_TYPE_HUMAN
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&& nRace != RACIAL_TYPE_HUMANOID_GOBLINOID
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&& nRace != RACIAL_TYPE_HUMANOID_MONSTROUS
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&& nRace != RACIAL_TYPE_HUMANOID_ORC
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&& nRace != RACIAL_TYPE_HUMANOID_REPTILIAN
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&& nRace != RACIAL_TYPE_ABERRATION
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&& nRace != RACIAL_TYPE_ANIMAL
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&& nRace != RACIAL_TYPE_BEAST
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&& nRace != RACIAL_TYPE_ANIMAL
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&& nRace != RACIAL_TYPE_DRAGON
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&& nRace != RACIAL_TYPE_FEY
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&& nRace != RACIAL_TYPE_GIANT
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&& nRace != RACIAL_TYPE_MAGICAL_BEAST
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&& nRace != RACIAL_TYPE_VERMIN
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//&& nRace != RACIAL_TYPE_CONSTRUCT
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//&& nRace != RACIAL_TYPE_ELEMENTAL
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//&& nRace != RACIAL_TYPE_OUTSIDER
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//&& nRace != RACIAL_TYPE_SHAPECHANGER
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&& nRace != RACIAL_TYPE_UNDEAD // Vile Death spell allows undead
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//&& nRace != RACIAL_TYPE_OOZE
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)
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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if(GetHasTemplate(TEMPLATE_HALF_FIEND))
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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