Further file organization
Further file organization
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nwn/nwnprc/trunk/scripts/tmp_t_hcelest.nss
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nwn/nwnprc/trunk/scripts/tmp_t_hcelest.nss
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//::///////////////////////////////////////////////
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//:: Name Celestial template test script
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//:: FileName tmp_t_celest
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Half-Celestial
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No matter the form, half-celestials are always comely and delightful to the senses, having golden skin,
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sparkling eyes, angelic wings, or some other sign of their higher nature.
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Creating A Half-Celestial
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"Half-celestial" is an inherited template that can be added to any living, corporeal creature with an
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Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).
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A half-celestial uses all the base creature<72>s statistics and special abilities except as noted here.
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Size and Type
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The creature<72>s type changes to outsider. Do not recalculate the creature<72>s Hit Dice, base attack bonus,
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or saves. Size is unchanged. Half-celestials are normally native outsiders.
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Speed
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A half-celestial has feathered wings and can fly at twice the base creature<72>s base land speed
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(good maneuverability). If the base creature has a fly speed, use that instead.
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Armor Class
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Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
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Special Attacks
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A half-celestial retains all the special attacks of the base creature and also gains the following special
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abilities.
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Daylight (Su)
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Half-celestials can use a daylight effect (as the spell) at will.
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Smite Evil (Su)
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Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD
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(maximum of +20) against an evil foe.
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HD Abilities
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1-2 Protection from evil 3/day, bless
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3-4 Aid, detect evil
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5-6 Cure serious wounds, neutralize poison
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7-8 Holy smite, remove disease
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9-10 Dispel evil
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11-12 Holy word
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13-14 Holy aura 3/day, hallow
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15-16 Mass charm monster
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17-18 Summon monster IX (celestials only)
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19-20 Resurrection
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Spell-Like Abilities
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A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities,
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depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
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Unless otherwise noted, an ability is usable once per day. Caster level equals the creature<72>s HD, and the
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save DC is Charisma-based.
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Special Qualities
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A half-celestial has all the special qualities of the base creature, plus the following special qualities.
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* Darkvision out to 60 feet.
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* Immunity to disease.
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* Resistance to acid 10, cold 10, and electricity 10.
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* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
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* A half-celestial<61>s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
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* Spell resistance equal to creature<72>s HD + 10 (maximum 35).
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* +4 racial bonus on Fortitude saves against poison.
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Abilities
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Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
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Skills
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A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) <20> (HD +3).
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Do not include Hit Dice from class levels in this calculation<6F>the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature<72>s list as class skills, and other skills as cross-class.
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Challenge Rating
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HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
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Alignment
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Always good (any).
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Level Adjustment
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Same as base creature +4.
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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_EVIL)
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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
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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(GetAbilityScore(oPC, ABILITY_INTELLIGENCE, TRUE) < 4)
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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if(GetHasTemplate(TEMPLATE_CELESTIAL))
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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