Further file organization
Further file organization
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nwn/nwnprc/trunk/scripts/tmp_t_hfiend.nss
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nwn/nwnprc/trunk/scripts/tmp_t_hfiend.nss
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//::///////////////////////////////////////////////
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//:: Name Half-fiend template test script
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//:: FileName tmp_t_hfiend
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Half-Fiend
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No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes,
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bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.
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Half-Fiend Damage Size Bite Damage Claw Damage
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Fine 1 <20>
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Diminutive 1d2 1
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Tiny 1d3 1d2
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Small 1d4 1d3
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Medium 1d6 1d4
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Large 1d8 1d6
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Huge 2d6 1d8
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Gargantuan 3d6 2d6
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Colossal 4d6 3d6
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Half-Fiend Spell-Like Abilities HD Abilities
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1-2 Darkness 3/day
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3-4 Desecrate
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5-6 Unholy blight
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7-8 Poison 3/day
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9-10 Contagion
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11-12 Blasphemy
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13-14 Unholy aura 3/day, unhallow
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15-16 Horrid wilting
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17-18 Summon monster IX (fiends only)
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19-20 Destruction
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Creating A Half-Fiend
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"Half-fiend" is an inherited template that can be added to any living, corporeal creature with an
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Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature).
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A half-fiend 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 Hit Dice, base attack bonus, or saves.
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Size is unchanged. Half-fiends are normally native outsiders.
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Speed
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A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly
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at the base creature<72>s base land speed (average maneuverability).
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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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Attack
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A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon.
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If the base creature can use weapons, the half-fiend retains this ability. A half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
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Full Attack
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A half-fiend fighting without weapons uses both claws and its bite when making a full attack. If
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armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural
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secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
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Damage
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Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use
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the damage values in the table. Otherwise, use the values in the table or the base creature<72>s damage
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values, whichever are greater.
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Special Attacks
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A half-fiend retains all the special attacks of the base creature and gains the following 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
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(maximum of +20) against a good foe.
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Spell-Like Abilities
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A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending
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on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted,
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an ability is usable once per day. Caster level equals the creature<72>s HD, and the save DC is Charisma-based.
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Special Qualities
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A half-fiend 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 poison.
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* Resistance to acid 10, cold 10, electricity 10, and fire 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-fiend<6E>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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Abilities
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Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
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Skills
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A half-fiend 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 the half-fiend gains outsider skill points
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only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills
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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 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
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Alignment
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Always evil (any).
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Level Adjustment
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+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_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
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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_FIENDISH))
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SetExecutedScriptReturnValue(X2_EXECUTE_SCRIPT_END);
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}
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