#include "prc_inc_combat" #include "inc_dynconv" itemproperty ForsakerDR(int nClass) { itemproperty iDR; if (nClass >= 30) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_15,IP_CONST_DAMAGESOAK_31_HP); else if (nClass >= 28) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_14,IP_CONST_DAMAGESOAK_29_HP); else if (nClass >= 26) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_13,IP_CONST_DAMAGESOAK_27_HP); else if (nClass >= 24) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_12,IP_CONST_DAMAGESOAK_25_HP); else if (nClass >= 22) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_11,IP_CONST_DAMAGESOAK_23_HP); else if (nClass >= 20) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_10,IP_CONST_DAMAGESOAK_21_HP); else if (nClass >= 18) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_9,IP_CONST_DAMAGESOAK_19_HP); else if (nClass >= 16) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_8,IP_CONST_DAMAGESOAK_17_HP); else if (nClass >= 14) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_7,IP_CONST_DAMAGESOAK_15_HP); else if (nClass >= 12) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_6,IP_CONST_DAMAGESOAK_13_HP); else if (nClass >= 10) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_5,IP_CONST_DAMAGESOAK_11_HP); else if (nClass >= 8) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_4,IP_CONST_DAMAGESOAK_9_HP); else if (nClass >= 6) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_3,IP_CONST_DAMAGESOAK_7_HP); else if (nClass >= 4) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_2,IP_CONST_DAMAGESOAK_5_HP); else if (nClass >= 2) iDR = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_1,IP_CONST_DAMAGESOAK_3_HP); return iDR; } void ForsakerBoost(object oPC, int nClass, object oSkin) { int i, nStr, nCon, nDex, nInt, nWis, nCha; for(i = 0; i <= nClass; i++) { int nTest = GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(i))-1; // Taking out the -1 here if (nTest == ABILITY_STRENGTH) nStr++; else if (nTest == ABILITY_DEXTERITY) nDex++; else if (nTest == ABILITY_CONSTITUTION) nCon++; else if (nTest == ABILITY_INTELLIGENCE) nInt++; else if (nTest == ABILITY_WISDOM) nWis++; else if (nTest == ABILITY_CHARISMA) nCha++; } /*FloatingTextStringOnCreature("Strength = "+IntToString(nStr), oPC, FALSE); FloatingTextStringOnCreature("Dex = "+IntToString(nDex), oPC, FALSE); FloatingTextStringOnCreature("Con = "+IntToString(nCon), oPC, FALSE); FloatingTextStringOnCreature("Int = "+IntToString(nInt), oPC, FALSE); FloatingTextStringOnCreature("Wis = "+IntToString(nWis), oPC, FALSE); FloatingTextStringOnCreature("Cha = "+IntToString(nCha), oPC, FALSE);*/ SetCompositeBonus(oSkin, "Forsaker_Str", nStr, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_STR); SetCompositeBonus(oSkin, "Forsaker_Dex", nDex, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_DEX); SetCompositeBonus(oSkin, "Forsaker_Con", nCon, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CON); SetCompositeBonus(oSkin, "Forsaker_Int", nInt, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); SetCompositeBonus(oSkin, "Forsaker_Wis", nWis, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); SetCompositeBonus(oSkin, "Forsaker_Cha", nCha, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); } void main() { int nEvent = GetRunningEvent(); if(DEBUG) DoDebug("prc_forsaker running, event: " + IntToString(nEvent)); // Get the PC. This is event-dependent object oPC; switch(nEvent) { case EVENT_ITEM_ONHIT: oPC = OBJECT_SELF; break; case EVENT_ONPLAYEREQUIPITEM: oPC = GetItemLastEquippedBy(); break; case EVENT_ONPLAYERUNEQUIPITEM: oPC = GetItemLastUnequippedBy(); break; case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break; default: oPC = OBJECT_SELF; } object oItem; object oSkin = GetPCSkin(oPC); int nClass = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC); int nBonus = nClass/2; // We aren't being called from any event, instead from EvalPRCFeats if(nEvent == FALSE) { if (!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nClass))) { AssignCommand(oPC, ClearAllActions(TRUE)); StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC); } ForsakerBoost(oPC, nClass, oSkin); if (nClass >= 2) IPSafeAddItemProperty(oSkin, ForsakerDR(nClass), 0.0, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, TRUE, TRUE); if (nClass >= 3) ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(GetAbilityModifier(ABILITY_CONSTITUTION, oPC), AC_NATURAL_BONUS), oPC); // Hook in the events, needed from level 1 for Magic Hatred if(DEBUG) DoDebug("prc_forsaker: Adding eventhooks"); AddEventScript(oPC, EVENT_ONPLAYEREQUIPITEM, "prc_forsaker", TRUE, FALSE); AddEventScript(oPC, EVENT_ONPLAYERUNEQUIPITEM, "prc_forsaker", TRUE, FALSE); } // We are called from the OnPlayerEquipItem eventhook. Add OnHitCast: Unique Power to oPC's weapon else if(nEvent == EVENT_ONPLAYEREQUIPITEM) { oPC = GetItemLastEquippedBy(); oItem = GetItemLastEquipped(); if(DEBUG) DoDebug("prc_forsaker - OnEquip\n" + "oPC = " + DebugObject2Str(oPC) + "\n" + "oItem = " + DebugObject2Str(oItem) + "\n" ); // No equipping magical items, and make sure to ignore creature items if(GetIsItemPropertyValid(GetFirstItemProperty(oItem)) && oItem != GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oPC) && oItem != GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oPC) && oItem != GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oPC) && oItem != GetItemInSlot(INVENTORY_SLOT_CARMOUR, oPC)) { AssignCommand(oPC, ClearAllActions(TRUE)); AssignCommand(oPC, ActionUnequipItem(oItem)); FloatingTextStringOnCreature(GetName(oItem)+" is a magical item!", oPC, FALSE); } // Only applies to weapons if(oItem == GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) || (oItem == GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC) && !GetIsShield(oItem))) { // Penetrate DR if (nClass >= 3) IPSafeAddItemProperty(oItem, ItemPropertyAttackBonus(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); if (nClass >= 3) IPSafeAddItemProperty(oItem, ItemPropertyAttackPenalty(nBonus), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); } } // We are called from the OnPlayerUnEquipItem eventhook. Remove OnHitCast: Unique Power from oPC's weapon else if(nEvent == EVENT_ONPLAYERUNEQUIPITEM) { oPC = GetItemLastUnequippedBy(); oItem = GetItemLastUnequipped(); if(DEBUG) DoDebug("prc_forsaker - OnUnEquip\n" + "oPC = " + DebugObject2Str(oPC) + "\n" + "oItem = " + DebugObject2Str(oItem) + "\n" ); // Only applies to weapons if(IPGetIsMeleeWeapon(oItem) || GetWeaponRanged(oItem)) { if (nClass >= 3) RemoveSpecificProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY); if (nClass >= 3) RemoveSpecificProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER, -1, -1, 1, "", -1, DURATION_TYPE_TEMPORARY); } } }