J. Persinne Staff
Join date : 2009-04-29 Age : 36 Location : Seattle, WA, USA
| Subject: Improved First Level Feats Fri Jun 05, 2009 10:20 am | |
| The first level feats on this server have received a bit of a boost to make them more useful. Note that the extra benefits will count toward the +20 save cap and the +50 skill cap. The only difference between first level feat progression on this mod and on Anphillia Genesis is that the bonuses from Luck of Heroes and Strong Soul have been halved (resulting +3 to all saves from luck of heroes; +3 to all fortitude and will saves, and an additional +3 to all death saving throws for strong soul). Here is the current progression in script code (which will be altered to plain English later on): - Code:
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void MothArtist(object oPC) { if(GetHasFeat(FEAT_ARTIST,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=9){return;} else if(nLvl <=19){nBonus = 1;} else if(nLvl <=29){nBonus = 2;} else if(nLvl <=39){nBonus = 3;} else if(nLvl ==40){nBonus = 4;} effect eBonus1 = EffectSkillIncrease(SKILL_PERFORM,nBonus); effect eBonus2 = EffectSkillIncrease(SKILL_PERSUADE,nBonus); effect eBonus3 = EffectSkillIncrease(SKILL_SPOT,nBonus); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = EffectLinkEffects(eBonus,eBonus3); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Artist Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothBlooded(object oPC) { if(GetHasFeat(FEAT_BLOODED,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=9){return;} else if(nLvl <=19){nBonus = 1;} else if(nLvl <=29){nBonus = 2;} else if(nLvl <=39){nBonus = 3;} else if(nLvl ==40){nBonus = 4;} nBonus = nBonus*2; effect eBonus1 = EffectSkillIncrease(SKILL_SPOT,nBonus); effect eBonus2 = EffectSkillIncrease(SKILL_LISTEN,nBonus); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Blooded Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothBullheaded(object oPC) { if(GetHasFeat(FEAT_BULLHEADED,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=9){return;} else if(nLvl <=19){nBonus = 1;} else if(nLvl <=29){nBonus = 2;} else if(nLvl <=39){nBonus = 3;} else if(nLvl ==40){nBonus = 4;} effect eBonus1 = EffectSavingThrowIncrease(SAVING_THROW_WILL,nBonus,SAVING_THROW_TYPE_ALL); nBonus = nBonus*2; effect eBonus2 = EffectSkillIncrease(SKILL_CONCENTRATION,nBonus); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Bullheaded Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothCourteousMagocracy(object oPC) { if(GetHasFeat(FEAT_COURTLY_MAGOCRACY,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=9){return;} else if(nLvl <=19){nBonus = 1;} else if(nLvl <=29){nBonus = 2;} else if(nLvl <=39){nBonus = 3;} else if(nLvl ==40){nBonus = 4;} nBonus = nBonus*2; effect eBonus1 = EffectSkillIncrease(SKILL_LORE,nBonus); effect eBonus2 = EffectSkillIncrease(SKILL_SPELLCRAFT,nBonus); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Courteous Magocracy Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothLuckOfHeroes(object oPC) { if(GetHasFeat(FEAT_LUCK_OF_HEROES,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=19){return;} else if(nLvl <=39){nBonus = 1;} else {nBonus = 2;} effect eBonus = EffectSavingThrowIncrease(SAVING_THROW_ALL,nBonus,SAVING_THROW_TYPE_ALL); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Luck of Heroes Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothSilverPalm(object oPC) { if(GetHasFeat(FEAT_SILVER_PALM,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=9){return;} else if(nLvl <=19){nBonus = 1;} else if(nLvl <=29){nBonus = 2;} else if(nLvl <=39){nBonus = 3;} else if(nLvl ==40){nBonus = 4;} nBonus = nBonus*2; effect eBonus1 = EffectSkillIncrease(SKILL_APPRAISE,nBonus); effect eBonus2 = EffectSkillIncrease(SKILL_PERSUADE,nBonus); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Silver Palm Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothSnakeBlood(object oPC) { if(GetHasFeat(FEAT_SNAKEBLOOD,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=9){return;} else if(nLvl <=19){nBonus = 1;} else if(nLvl <=29){nBonus = 2;} else if(nLvl <=39){nBonus = 3;} else if(nLvl ==40){nBonus = 4;} effect eBonus1 = EffectSavingThrowIncrease(SAVING_THROW_REFLEX,nBonus,SAVING_THROW_TYPE_ALL); nBonus = nBonus*2; effect eBonus2 = EffectSavingThrowIncrease(SAVING_THROW_FORT,nBonus,SAVING_THROW_TYPE_POISON); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Snake Blood Feat Detected. Bonuses Activated.</c>")); } } else return; } void MothStrongSoul(object oPC) { if(GetHasFeat(FEAT_STRONGSOUL,oPC)==TRUE) { int nLvl = GetECLAdjustedHitDice(oPC); int nBonus; if(nLvl <=19){return;} else if(nLvl <=39){nBonus = 1;} else {nBonus = 2;} effect eBonus1 = EffectSavingThrowIncrease(SAVING_THROW_WILL,nBonus,SAVING_THROW_TYPE_ALL); effect eBonus2 = EffectSavingThrowIncrease(SAVING_THROW_FORT,nBonus,SAVING_THROW_TYPE_ALL); effect eBonus3 = EffectSavingThrowIncrease(SAVING_THROW_ALL,nBonus,SAVING_THROW_TYPE_DEATH); effect eBonus = EffectLinkEffects(eBonus1,eBonus2); eBonus = EffectLinkEffects(eBonus,eBonus3); eBonus = SupernaturalEffect(eBonus); { DelayCommand(1.0,ApplyEffectToObject (DURATION_TYPE_PERMANENT, eBonus, oPC)); DelayCommand(1.0,SendMessageToPC(oPC,"<c¥¥¥>[Server] Strong Soul Feat Detected. Bonuses Activated.</c>")); } } else return; } | |
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