Ejemplo n.º 1
0
def LevelupGetBonusFeats( obj ):
	bonFeatInfo = []
	feat = ""
	newLvl = obj.stat_level_get( classEnum ) + 1
	#Find the normal feat for each level
	if newLvl == 7:
		feat = "Sudden Empower"
	elif newLvl == 10:
		feat = "Sudden Enlarge"
	elif newLvl == 15:
		feat = "Sudden Widen"
	elif newLvl == 20:
		feat = "Sudden Maximize"
	else:
		return #No bonus feat this level
	
	#The only option will be the normal feat if the chracter does not have it
	if not char_editor.has_feat(feat):
		featInfo = char_editor.FeatInfo(feat)
		featInfo.feat_status_flags |= 4 # always pickable
		bonFeatInfo.append(featInfo)
	else:
		#Any metamagic feat can be selected if the character does not have the normal feat
		bonus_feats = tpdp.get_metamagic_feats()
		
		#If the character already has the feat, he can select any metamagic feat
		for feat in bonus_feats:
			bonFeatInfo.append(char_editor.FeatInfo(feat))
	
	char_editor.set_bonus_feats(bonFeatInfo)
	return
Ejemplo n.º 2
0
def LevelupGetBonusFeats(obj):
    newLvl = obj.stat_level_get(classEnum) + 1
    bonus_feats = []
    if newLvl == 5 or newLvl == 10 or newLvl == 15:
        bonus_feats = [
            'Favored Soul Cold Resistance', 'Favored Soul Fire Resistance',
            'Favored Soul Acid Resistance',
            'Favored Soul Electricity Resistance',
            'Favored Soul Sonic Resistance'
        ]
    elif newLvl == 3 or newLvl == 12:
        omg = obj.obj_get_int(obj_f_critter_deity)
        deity_weapon = game.get_deity_favored_weapon(omg)
        if newLvl == 3:
            weap_foc_feat = feat_weapon_focus_gauntlet + deity_weapon
            if obj.has_feat(weap_foc_feat):
                bonus_feats = [
                    feat_weapon_focus_head,
                ]
        #elif newLvl == 12:
        #	weap_sp_feat = feat_weapon_specialization_gauntlet + deity_weapon
        #	if obj.has_feat(weap_sp_feat):
        #		bonus_feats = [feat_weapon_specialization_head, ]

    bonFeatInfo = []
    for ft in bonus_feats:
        featInfo = char_editor.FeatInfo(ft)
        featInfo.feat_status_flags |= 4  # always pickable
        bonFeatInfo.append(featInfo)
    char_editor.set_bonus_feats(bonFeatInfo)
    return
Ejemplo n.º 3
0
def LevelupGetBonusFeats(obj):
    newLvl = obj.stat_level_get(classEnum) + 1
    bonus_feats = []
    if newLvl == 2:
        bonus_feats = [feat_combat_reflexes, feat_deflect_arrows]
    if newLvl == 6:
        bonus_feats = [feat_improved_trip, feat_improved_disarm]

    bonFeatInfo = []
    for ft in bonus_feats:
        bonFeatInfo.append(char_editor.FeatInfo(ft))
    char_editor.set_bonus_feats(bonFeatInfo)
    return
Ejemplo n.º 4
0
def LevelupGetBonusFeats(obj):
    bonFeatInfo = []
    for ft in bonus_feats:
        bonFeatInfo.append(char_editor.FeatInfo(ft))
    char_editor.set_bonus_feats(bonFeatInfo)
    return