/** * @file * Spellscript for Simple Bow SLAs * */ #include "prc_inc_template" void main() { object oPC = OBJECT_SELF; int nCasterLevel, nDC, nSpell, nUses; int nSLA = GetSpellId(); effect eNone; object oBow = GetItemPossessedBy(oPC, "WOL_SimpleBow"); // You get nothing if you aren't wielding the bow if(oBow != GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)) return; switch(nSLA){ case WOL_SIMPLEBOW_TRUE_SEEING: { nCasterLevel = 13; nSpell = SPELL_TRUE_SEEING; nUses = 1; break; } case WOL_SIMPLEBOW_PRESCIENCE: { nUses = 1; // Check uses per day. if (nUses > GetLegacyUses(oPC, nSLA)) { //Construct effects effect eAttack = EffectAttackIncrease(15); effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE); effect eLink = EffectLinkEffects(eAttack, eDur); effect eVis = EffectVisualEffect(VFX_IMP_HEAD_ODD); //Apply VFX impact and bonus effects ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, 6.0); ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC); SetLegacyUses(oPC, nSLA); } break; } case WOL_SIMPLEBOW_FOCUS: { nUses = 3; // Check uses per day, make sure people don't waste one when it's already in use if (nUses > GetLegacyUses(oPC, nSLA) && !GetLocalInt(oPC, "SimpleBow_Focus")) { SetLocalInt(oPC, "SimpleBow_Focus", TRUE); SetLegacyUses(oPC, nSLA); } break; } } // Check uses per day, Drowseeker is infinite if (GetLegacyUses(oPC, nSLA) >= nUses && nSLA) { FloatingTextStringOnCreature("You have used " + GetStringByStrRef(StringToInt(Get2DACache("spells", "Name", nSLA))) + " the maximum amount of times today.", oPC, FALSE); return; } if (nSpell > 0) { DoRacialSLA(nSpell, nCasterLevel, nDC); SetLegacyUses(oPC, nSLA); FloatingTextStringOnCreature("You have "+IntToString(nUses - GetLegacyUses(oPC, nSLA))+ " uses of " + GetStringByStrRef(StringToInt(Get2DACache("spells", "Name", nSLA))) + " remaining today.", oPC, FALSE); } }