forked from Jaysyn/PRC8
Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
74 lines
2.5 KiB
Plaintext
74 lines
2.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Name Ailment Include script.
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//:: FileName SMP_INC_AILMENT
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//:://////////////////////////////////////////////
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Used for the ailment scripts (SMP_ail_XXX) and anything special in them.
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This won't have much, and is seperate from SMP_INC_SPELLS.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//:: Created On: 23 may
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//::////////////////////////////////////////////*/
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#include "SMP_INC_REMOVE"
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// SMP_INC_AILMENT. Check if oTarget has the effects of SMP_SPELL_CALM_EMOTIONS, and from it
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// the dazed effect. If so, it will check if they have been attacked ETC.
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// - TRUE if they have got it, and it should surpress Fear and Confusion
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// - FALSE if it gets removed, or doesn't exsist.
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int SMP_AilmentCheckCalmEmotions(object oTarget = OBJECT_SELF);
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// SMP_INC_AILMENT. Check if oTarget has the effects of SMP_SPELL_CALM_EMOTIONS, and from it
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// the dazed effect. If so, it will check if they have been attacked ETC.
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// - TRUE if they have got it, and it should surpress Fear and Confusion
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// - FALSE if it gets removed, or doesn't exsist.
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int SMP_AilmentCheckCalmEmotions(object oTarget = OBJECT_SELF)
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{
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// Return value
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int bReturn = FALSE;
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// They need the spell, obviously
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if(GetHasSpellEffect(SMP_SPELL_CALM_EMOTIONS, oTarget))
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{
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// Search through the valid effects on the target.
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effect eCheck = GetFirstEffect(oTarget);
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while(GetIsEffectValid(eCheck) && bReturn == FALSE)
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{
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// Dazed effects
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if(GetEffectType(eCheck) == EFFECT_TYPE_DAZED)
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{
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if(GetEffectSpellId(eCheck) == SMP_SPELL_CALM_EMOTIONS)
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{
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// Got it!
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bReturn = TRUE;
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}
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}
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//Get next effect on the target
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eCheck = GetNextEffect(oTarget);
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}
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// Have we got it so far?
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if(bReturn == TRUE)
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{
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// Check if we are going to be attacked
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// - VERY BASIC CHECK
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if(GetIsObjectValid(GetGoingToBeAttackedBy(oTarget)))
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{
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// Remove the spells effects
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_CALM_EMOTIONS, oTarget);
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bReturn = FALSE;
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}
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// Else, keep as TRUE
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}
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}
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// Return the value
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return bReturn;
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}
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// End of file Debug lines. Uncomment below "/*" with "//" and compile.
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/*
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void main()
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{
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return;
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}
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//*/
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