Finished PRC8 integration

Finished PRC8 integration.  Moved creature abilities to top hak.  Setup tooling.  Created release archive
This commit is contained in:
Jaysyn904
2024-03-12 21:27:23 -04:00
parent 7b9e44ebbb
commit e5b3f6ad61
958 changed files with 1491 additions and 630 deletions

View File

@@ -1,5 +1,7 @@
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
// The creature running this script tries to use a medicine bag on oTarget
void medicinebag(object oTarget);
// Paladin uses holy symbol. nLevel is the paladin level
@@ -442,7 +444,7 @@ void cascade(object oTarget)
if (!ScrollResist(OBJECT_SELF, oFirstTarget))
{
//Adjust damage via Reflex Save or Evasion or Improved Evasion
nDamStrike = GetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
//Set the damage effect for the first target
eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
//Apply damage to the first target and the VFX impact.
@@ -478,7 +480,7 @@ void cascade(object oTarget)
nDamage = d6(nCasterLevel);
//Adjust damage via Reflex Save or Evasion or Improved Evasion
nDamStrike = GetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
//Apply the damage and VFX impact to the current target
eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
if(nDamStrike > 0) //age > 0)
@@ -578,7 +580,7 @@ void minorcascade(object oTarget)
if (!ScrollResist(OBJECT_SELF, oFirstTarget))
{
//Adjust damage via Reflex Save or Evasion or Improved Evasion
nDamStrike = GetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oFirstTarget, 24, SAVING_THROW_TYPE_FIRE);
//Set the damage effect for the first target
eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
//Apply damage to the first target and the VFX impact.
@@ -614,7 +616,7 @@ void minorcascade(object oTarget)
nDamage = d6(nCasterLevel);
//Adjust damage via Reflex Save or Evasion or Improved Evasion
nDamStrike = GetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
nDamStrike = PRCGetReflexAdjustedDamage(nDamage, oTarget, 24, SAVING_THROW_TYPE_FIRE);
//Apply the damage and VFX impact to the current target
eDamage = EffectDamage(nDamStrike, DAMAGE_TYPE_FIRE);
if(nDamStrike > 0) //age > 0)
@@ -704,19 +706,19 @@ void garrote(object oTarget, int nStrength)
return;
}
if (GetRacialType(oTarget)==RACIAL_TYPE_UNDEAD)
if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_UNDEAD)
{
DelayCommand(fDelay,FloatingTextStringOnCreature("Undead cannot be strangled",OBJECT_SELF));
return;
}
if (GetRacialType(oTarget)==RACIAL_TYPE_ELEMENTAL)
if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_ELEMENTAL)
{
DelayCommand(fDelay,FloatingTextStringOnCreature("Elementals cannot be strangled",OBJECT_SELF));
return;
}
if (GetRacialType(oTarget)==RACIAL_TYPE_CONSTRUCT)
if (MyPRCGetRacialType(oTarget)==RACIAL_TYPE_CONSTRUCT)
{
DelayCommand(fDelay,FloatingTextStringOnCreature("Constructs cannot be strangled",OBJECT_SELF));
return;
@@ -949,26 +951,26 @@ void blindust(object oVictim)
{
// Dont have any effect on Undead/Magical Beasts/Elementals and Constructs
if(GetRacialType(oVictim) == RACIAL_TYPE_UNDEAD)
if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_UNDEAD)
{
SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
return;
}
if(GetRacialType(oVictim) == RACIAL_TYPE_MAGICAL_BEAST)
if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_MAGICAL_BEAST)
{
SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
return;
}
if(GetRacialType(oVictim) == RACIAL_TYPE_ELEMENTAL)
if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_ELEMENTAL)
{
SendMessageToPC(oRogue, "The dust has no effect on this kind of target");
return;
}
if(GetRacialType(oVictim) == RACIAL_TYPE_CONSTRUCT)
if(MyPRCGetRacialType(oVictim) == RACIAL_TYPE_CONSTRUCT)
{
SendMessageToPC(oRogue, "The dust has no effect on this kind of target");