Finished PRC8 integration
Finished PRC8 integration. Moved creature abilities to top hak. Setup tooling. Created release archive
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@@ -10,13 +10,13 @@
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//:: Created By:
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//:: Created On:
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//:://////////////////////////////////////////////
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#include "prc_inc_spells"
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void ExplodeAtLocation(location lTarget, int nDamage, int nSaveDC = 15, float fRadius = 3.) {
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_FIREBALL), lTarget);
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object oObject = GetFirstObjectInShape(SHAPE_SPHERE, fRadius, lTarget);
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do {
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int nDamageAfterSave = GetReflexAdjustedDamage(nDamage/2, oObject, nSaveDC)+nDamage/2;
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int nDamageAfterSave = PRCGetReflexAdjustedDamage(nDamage/2, oObject, nSaveDC)+nDamage/2;
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ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(nDamageAfterSave, DAMAGE_TYPE_FIRE), oObject);
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} while ((oObject = GetNextObjectInShape(SHAPE_SPHERE, fRadius, lTarget)) != OBJECT_INVALID);
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}
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@@ -25,6 +25,8 @@ void ExplodeAtLocation(location lTarget, int nDamage, int nSaveDC = 15, float fR
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void main()
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{
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ExecuteScript("prc_npc_userdef", OBJECT_SELF);
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int nUser = GetUserDefinedEventNumber();
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if(nUser == 1001) //HEARTBEAT
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