Finished PRC8 integration
Finished PRC8 integration. Moved creature abilities to top hak. Setup tooling. Created release archive
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@@ -13,11 +13,13 @@
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//:://////////////////////////////////////////////
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#include "NW_I0_SPELLS"
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#include "prc_inc_spells"
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void main()
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{
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//Declare major variables
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object oCaster = OBJECT_SELF;
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int nMetaMagic = GetMetaMagicFeat();
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int nMetaMagic = PRCGetMetaMagicFeat();
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int nDamage;
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float fDelay;
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effect eExplode = EffectVisualEffect(VFX_COM_HIT_FIRE);
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@@ -37,10 +39,10 @@ void main()
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
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//Get the distance between the explosion and the target to calculate delay
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fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
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if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay)&&GetIsPC(oTarget))
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if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay))&&GetIsPC(oTarget))
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{
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//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
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nDamage = GetReflexAdjustedDamage(10, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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nDamage = PRCGetReflexAdjustedDamage(10, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
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//Set the damage effect
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eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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if(nDamage > 0)
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