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

@@ -5,6 +5,7 @@
#include "jw_custom_spells"
#include "jw_trap_funct"
#include "jw_persist_store"
#include "prc_inc_spells"
// Returns true if this item is meant to decay, otherwise returns false
int GetIsDecayable(object oItem);
@@ -1500,7 +1501,7 @@ void DeathExplode(int nDamage = 8, int nInitialVFX = VFX_FNF_FIREBALL, int nDama
{
//Declare major variables
object oCaster = OBJECT_SELF;
int nMetaMagic = GetMetaMagicFeat();
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamageBase=nDamage;
float fDelay;
@@ -1527,7 +1528,7 @@ void DeathExplode(int nDamage = 8, int nInitialVFX = VFX_FNF_FIREBALL, int nDama
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(nDamageBase, oTarget, nSaveDC, nSaveType);
nDamage = PRCGetReflexAdjustedDamage(nDamageBase, oTarget, nSaveDC, nSaveType);
//Set the damage effect
eDam = EffectDamage(nDamage, nDamageType);
if(nDamage > 0)
@@ -1569,7 +1570,7 @@ void deathcascade(object oTarget)
//Make an SR Check
//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.
@@ -1604,7 +1605,7 @@ void deathcascade(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)
@@ -1635,7 +1636,7 @@ void DiseaseExplode(int nDisease=DISEASE_SOLDIER_SHAKES)
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_DISEASE_S), llocation);
object oCaster = OBJECT_SELF;
int nMetaMagic = GetMetaMagicFeat();
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamage;
float fDelay;
effect eCon = EffectDisease(nDisease);
@@ -1674,7 +1675,7 @@ void PoisonExplode(int nPoison=POISON_BLACK_LOTUS_EXTRACT)
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_POISON_S), llocation);
object oCaster = OBJECT_SELF;
int nMetaMagic = GetMetaMagicFeat();
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamage;
float fDelay;
effect eCon = EffectPoison(nPoison);
@@ -1718,7 +1719,7 @@ void ZapTargets(int nBeam=VFX_BEAM_EVIL, int nDamage = 12, int nDC = 24, int nDa
if (!GetPlotFlag(oTarget)&&(!GetIsFriend(oTarget)))
{
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_EVIL);
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_EVIL);
eDam = EffectDamage(nDamage, nDamageType);
if(nDamage > 0 )
{