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

@@ -11,13 +11,14 @@
//:: Created By: Preston Watamaniuk
//:: Created On: Jan 9, 2002
//:://////////////////////////////////////////////
#include "NW_I0_SPELLS"
#include "prc_inc_spells"
void main()
{
//Declare major variables
object oCaster = OBJECT_SELF;
int nMetaMagic = GetMetaMagicFeat();
int nMetaMagic = PRCGetMetaMagicFeat();
int nDamage;
float fDelay;
effect eExplode = EffectVisualEffect(VFX_FNF_IMPLOSION);
@@ -37,10 +38,10 @@ void main()
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_FIREBALL));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
if (!PRCDoResistSpell(OBJECT_SELF, oTarget, FloatToInt(fDelay)))
{
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(80, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
nDamage = PRCGetReflexAdjustedDamage(80, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_FIRE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
if(nDamage > 0)
@@ -54,6 +55,10 @@ void main()
}
//Select the next target within the spell shape.
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR);
}
ExecuteScript("prc_npc_death", OBJECT_SELF);
ExecuteScript("prc_pwondeath", OBJECT_SELF);
}
}