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

@@ -17,7 +17,7 @@
void RockDamage(location lImpact);
#include "x2_inc_shifter"
#include "x0_i0_spells"
#include "prc_inc_spells"
void main()
{
@@ -25,7 +25,7 @@ void main()
effect eImpact = EffectVisualEffect(354);
effect eImpac1 = EffectVisualEffect(460);
int nDamage;
location lImpact = GetSpellTargetLocation();
location lImpact = PRCGetSpellTargetLocation();
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lImpact);
DelayCommand(0.2f,ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpac1, lImpact));
RockDamage(lImpact);
@@ -42,7 +42,8 @@ void RockDamage(location lImpact)
effect eVisRock = EffectVisualEffect(VFX_COM_CHUNK_STONE_MEDIUM);
int nDC;
int bShifter = (GetLevelByClass(CLASS_TYPE_SHIFTER,OBJECT_SELF)>10);
int bShifter = GetLevelByClass(CLASS_TYPE_SHIFTER, OBJECT_SELF) +
GetLevelByClass(CLASS_TYPE_PNP_SHIFTER, OBJECT_SELF) > 10;
if (bShifter)
{
@@ -80,7 +81,7 @@ void RockDamage(location lImpact)
if (spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE,OBJECT_SELF))
{
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, PRCGetSpellId()));
//Get the distance between the explosion and the target to calculate delay
fDelay = GetDistanceBetweenLocations(lImpact, GetLocation(oTarget))/20;
//Roll damage for each target, but doors are always killed
@@ -91,7 +92,7 @@ void RockDamage(location lImpact)
//Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
nDamage = GetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NONE);
nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_NONE);
//Set the damage effect
eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING,nPower);
if(nDamage > 0)