Initial commit. Updated release archive.

This commit is contained in:
Jaysyn904
2024-06-20 15:47:42 -04:00
parent d14b20cb85
commit e49d03aa23
6897 changed files with 6107848 additions and 0 deletions

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#include "prc_alterations"
#include "x2_inc_spellhook"
void main()
{
/* Dont activate twice */
if (GetLocalInt(OBJECT_SELF, "arcane_fire_active") == 1)
{
FloatingTextStringOnCreature("Arcane Fire already active, just cast any spell.", OBJECT_SELF, FALSE);
return;
}
/* Setup as active */
SetLocalInt(OBJECT_SELF, "arcane_fire_active", 1);
/* Save old hook, if any */
SetLocalString(GetModule(), "archmage_save_overridespellscript", GetModuleOverrideSpellscript());
/* Setup the global spellhok so we can intercept the next spell */
SetModuleOverrideSpellscript("archmage_fire");
/* Save the designed victi..erm..target */
SetLocalObject(OBJECT_SELF, "arcane_fire_target", GetSpellTargetObject());
FloatingTextStringOnCreature("Arcane Fire actived, now cast any spell(target does not matter).", OBJECT_SELF, FALSE);
/* And now some nifty spell effects */
effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation());
}