2025/12/28 Early update

Wemics have 5 RHD.
Fixed Whirling Blade.
Factotum now regenerates Inspiration after logging off and back on in he same server session.
Spellfire Wielder can't get extra spell levels from overcharging items.
Only one Chilling Fog at a time, casting a new one destroys the old one.
Heart of Fire now has a Chakra totem.
Pearl of Black doubt should be a bit more accurate.
Tweaked and tested psionic Keen Edge.
Fixed reversed sign for Echoblade validity in prc_equip.
Havoc Mage's Battlecast should clean up properly.
Updated readme.
This commit is contained in:
Jaysyn904
2025-12-28 00:28:56 -05:00
parent 376ced5b4c
commit 279580e5b5
18 changed files with 480 additions and 292 deletions

View File

@@ -8103,7 +8103,12 @@ void AttackLoopLogic(object oDefender, object oAttacker,
if (DEBUG) DoDebug("entered AttackLoopLogic: bFirstAttack = " + IntToString(bFirstAttack) + ", cleave = " + IntToString(bIsCleaveAttack) + ", current action = " + GetActionName(iAction));
if (DEBUG) DoDebug("AttackLoopLogic: iMainAttacks = " + IntToString(iMainAttacks) + ", iOffHandAttacks = " + IntToString(iOffHandAttacks) + ", iBonusAttacks = " + IntToString(iBonusAttacks));
int bIsRangedAttack = sAttackVars.bIsRangedWeapon || sAttackVars.iTouchAttackType == TOUCH_ATTACK_RANGED_SPELL || sAttackVars.iTouchAttackType == TOUCH_ATTACK_RANGED;
//int bIsRangedAttack = sAttackVars.bIsRangedWeapon || sAttackVars.iTouchAttackType == TOUCH_ATTACK_RANGED_SPELL || sAttackVars.iTouchAttackType == TOUCH_ATTACK_RANGED;
int bIsRangedAttack = sAttackVars.bIsRangedWeapon ||
sAttackVars.iTouchAttackType == TOUCH_ATTACK_RANGED_SPELL ||
sAttackVars.iTouchAttackType == TOUCH_ATTACK_RANGED ||
GetLocalInt(oAttacker, "WhirlingBlade");
// check for valid target etc., but only if it is not a cleave or circle kick (in this case we checked all of this before)
if (!bIsCleaveAttack)

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@@ -49,6 +49,8 @@ const int BRILLIANCE_SLOT_3 = 3919;
//////////////////////////////////////////////////
/* Function definitions */
//////////////////////////////////////////////////
void TriggerInspiration(object oPC, int nCombat);
void PrepareArcDilSpell(object oPC, int nSpell)
{
@@ -264,6 +266,21 @@ void FactotumTriggerAbil(object oPC, int nAbil)
IPSafeAddItemProperty(oSkin, ipIP, 60.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE);
}
void TriggerInspiration(object oPC, int nCombat)
{
SetLocalInt(oPC, "InspirationHBRunning", TRUE);
DelayCommand(0.249, DeleteLocalInt(oPC, "InspirationHBRunning"));
int nCurrent = GetIsInCombat(oPC);
// We just entered combat
if (nCurrent == TRUE && nCombat == FALSE)
SetInspiration(oPC);
else if (nCurrent == FALSE && nCombat == TRUE) // Just left combat
ClearInspiration(oPC);
DelayCommand(0.25, TriggerInspiration(oPC, nCurrent));
}
/*void AddCunningBrillianceAbility(object oPC, int nAbil)
{
if (DEBUG) DoDebug("AddCunningBrillianceAbility "+IntToString(nAbil));

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@@ -487,7 +487,8 @@ void SpellfireChargeItem(object oPC, object oItem)
AddSpellfireLevels(oPC, nNewCharges - 50);
nNewCharges = 50;
}
SetItemCharges(oItem, nCharges + nExpend);
//SetItemCharges(oItem, nCharges + nExpend);
SetItemCharges(oItem, nNewCharges);
//Assuming 50 is the maximum
//refunding excess charges
}