//:://///////////////////////////////////////////// //:: Power Attack Script //:: prc_powatk_chs //::////////////////////////////////////////////// /* A script that sets the power attack on a player based on the amount given. */ //::////////////////////////////////////////////// //:: Created By: Rakiov //:: Created On: 22.05.2005 //::////////////////////////////////////////////// #include "prc_spell_const" // // SetPowerAttack // Sets the power attack for a player, if the amount is less than or equal to // the players BAB it will apply the power attack, otherwise it will tell // the player it can't. // // Arguments: // amount int the amount of power attack you want // oPlayer object the player to apply the power attack to // // void SetPowerAttack(int amount, object oPlayer); void SetPowerAttack(int amount, object oPlayer) { //You need the power attack feat to use this if (GetHasFeat(FEAT_POWER_ATTACK, oPlayer)) { // It won't work if your BAB is lower than your PA Value if(GetBaseAttackBonus(oPlayer) <= amount) { int powerAttack5Amount = amount / 5; int powerAttack1Amount = amount % 5; switch (powerAttack1Amount) { //sets the 1 values for Power attack ranging from 0,1,2,3,4 respectivly case 0: // Power Attack 0 ActionCastSpellAtObject(SPELL_POWER_ATTACK1, oPlayer, TRUE); case 1: // Power Attack 1 ActionCastSpellAtObject(SPELL_POWER_ATTACK2, oPlayer, TRUE); case 2: // Power Attack 2 ActionCastSpellAtObject(SPELL_POWER_ATTACK3, oPlayer, TRUE); case 3: // Power Attack 3 ActionCastSpellAtObject(SPELL_POWER_ATTACK4, oPlayer, TRUE); case 4: // Power Attack 4 ActionCastSpellAtObject(SPELL_POWER_ATTACK5, oPlayer, TRUE); } switch (powerAttack5Amount) { case 0: // Power Attack 0 ActionCastSpellAtObject(SPELL_POWER_ATTACK6, oPlayer, TRUE); case 1: // Power Attack 5 ActionCastSpellAtObject(SPELL_POWER_ATTACK7, oPlayer, TRUE); case 2: // Power Attack 10 ActionCastSpellAtObject(SPELL_POWER_ATTACK8, oPlayer, TRUE); case 3: // Power Attack 15 ActionCastSpellAtObject(SPELL_POWER_ATTACK9, oPlayer, TRUE); case 4: // Power Attack 20 ActionCastSpellAtObject(SPELL_POWER_ATTACK10, oPlayer, TRUE); } } else { FloatingTextStringOnCreature("Power Attack Higher Than BAB", oPlayer); } } else { FloatingTextStringOnCreature("Need Power Attack To Use", oPlayer); } } //:: void main (){}