//:://///////////////////////////////////////////// //:: Power Attack Script //:: hp_pa_script //::////////////////////////////////////////////// /* 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" void SetPowerAttack(); // // Sets the power attack for a player, if the player has power attack and the // amount is less than or equal to the players BAB it will apply the // power attack and set the current power attack to the player at variable // 'prcPaScriptPaVariable', 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 main() { ExecuteScript("prc_nui_pwrattk"); /* int amount = GetLocalInt(OBJECT_SELF, "PRC_PowerAttack_Level"); int prevPowerAttack5 = GetLocalInt(OBJECT_SELF, "prevPowerAttack5"); int prevPowerAttack1 = GetLocalInt(OBJECT_SELF, "prevPowerAttack1"); int powerAttack5Amount = amount / 5; int powerAttack1Amount = amount % 5; // Current actions can cause this to not run right away, so clear the queue // and force this to happen. ClearAllActions(); //sets the 5 values for Power attack ranging from 0,5,10,15,20 respectivly if (prevPowerAttack5 != powerAttack5Amount) { if (powerAttack5Amount == 0) // Power Attack 0 { ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK6, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); } if (powerAttack5Amount == 1) // Power Attack 5 { ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK7, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); } if (powerAttack5Amount == 2) // Power Attack 10 { ActionCastSpellAtObject(SPELL_POWER_ATTACK8, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); } if (powerAttack5Amount == 3) // Power Attack 15 { ActionCastSpellAtObject(SPELL_POWER_ATTACK9, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); } if (powerAttack5Amount == 4) // Power Attack 20 { ActionCastSpellAtObject(SPELL_POWER_ATTACK10, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); } SetLocalInt(OBJECT_SELF, "prevPowerAttack5", powerAttack5Amount); } if (prevPowerAttack1 != powerAttack1Amount) { //sets the 1 values for Power attack ranging from 0,1,2,3,4 respectivly if (powerAttack1Amount == 0) // Power Attack 0 { ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK1, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); } if (powerAttack1Amount == 1) // Power Attack 1 { ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK2, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); } if (powerAttack1Amount == 2) // Power Attack 2 { ActionCastSpellAtObject(SPELL_POWER_ATTACK3, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); } if (powerAttack1Amount == 3) // Power Attack 3 { ActionCastSpellAtObject(SPELL_POWER_ATTACK4, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); } if (powerAttack1Amount == 4) // Power Attack 4 { ActionCastSpellAtObject(SPELL_POWER_ATTACK5, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE); } SetLocalInt(OBJECT_SELF, "prevPowerAttack1", powerAttack1Amount); } */ }