Added @Rakiov's brilliant NUI spellcast system & power attack GUI. Fixed incorrect constants for Charming the Arrow and Investigator. Updated loadhints.2da.
95 lines
3.5 KiB
Plaintext
95 lines
3.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Power Attack Script
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//:: prc_nui_pa_trggr
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//:://////////////////////////////////////////////
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/*
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A script that sets the power attack on a player based on the amount
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given.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Rakiov
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//:: Created On: 22.05.2005
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//:://////////////////////////////////////////////
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#include "prc_spell_const"
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#include "inc_2dacache"
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//
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// ExecutePowerAttackChange
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// Takes a Power Attack SpellID and checks to see what it's spell2da Master is.
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// it then takes the Master's FeatID and the spell's spellId and does UseActionFeat
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// to execute the power attack change.
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//
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// Arguments:
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// spellId:int the Power attack spell Id this is being executed for
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//
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void ExecutePowerAttackChange(int spellId);
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//
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// Sets the power attack for a player, if the player has power attack and the
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// amount is less than or equal to the players BAB it will apply the
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// power attack and set the current power attack to the player at variable
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// 'prcPaScriptPaVariable', otherwise it will tell the player it can't.
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//
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// Arguments:
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// amount int the amount of power attack you want
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// oPlayer object the player to apply the power attack to
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//
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void main()
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{
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int amount = GetLocalInt(OBJECT_SELF, "PRC_PowerAttack_Level");
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int prevPowerAttack5 = GetLocalInt(OBJECT_SELF, "prevPowerAttack5");
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int prevPowerAttack1 = GetLocalInt(OBJECT_SELF, "prevPowerAttack1");
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int powerAttack5Amount = amount / 5;
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int powerAttack1Amount = amount % 5;
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//sets the 5 values for Power attack ranging from 0,5,10,15,20 respectivly
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if (prevPowerAttack5 != powerAttack5Amount)
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{
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if (powerAttack5Amount == 0) // Power Attack 0
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ExecutePowerAttackChange(SPELL_POWER_ATTACK6);
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if (powerAttack5Amount == 1) // Power Attack 5
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ExecutePowerAttackChange(SPELL_POWER_ATTACK7);
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if (powerAttack5Amount == 2) // Power Attack 10
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ExecutePowerAttackChange(SPELL_POWER_ATTACK8);
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if (powerAttack5Amount == 3) // Power Attack 15
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ExecutePowerAttackChange(SPELL_POWER_ATTACK9);
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if (powerAttack5Amount == 4) // Power Attack 20
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ExecutePowerAttackChange(SPELL_POWER_ATTACK10);
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SetLocalInt(OBJECT_SELF, "prevPowerAttack5", powerAttack5Amount);
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}
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if (prevPowerAttack1 != powerAttack1Amount)
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{
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//sets the 1 values for Power attack ranging from 0,1,2,3,4 respectivly
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if (powerAttack1Amount == 0) // Power Attack 0
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ExecutePowerAttackChange(SPELL_POWER_ATTACK1);
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if (powerAttack1Amount == 1) // Power Attack 1
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ExecutePowerAttackChange(SPELL_POWER_ATTACK2);
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if (powerAttack1Amount == 2) // Power Attack 2
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ExecutePowerAttackChange(SPELL_POWER_ATTACK3);
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if (powerAttack1Amount == 3) // Power Attack 3
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ExecutePowerAttackChange(SPELL_POWER_ATTACK4);
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if (powerAttack1Amount == 4) // Power Attack 4
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ExecutePowerAttackChange(SPELL_POWER_ATTACK5);
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SetLocalInt(OBJECT_SELF, "prevPowerAttack1", powerAttack1Amount);
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}
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}
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void ExecutePowerAttackChange(int spellId)
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{
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int masterSpellId = StringToInt(Get2DACache("spells", "Master", spellId));
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int featID;
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int subSpellId = 0;
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if (masterSpellId)
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{
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featID = StringToInt(Get2DACache("spells", "FeatID", masterSpellId));
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subSpellId = spellId;
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}
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else
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featID = StringToInt(Get2DACache("spells", "FeatID", spellId));
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ActionUseFeat(featID, OBJECT_SELF, subSpellId);
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}
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