Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
31 lines
1.1 KiB
Plaintext
31 lines
1.1 KiB
Plaintext
#include "prc_alterations"
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#include "x2_inc_spellhook"
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void main()
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{
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/* Dont activate twice */
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if (GetLocalInt(OBJECT_SELF, "arcane_fire_active") == 1)
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{
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FloatingTextStringOnCreature("Arcane Fire already active, just cast any spell.", OBJECT_SELF, FALSE);
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return;
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}
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/* Setup as active */
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SetLocalInt(OBJECT_SELF, "arcane_fire_active", 1);
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/* Save old hook, if any */
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SetLocalString(OBJECT_SELF, "archmage_save_overridespellscript", PRCGetUserSpecificSpellScript());
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/* Setup the global spellhok so we can intercept the next spell */
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PRCSetUserSpecificSpellScript("archmage_fire");
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/* Save the designed victi..erm..target */
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SetLocalObject(OBJECT_SELF, "arcane_fire_target", PRCGetSpellTargetObject());
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FloatingTextStringOnCreature("Arcane Fire actived, now cast any spell(target does not matter).", OBJECT_SELF, FALSE);
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/* And now some nifty spell effects */
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effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM);
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ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation());
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}
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