Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
105 lines
3.1 KiB
Plaintext
105 lines
3.1 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Name Difficulty settings include
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//:: FileName SMP_INC_DIFFICLT
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//:://////////////////////////////////////////////
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Biowares scaling effects for now.
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MAY REMOVE OR UPDATE!
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//::////////////////////////////////////////////*/
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// SMP_INC_DIFFICLT. Get Difficulty Duration
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// - If they are a PC, and the duration is over 3...
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// - (Very) Easy = 1/4th of the duration.
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// - Normal = 1/2th of the duration
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// Scales for Confusion.
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float SMP_PRCGetScaledDuration(float fActualDuration, object oTarget);
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// SMP_INC_DIFFICLT. Get Scaled Effect
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// - Works on PC's or Henchmen/familiars of a PC.
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// - Frightened
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// - Very Easy = -2 Attack, Easy = -4 Attack.
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// - Paralyze, Stun, Confuse
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// - Very Easy = Daze
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// - Charm, Domination
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// - Change to Daze
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effect SMP_GetScaledEffect(effect eStandard, object oTarget);
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// SMP_INC_DIFFICLT. Get Difficulty Duration
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// - If they are a PC, and the duration is over 3...
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// - (Very) Easy = 1/4th of the duration.
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// - Normal = 1/2th of the duration
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// Scales for Confusion.
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float SMP_PRCGetScaledDuration(float fActualDuration, object oTarget)
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{
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int nDiff = GetGameDifficulty();
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float fNew = fActualDuration;
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// We do NOT scale durations for now.
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/* if(GetIsPC(oTarget) && fActualDuration > 3.0)
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{
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if(nDiff == GAME_DIFFICULTY_VERY_EASY || nDiff == GAME_DIFFICULTY_EASY)
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{
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nNew = fActualDuration / 4;
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}
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else if(nDiff == GAME_DIFFICULTY_NORMAL)
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{
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nNew = fActualDuration / 2;
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}
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if(fNew < 1.0)
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{
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fNew = 1.0;
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}
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} */
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return fNew;
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}
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// SMP_INC_DIFFICLT. Get Scaled Effect
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// - Works on PC's or Henchmen/familiars of a PC.
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// - Frightened
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// - Very Easy = -2 Attack, Easy = -4 Attack.
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// - Paralyze, Stun, Confuse
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// - Very Easy = Daze
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// - Charm, Domination
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// - Change to Daze
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effect SMP_GetScaledEffect(effect eStandard, object oTarget)
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{
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int nDiff = GetGameDifficulty();
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effect eNew = eStandard;
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object oMaster = GetMaster(oTarget);
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if(GetIsPC(oTarget) || (GetIsObjectValid(oMaster) && GetIsPC(oMaster)))
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{
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int nType = GetEffectType(eStandard);
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if(nType == EFFECT_TYPE_FRIGHTENED && nDiff == GAME_DIFFICULTY_VERY_EASY)
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{
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eNew = EffectAttackDecrease(-2);
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return eNew;
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}
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if(nType == EFFECT_TYPE_FRIGHTENED && nDiff == GAME_DIFFICULTY_EASY)
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{
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eNew = EffectAttackDecrease(-4);
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return eNew;
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}
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if(nDiff == GAME_DIFFICULTY_VERY_EASY &&
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(nType == EFFECT_TYPE_PARALYZE ||
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nType == EFFECT_TYPE_STUNNED ||
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nType == EFFECT_TYPE_CONFUSED))
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{
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eNew = EffectDazed();
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return eNew;
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}
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else if(nType == EFFECT_TYPE_CHARMED || nType == EFFECT_TYPE_DOMINATED)
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{
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eNew = EffectDazed();
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return eNew;
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}
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}
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return eNew;
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}
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// End of file Debug lines. Uncomment below "/*" with "//" and compile.
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/*
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void main()
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{
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return;
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}
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//*/
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