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.
74 lines
2.5 KiB
Plaintext
74 lines
2.5 KiB
Plaintext
/*:://////////////////////////////////////////////
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//:: Name Ailment Include script.
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//:: FileName SMP_INC_AILMENT
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//:://////////////////////////////////////////////
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Used for the ailment scripts (SMP_ail_XXX) and anything special in them.
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This won't have much, and is seperate from SMP_INC_SPELLS.
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//:://////////////////////////////////////////////
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//:: Created By: Jasperre
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//:: Created On: 23 may
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//::////////////////////////////////////////////*/
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#include "SMP_INC_REMOVE"
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// SMP_INC_AILMENT. Check if oTarget has the effects of SMP_SPELL_CALM_EMOTIONS, and from it
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// the dazed effect. If so, it will check if they have been attacked ETC.
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// - TRUE if they have got it, and it should surpress Fear and Confusion
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// - FALSE if it gets removed, or doesn't exsist.
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int SMP_AilmentCheckCalmEmotions(object oTarget = OBJECT_SELF);
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// SMP_INC_AILMENT. Check if oTarget has the effects of SMP_SPELL_CALM_EMOTIONS, and from it
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// the dazed effect. If so, it will check if they have been attacked ETC.
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// - TRUE if they have got it, and it should surpress Fear and Confusion
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// - FALSE if it gets removed, or doesn't exsist.
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int SMP_AilmentCheckCalmEmotions(object oTarget = OBJECT_SELF)
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{
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// Return value
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int bReturn = FALSE;
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// They need the spell, obviously
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if(GetHasSpellEffect(SMP_SPELL_CALM_EMOTIONS, oTarget))
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{
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// Search through the valid effects on the target.
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effect eCheck = GetFirstEffect(oTarget);
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while(GetIsEffectValid(eCheck) && bReturn == FALSE)
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{
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// Dazed effects
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if(GetEffectType(eCheck) == EFFECT_TYPE_DAZED)
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{
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if(GetEffectSpellId(eCheck) == SMP_SPELL_CALM_EMOTIONS)
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{
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// Got it!
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bReturn = TRUE;
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}
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}
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//Get next effect on the target
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eCheck = GetNextEffect(oTarget);
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}
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// Have we got it so far?
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if(bReturn == TRUE)
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{
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// Check if we are going to be attacked
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// - VERY BASIC CHECK
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if(GetIsObjectValid(GetGoingToBeAttackedBy(oTarget)))
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{
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// Remove the spells effects
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SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_CALM_EMOTIONS, oTarget);
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bReturn = FALSE;
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}
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// Else, keep as TRUE
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}
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}
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// Return the value
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return bReturn;
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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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