Updated to PRC8

Updated to PRC8.  Further function integration.  Fixed NPC onDeath script.   Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-02-20 22:24:11 -05:00
parent ada3850bad
commit 2bb2c470e0
805 changed files with 37897 additions and 623 deletions

View File

@@ -18,6 +18,8 @@ the X2_ITEM_EVENT_ACTIVATE: script code will run.
*/
////////////////////////////////////////
#include "x2_inc_switches"
#include "prc_inc_spells"
//Main Script
void main()
@@ -62,10 +64,10 @@ void main()
// * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
// * Note that this event fires for non PC creatures as well.
oItem = GetSpellCastItem(); // The item triggering this spellscript
oItem = PRCGetSpellCastItem(); // The item triggering this spellscript
oPC = OBJECT_SELF; // The player triggering it
oSpellOrigin = OBJECT_SELF ; // Where the spell came from
oSpellTarget = GetSpellTargetObject(); // What the spell is aimed at
oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
//Your code goes here
@@ -157,8 +159,8 @@ GetItemPossessedBy(oPC, "dreamweaver23"), INVENTORY_SLOT_RIGHTHAND)));
//* standard spellbooks on the item
oPC = OBJECT_SELF; // The player who cast the spell
oItem = GetSpellTargetObject();// The item targeted by the spell
iSpell = GetSpellId(); // The id of the spell that was cast
oItem = PRCGetSpellTargetObject();// The item targeted by the spell
iSpell = PRCGetSpellId(); // The id of the spell that was cast
// See the list of SPELL_* constants
//Your code goes here