2025/08/22 Update
Reverted to 4.56 to track down a bug that started in 4.57. Bugfixed back to 4.61. It's amazing the damage that one skipped case statement can do.
This commit is contained in:
@@ -20,6 +20,11 @@
|
||||
/* Function prototypes */
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
|
||||
//:: Calculates total Shield AC bonuses from all sources
|
||||
int GetTotalShieldACBonus(object oCreature);
|
||||
|
||||
//:: Handles psuedo-Foritifcation
|
||||
void DoFortification(object oPC = OBJECT_SELF, int nFortification = 25);
|
||||
|
||||
@@ -376,6 +381,36 @@ const int TYPE_DIVINE = -2;
|
||||
/* Function definitions */
|
||||
//////////////////////////////////////////////////
|
||||
|
||||
|
||||
// Returns TRUE if nSpellID is a subradial spell, FALSE otherwise
|
||||
int GetIsSubradialSpell(int nSpellID)
|
||||
{
|
||||
string sMaster = Get2DAString("spells", "Master", nSpellID);
|
||||
|
||||
// A subradial will have a numeric master ID here, not ****
|
||||
if (sMaster != "****")
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Returns the masterspell SpellID for a subradial spell.
|
||||
int GetMasterSpellFromSubradial(int nSpellID)
|
||||
{
|
||||
string sMaster = Get2DAString("spells", "Master", nSpellID);
|
||||
|
||||
if (sMaster != "****")
|
||||
{
|
||||
return StringToInt(sMaster);
|
||||
}
|
||||
|
||||
return -1; // No master
|
||||
}
|
||||
|
||||
|
||||
|
||||
int GetPrCAdjustedClassLevel(int nClass, object oCaster = OBJECT_SELF)
|
||||
{
|
||||
int iTemp;
|
||||
@@ -412,7 +447,9 @@ int GetPrCAdjustedCasterLevelByType(int nClassType, object oCaster = OBJECT_SELF
|
||||
{
|
||||
int nClassLvl;
|
||||
int nClass1, nClass2, nClass3, nClass4, nClass5, nClass6, nClass7, nClass8;
|
||||
int nClass1Lvl, nClass2Lvl, nClass3Lvl, nClass4Lvl, nClass5Lvl, nClass6Lvl, nClass7Lvl, nClass8Lvl;
|
||||
int nClass1Lvl = 0, nClass2Lvl = 0, nClass3Lvl = 0, nClass4Lvl = 0,
|
||||
nClass5Lvl = 0, nClass6Lvl = 0, nClass7Lvl = 0, nClass8Lvl = 0;
|
||||
|
||||
|
||||
nClass1 = GetClassByPosition(1, oCaster);
|
||||
nClass2 = GetClassByPosition(2, oCaster);
|
||||
@@ -2223,6 +2260,78 @@ int GetControlledCelestialTotalHD(object oPC = OBJECT_SELF)
|
||||
return nTotalHD;
|
||||
}
|
||||
|
||||
//:: Calculates total Shield AC bonuses from all sources
|
||||
int GetTotalShieldACBonus(object oCreature)
|
||||
{
|
||||
int nShieldBonus = 0;
|
||||
object oItem;
|
||||
|
||||
// Check left hand for shield
|
||||
oItem = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oCreature);
|
||||
if (GetIsObjectValid(oItem))
|
||||
{
|
||||
int nBaseItem = GetBaseItemType(oItem);
|
||||
if (nBaseItem == BASE_ITEM_SMALLSHIELD ||
|
||||
nBaseItem == BASE_ITEM_LARGESHIELD ||
|
||||
nBaseItem == BASE_ITEM_TOWERSHIELD)
|
||||
{
|
||||
nShieldBonus += GetItemACValue(oItem);
|
||||
if(DEBUG) DoDebug("prc_inc_spells >> GetTotalShieldACBonus: Found Shield AC, bonus = " + IntToString(nShieldBonus)+".");
|
||||
}
|
||||
}
|
||||
|
||||
// Check creature weapon slots for shield AC bonus
|
||||
oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_L, oCreature);
|
||||
if (GetIsObjectValid(oItem))
|
||||
nShieldBonus += GetItemACValue(oItem);
|
||||
|
||||
oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oCreature);
|
||||
if (GetIsObjectValid(oItem))
|
||||
nShieldBonus += GetItemACValue(oItem);
|
||||
|
||||
oItem = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oCreature);
|
||||
if (GetIsObjectValid(oItem))
|
||||
nShieldBonus += GetItemACValue(oItem);
|
||||
|
||||
// Add shield AC bonuses from magical effects
|
||||
effect eEffect = GetFirstEffect(oCreature);
|
||||
while (GetIsEffectValid(eEffect))
|
||||
{
|
||||
int nACType = GetEffectInteger(eEffect, 0);
|
||||
int nACAmount = GetEffectInteger(eEffect, 1);
|
||||
|
||||
if(GetEffectType(eEffect) == EFFECT_TYPE_AC_INCREASE && nACType == AC_SHIELD_ENCHANTMENT_BONUS)
|
||||
{
|
||||
if(DEBUG) DoDebug("prc_inc_spells >> GetTotalShieldACBonus: Found Shield AC effect, bonus = " + IntToString(nACAmount)+".");
|
||||
nShieldBonus += nACAmount;
|
||||
}
|
||||
|
||||
eEffect = GetNextEffect(oCreature);
|
||||
}
|
||||
return nShieldBonus;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Add shield AC bonuses from magical effects
|
||||
/* effect eEffect = GetFirstEffect(oCreature);
|
||||
while (GetIsEffectValid(eEffect))
|
||||
{
|
||||
if (GetEffectType(eEffect) == EFFECT_TYPE_AC_INCREASE &&
|
||||
GetEffectInteger(eEffect, 1) == AC_SHIELD_ENCHANTMENT_BONUS)
|
||||
{
|
||||
int nMod = GetEffectInteger(eEffect, 0);
|
||||
int nType = GetEffectInteger(eEffect, 1);
|
||||
nShieldBonus += GetEffectInteger(eEffect, 0);
|
||||
string s = "Found AC effect: bonus = " + IntToString(nMod) + ", type = " + IntToString(nType);
|
||||
SendMessageToPC(GetFirstPC(), s);
|
||||
}
|
||||
eEffect = GetNextEffect(oCreature);
|
||||
}
|
||||
|
||||
return nShieldBonus;
|
||||
}*/
|
||||
//
|
||||
//:: Handles psuedo-Foritifcation
|
||||
void DoFortification(object oPC = OBJECT_SELF, int nFortification = 25)
|
||||
{
|
||||
@@ -2275,7 +2384,7 @@ void DoFortification(object oPC = OBJECT_SELF, int nFortification = 25)
|
||||
IPSafeAddItemProperty(oHide, ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_BACKSTAB));
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
// wrapper for DecrementRemainingSpellUses, works for newspellbook 'fake' spells too
|
||||
// should also find and decrement metamagics for newspellbooks
|
||||
|
Reference in New Issue
Block a user