2025/05/02 Update
Updated Foresight to use EffectBonusFeat. Updated PRCRemoveProtections to not dispel extraordinary & supernatural effects. Expanded DAMAGE_BONUS cap to 50. Expanded various functions to use new DAMAGE_BONUS cap.
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@@ -75,7 +75,37 @@ void ControlObject(object oManifester, object oItem, float fDuration)
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int nInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oManifester);
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// Work around for the damage bonus
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int nDam;
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if (nInt >= 20) nDam = DAMAGE_BONUS_20;
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if (nInt >= 50) nDam = DAMAGE_BONUS_50;
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else if (nInt == 49) nDam = DAMAGE_BONUS_49;
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else if (nInt == 48) nDam = DAMAGE_BONUS_48;
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else if (nInt == 47) nDam = DAMAGE_BONUS_47;
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else if (nInt == 46) nDam = DAMAGE_BONUS_46;
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else if (nInt == 45) nDam = DAMAGE_BONUS_45;
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else if (nInt == 44) nDam = DAMAGE_BONUS_44;
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else if (nInt == 43) nDam = DAMAGE_BONUS_43;
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else if (nInt == 42) nDam = DAMAGE_BONUS_42;
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else if (nInt == 41) nDam = DAMAGE_BONUS_41;
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else if (nInt == 40) nDam = DAMAGE_BONUS_40;
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else if (nInt == 39) nDam = DAMAGE_BONUS_39;
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else if (nInt == 38) nDam = DAMAGE_BONUS_38;
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else if (nInt == 37) nDam = DAMAGE_BONUS_37;
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else if (nInt == 36) nDam = DAMAGE_BONUS_36;
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else if (nInt == 35) nDam = DAMAGE_BONUS_35;
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else if (nInt == 34) nDam = DAMAGE_BONUS_34;
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else if (nInt == 33) nDam = DAMAGE_BONUS_33;
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else if (nInt == 32) nDam = DAMAGE_BONUS_32;
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else if (nInt == 31) nDam = DAMAGE_BONUS_31;
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else if (nInt == 30) nDam = DAMAGE_BONUS_30;
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else if (nInt == 29) nDam = DAMAGE_BONUS_29;
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else if (nInt == 28) nDam = DAMAGE_BONUS_28;
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else if (nInt == 27) nDam = DAMAGE_BONUS_27;
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else if (nInt == 26) nDam = DAMAGE_BONUS_26;
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else if (nInt == 25) nDam = DAMAGE_BONUS_25;
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else if (nInt == 24) nDam = DAMAGE_BONUS_24;
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else if (nInt == 23) nDam = DAMAGE_BONUS_23;
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else if (nInt == 22) nDam = DAMAGE_BONUS_22;
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else if (nInt == 21) nDam = DAMAGE_BONUS_21;
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else if (nInt >= 20) nDam = DAMAGE_BONUS_20;
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else if (nInt == 19) nDam = DAMAGE_BONUS_19;
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else if (nInt == 18) nDam = DAMAGE_BONUS_18;
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else if (nInt == 17) nDam = DAMAGE_BONUS_17;
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