2025/05/23 Update

Removed Ambidexterity from Bladesinger Bonus feats.
Added loadhints.2da.
Set Lasher debug messages to DEBUG.
Enlarge & Reduce person applies a  Visual Transform to the target now.
Added HP Power Attack chat script to user notes.
This commit is contained in:
Jaysyn904
2025-05-23 14:19:45 -04:00
parent ced388312f
commit bca308549a
10 changed files with 611 additions and 279 deletions

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@@ -0,0 +1,115 @@
//::///////////////////////////////////////////////
//:: Power Attack Events
//:: hp_pa_events
//:://////////////////////////////////////////////
/*
The NUI events for the Power Attack NUI Window
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
#include "nw_inc_nui"
#include "hp_pa_view"
//
// SetWindowGeometry
// Sets the window geometry for the Power Attack NUI to the player
// so it can be remembered when opened next time
//
// Arguments:
// oPlayer object the player that owns the window
// nToken int the windowId
//
void SetWindowGeometry(object oPlayer, int nToken);
void main()
{
object oPlayer = NuiGetEventPlayer();
int nToken = NuiGetEventWindow();
string sEvent = NuiGetEventType();
string sElement = NuiGetEventElement();
int nIndex = NuiGetEventArrayIndex();
string sWindowId = NuiGetWindowId(oPlayer, nToken);
//HandleWindowInspectorEvent(); // used to debug
if(sWindowId != NUI_PRC_POWER_ATTACK_WINDOW)
{
return;
}
// Get the current Power Attack value for player
int currentPAAmount = GetLocalInt(oPlayer, "PRC_PowerAttack_Level");
// if the window is closed, save the geometry
if (sEvent == "close")
{
SetWindowGeometry(oPlayer, nToken);
return;
}
// Not a mouseup event, nothing to do.
if (sEvent != "mouseup")
{
return;
}
int currentBAB = GetBaseAttackBonus(oPlayer);
if (sElement == NUI_PRC_PA_LEFT_BUTTON_EVENT)
{
// if the decreased power attack doesn't go below 0 then perform PA decrease
if(currentPAAmount-1 >= 0)
{
SetLocalInt(oPlayer, "PRC_PowerAttack_Level", currentPAAmount-1);
ExecuteScript("hp_pa_script", oPlayer);
// if decreased pwoer attack is lower than the current BAB then allow
// the incrase button
if(currentPAAmount-1 <= currentBAB)
{
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND, JsonBool(TRUE));
}
}
else
{
// otherwise we have hit the limit and disable the left button
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND, JsonBool(FALSE));
}
}
if (sElement == NUI_PRC_PA_RIGHT_BUTTON_EVENT)
{
//if the incrased power attack amount is less than or equal to the BAB
// then perform the PA increase
if(currentPAAmount+1 <= currentBAB)
{
SetLocalInt(oPlayer, "PRC_PowerAttack_Level", currentPAAmount+1);
ExecuteScript("hp_pa_script", oPlayer);
// if the increased power attack amount is greater than 0 then enable
// the decrease button
if (currentPAAmount+1 > 0)
{
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_LEFT_BUTTON_ENABLED_BIND, JsonBool(TRUE));
}
}
else
{
// otherwise we have hit the limit and disable the right button
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_RIGHT_BUTTON_ENABLED_BIND, JsonBool(FALSE));
}
}
currentPAAmount = GetLocalInt(oPlayer, "PRC_PowerAttack_Level");
// set the geometry to the player since we only get mouseup events on button presses :(
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_TEXT_BIND, JsonString(IntToString(currentPAAmount)));
SetWindowGeometry(oPlayer, nToken);
}
void SetWindowGeometry(object oPlayer, int nToken)
{
json dimensions = NuiGetBind(oPlayer, nToken, "geometry");
SetLocalJson(oPlayer, NUI_PRC_PA_GEOMETRY_VAR, dimensions);
}

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@@ -0,0 +1,63 @@
//::///////////////////////////////////////////////
//:: Power Attack NUI
//:: hp_pa_chatscript
//:://////////////////////////////////////////////
/*
A OnChat script that parses what is said and opens the power attack NUI
if provided /pa. Otherwise if /pa x is provided run the command directly
*/
//:://////////////////////////////////////////////
//:: Created By: Rakiov
//:: Created On: 22.05.2005
//:://////////////////////////////////////////////
#include "nw_inc_nui"
#include "hp_pa_view"
#include "hp_string_util"
void main()
{
// Get current player
object oPlayer = GetPCChatSpeaker();
if (!GetIsPC(oPlayer))
{
return;
}
// get current player message and split it up into a list
string sCommand = GetPCChatMessage();
json sCommandSplit = StringSplit(sCommand);
if(JsonGetLength(sCommandSplit) > 0)
{
string firstWord = JsonGetString(JsonArrayGet(sCommandSplit, 0));
// if first word is /pa we are using the power attack interface
if(firstWord == "/pa")
{
if(JsonGetLength(sCommandSplit) >= 2)
{
//if a parameter is given then run the power attack command directly.
string param1 = JsonGetString(JsonArrayGet(sCommandSplit, 1));
int paAmount = StringToInt(param1);
SetLocalInt(oPlayer, "PRC_PowerAttack_Level", paAmount);
ExecuteScript("hp_pa_script", oPlayer);
// update the NUI so it is in sync
int nToken = NuiFindWindow(oPlayer, NUI_PRC_POWER_ATTACK_WINDOW);
if (nToken != 0)
{
NuiSetBind(oPlayer, nToken, NUI_PRC_PA_TEXT_BIND, JsonString(IntToString(paAmount)));
}
}
else
{
// if no param is given then open the NUI
NuiPRCPowerAttackView(oPlayer);
}
// clear message from chat
SetPCChatMessage();
}
}
}

View File

@@ -1,6 +1,6 @@
//::///////////////////////////////////////////////
//:: Power Attack Script
//:: prc_powatk_chs
//:: hp_pa_script
//:://////////////////////////////////////////////
/*
A script that sets the power attack on a player based on the amount
@@ -13,63 +13,80 @@
#include "prc_spell_const"
void SetPowerAttack();
//
// SetPowerAttack
// Sets the power attack for a player, if the amount is less than or equal to
// the players BAB it will apply the power attack, otherwise it will tell
// the player it can't.
// Sets the power attack for a player, if the player has power attack and the
// amount is less than or equal to the players BAB it will apply the
// power attack and set the current power attack to the player at variable
// 'prcPaScriptPaVariable', otherwise it will tell the player it can't.
//
// Arguments:
// amount int the amount of power attack you want
// oPlayer object the player to apply the power attack to
// amount int the amount of power attack you want
// oPlayer object the player to apply the power attack to
//
//
void SetPowerAttack(int amount, object oPlayer);
void SetPowerAttack(int amount, object oPlayer)
void main()
{
//You need the power attack feat to use this
if (GetHasFeat(FEAT_POWER_ATTACK, oPlayer))
int amount = GetLocalInt(OBJECT_SELF, "PRC_PowerAttack_Level");
int prevPowerAttack5 = GetLocalInt(OBJECT_SELF, "prevPowerAttack5");
int prevPowerAttack1 = GetLocalInt(OBJECT_SELF, "prevPowerAttack1");
int powerAttack5Amount = amount / 5;
int powerAttack1Amount = amount % 5;
// Current actions can cause this to not run right away, so clear the queue
// and force this to happen.
ClearAllActions();
//sets the 5 values for Power attack ranging from 0,5,10,15,20 respectivly
if (prevPowerAttack5 != powerAttack5Amount)
{
// It won't work if your BAB is lower than your PA Value
if(GetBaseAttackBonus(oPlayer) <= amount)
if (powerAttack5Amount == 0) // Power Attack 0
{
int powerAttack5Amount = amount / 5;
int powerAttack1Amount = amount % 5;
switch (powerAttack1Amount)
{
//sets the 1 values for Power attack ranging from 0,1,2,3,4 respectivly
case 0: // Power Attack 0
ActionCastSpellAtObject(SPELL_POWER_ATTACK1, oPlayer, TRUE);
case 1: // Power Attack 1
ActionCastSpellAtObject(SPELL_POWER_ATTACK2, oPlayer, TRUE);
case 2: // Power Attack 2
ActionCastSpellAtObject(SPELL_POWER_ATTACK3, oPlayer, TRUE);
case 3: // Power Attack 3
ActionCastSpellAtObject(SPELL_POWER_ATTACK4, oPlayer, TRUE);
case 4: // Power Attack 4
ActionCastSpellAtObject(SPELL_POWER_ATTACK5, oPlayer, TRUE);
}
switch (powerAttack5Amount)
{
case 0: // Power Attack 0
ActionCastSpellAtObject(SPELL_POWER_ATTACK6, oPlayer, TRUE);
case 1: // Power Attack 5
ActionCastSpellAtObject(SPELL_POWER_ATTACK7, oPlayer, TRUE);
case 2: // Power Attack 10
ActionCastSpellAtObject(SPELL_POWER_ATTACK8, oPlayer, TRUE);
case 3: // Power Attack 15
ActionCastSpellAtObject(SPELL_POWER_ATTACK9, oPlayer, TRUE);
case 4: // Power Attack 20
ActionCastSpellAtObject(SPELL_POWER_ATTACK10, oPlayer, TRUE);
}
} else {
FloatingTextStringOnCreature("Power Attack Higher Than BAB", oPlayer);
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK6, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
} else {
FloatingTextStringOnCreature("Need Power Attack To Use", oPlayer);
if (powerAttack5Amount == 1) // Power Attack 5
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK7, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack5Amount == 2) // Power Attack 10
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK8, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack5Amount == 3) // Power Attack 15
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK9, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack5Amount == 4) // Power Attack 20
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK10, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
SetLocalInt(OBJECT_SELF, "prevPowerAttack5", powerAttack5Amount);
}
}
//:: void main (){}
if (prevPowerAttack1 != powerAttack1Amount)
{
//sets the 1 values for Power attack ranging from 0,1,2,3,4 respectivly
if (powerAttack1Amount == 0) // Power Attack 0
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK1, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack1Amount == 1) // Power Attack 1
{
ActionDoCommand(ActionCastSpellAtObject(SPELL_POWER_ATTACK2, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
}
if (powerAttack1Amount == 2) // Power Attack 2
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK3, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack1Amount == 3) // Power Attack 3
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK4, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
if (powerAttack1Amount == 4) // Power Attack 4
{
ActionCastSpellAtObject(SPELL_POWER_ATTACK5, OBJECT_SELF, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);
}
SetLocalInt(OBJECT_SELF, "prevPowerAttack1", powerAttack1Amount);
}
}