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