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

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);
}
}