Further file organization

Further file organization
This commit is contained in:
Jaysyn904
2023-08-23 22:11:00 -04:00
parent 3062876237
commit d87fe14826
22364 changed files with 0 additions and 3253 deletions

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/*:://////////////////////////////////////////////
//:: Name Ailment Include script.
//:: FileName SMP_INC_AILMENT
//:://////////////////////////////////////////////
Used for the ailment scripts (SMP_ail_XXX) and anything special in them.
This won't have much, and is seperate from SMP_INC_SPELLS.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//:: Created On: 23 may
//::////////////////////////////////////////////*/
#include "SMP_INC_REMOVE"
// SMP_INC_AILMENT. Check if oTarget has the effects of SMP_SPELL_CALM_EMOTIONS, and from it
// the dazed effect. If so, it will check if they have been attacked ETC.
// - TRUE if they have got it, and it should surpress Fear and Confusion
// - FALSE if it gets removed, or doesn't exsist.
int SMP_AilmentCheckCalmEmotions(object oTarget = OBJECT_SELF);
// SMP_INC_AILMENT. Check if oTarget has the effects of SMP_SPELL_CALM_EMOTIONS, and from it
// the dazed effect. If so, it will check if they have been attacked ETC.
// - TRUE if they have got it, and it should surpress Fear and Confusion
// - FALSE if it gets removed, or doesn't exsist.
int SMP_AilmentCheckCalmEmotions(object oTarget = OBJECT_SELF)
{
// Return value
int bReturn = FALSE;
// They need the spell, obviously
if(GetHasSpellEffect(SMP_SPELL_CALM_EMOTIONS, oTarget))
{
// Search through the valid effects on the target.
effect eCheck = GetFirstEffect(oTarget);
while(GetIsEffectValid(eCheck) && bReturn == FALSE)
{
// Dazed effects
if(GetEffectType(eCheck) == EFFECT_TYPE_DAZED)
{
if(GetEffectSpellId(eCheck) == SMP_SPELL_CALM_EMOTIONS)
{
// Got it!
bReturn = TRUE;
}
}
//Get next effect on the target
eCheck = GetNextEffect(oTarget);
}
// Have we got it so far?
if(bReturn == TRUE)
{
// Check if we are going to be attacked
// - VERY BASIC CHECK
if(GetIsObjectValid(GetGoingToBeAttackedBy(oTarget)))
{
// Remove the spells effects
SMP_RemoveSpellEffectsFromTarget(SMP_SPELL_CALM_EMOTIONS, oTarget);
bReturn = FALSE;
}
// Else, keep as TRUE
}
}
// Return the value
return bReturn;
}
// End of file Debug lines. Uncomment below "/*" with "//" and compile.
/*
void main()
{
return;
}
//*/