Spell & Ability Upgrade
Reorganized hak files & removed duplicates. Added @rafhot's PRC spell & ability level scaling expansion. Further script integration. Full compile.
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@@ -61,6 +61,7 @@ Open up the No Casting Area and edit the area to see how it's set up properly.
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//Do not delete any of these includes! (They are vital for this script)
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#include "x2_inc_switches"
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#include "nw_i0_spells"
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#include "prc_inc_spells"
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//See this script to learn premade functions to use in this script
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//Those functions save you time as this script is rather long!
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@@ -76,8 +77,8 @@ void main()
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int nCastLevel = GetCasterLevel(OBJECT_SELF);
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int zInt;
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object oCaster = OBJECT_SELF;
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object sTarget = GetSpellTargetObject();
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object sItem = GetSpellCastItem();
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object sTarget = PRCGetSpellTargetObject();
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object sItem = PRCGetSpellCastItem();
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location sLocation = GetSpellTargetLocation();
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int sClass = GetLastSpellCastClass();
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@@ -122,7 +123,7 @@ if(GetLocalInt(GetArea(oCaster), "JAIL")==1)
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///////////////Handling Spells Cast From Items/////////////////////////////////
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//This is what will happen if the spell was cast from an item..
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if(GetSpellCastItem()!=OBJECT_INVALID)
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if(PRCGetSpellCastItem()!=OBJECT_INVALID)
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{
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//If the PC uses an item on a PC, and it's one of the following spells
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//Then the spell will not work on the PC, note you can add other effects
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@@ -153,7 +154,7 @@ switch (nSpell)
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//case SPELL_NAME: (Like So)
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case SPELL_EPIC_RUIN:
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{
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if(GetIsPC(GetSpellTargetObject()))
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if(GetIsPC(PRCGetSpellTargetObject()))
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{
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//Don't Cast the original spell
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AssignCommand(oCaster, ClearAllActions());
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@@ -169,7 +170,7 @@ switch (nSpell)
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case SPELL_HARM:
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{
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if(GetIsPC(GetSpellTargetObject()))
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if(GetIsPC(PRCGetSpellTargetObject()))
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{
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//Don't cast the original spell at all
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AssignCommand(oCaster, ClearAllActions());
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@@ -179,7 +180,7 @@ switch (nSpell)
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case SPELL_DROWN:
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{
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if(GetIsPC(GetSpellTargetObject()))
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if(GetIsPC(PRCGetSpellTargetObject()))
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{
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//Stop the original spell from running..
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AssignCommand(oCaster, ClearAllActions());
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@@ -1505,7 +1506,7 @@ switch (nSpell)
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case SPELL_BLAHZAM: //Change the SPELL_NAME to the actual spell being cast.
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{
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//Note if the spell does target damage use this always!
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DoBonusDmg(GetSpellTargetObject());
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DoBonusDmg(PRCGetSpellTargetObject());
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//Do a generic targeted visual (see the "spellfunc_inc" script)
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DoTVisual();
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