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Modification to Neg Energy Ray - what's oPC?


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#1
Buddywarrior

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I'm playing around with adding bonus damage to the Negative Energy Ray spell based on a variable stored on the player. But how can I get who is casting the spell? I don't see it in either of the #includes or in main().

I figured that I would use the same technique as I have with other scripts to get this info, but how should I declare what oPC is within nw_s0_nergay itself? 

//Get SWAMPPOOL Damage Bonus stored on playerbook
object oItem = GetItemPossessedBy(oPC,"playerbook");
if (!GetIsPC(oPC)) return;
int SWAMPPOOL = GetLocalInt(oItem, "SWAMPPOOL");



nw_s0_negray

#include "NW_I0_SPELLS"
#include "x2_inc_spellhook"
void main()
{
/*
  Spellcast Hook Code
  Added 2003-06-23 by GeorgZ
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more
*/
    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }
// End of Spell Cast Hook

    //Get SWAMPPOOL Damage Bonus stored on playerbook
    object oItem = GetItemPossessedBy(oPC,"playerbook");
    if (!GetIsPC(oPC)) return;
    int SWAMPPOOL = GetLocalInt(oItem, "SWAMPPOOL");
 
    //Declare major variables
    object oTarget = GetSpellTargetObject();
    int nCasterLevel = GetCasterLevel(OBJECT_SELF);
    int nMetaMagic = GetMetaMagicFeat();
    if(nCasterLevel > 9)
    {
        nCasterLevel = 9;
    }
    nCasterLevel = (nCasterLevel + 1) / 2;
    int nDamage = d6(nCasterLevel);
    //Enter Metamagic conditions
    if (nMetaMagic == METAMAGIC_MAXIMIZE)
    {
        nDamage = 6 * nCasterLevel;//Damage is at max
    }
    else if (nMetaMagic == METAMAGIC_EMPOWER)
    {
        nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
    }
    effect eVis = EffectVisualEffect(VFX_IMP_NEGATIVE_ENERGY);
    effect eVisHeal = EffectVisualEffect(VFX_IMP_HEALING_M);
    effect eRay;
    if(GetRacialType(oTarget) != RACIAL_TYPE_UNDEAD)
    {
        if(!GetIsReactionTypeFriendly(oTarget))
        {
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY));
            eRay = EffectBeam(VFX_BEAM_EVIL, OBJECT_SELF, BODY_NODE_HAND);
            if (!MyResistSpell(OBJECT_SELF, oTarget))
            {
                //Make a saving throw check
                if(/*Will Save*/ MySavingThrow(SAVING_THROW_WILL, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_NEGATIVE))
                {
                    nDamage /= 2;
                }
                effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_NEGATIVE);
                //Apply the VFX impact and effects
                //DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
            }
        }
    }
    else
    {
        //Fire cast spell at event for the specified target
        SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY, FALSE));
        eRay = EffectBeam(VFX_BEAM_EVIL, OBJECT_SELF, BODY_NODE_HAND);
        effect eHeal = EffectHeal(nDamage);
        ApplyEffectToObject(DURATION_TYPE_INSTANT, eVisHeal, oTarget);
        ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget);
    }
    ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
}


#2
Khuzadrepa

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I believe the caster is OBJECT_SELF.

#3
Buddywarrior

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Khuzadrepa wrote...

I believe the caster is OBJECT_SELF.

 Yup, just finished testing that. It is OBJECT_SELF..Image IPB