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Dragon Age Tutorial - Watermesh Guide










Modifié par cyberbyte, 26 janvier 2010 - 06:31 .
Modifié par mr.frost72, 26 janvier 2010 - 07:34 .
DeepImpact wrote...
Wenn man den Guide nur für sich selber macht ist das natürlich richtig.
Modifié par cyberbyte, 26 janvier 2010 - 08:43 .
//------------------------------------------------------------------------------
// summon_rat.nss
//------------------------------------------------------------------------------
#include "log_h"
#include "ability_h"
#include "combat_h"
#include "2da_data_h"
#include "utility_h"
#include "sys_autoscale_h"
#include "talent_constants_h"
#include "spell_constants_h"
#include "sys_autolevelup_h"
const int ABILITY_TALENT_SUMMON_RAT = 450001;
const int ABILITY_TALENT_SUMMON_MABARI = 450002;
const int ABILITY_TALENT_SUMMON_DRAGONLING = 450003;
const int SUMMON_TYPE_WOLF = 1;
const int SUMMON_TYPE_BEAR = 2;
const int SUMMON_TYPE_SPIDER = 3;
const int SUMMON_TYPE_ANIMATED_DEAD = 4;
const int SUMMON_TYPE_RAT = 5;
const int SUMMON_TYPE_MABARI = 6;
const int SUMMON_TYPE_DRAGONLING = 7;
.... HIER FEHLEN 861 ZEILEN ....
case EVENT_TYPE_SPELLSCRIPT_IMPACT:
{
struct EventSpellScriptImpactStruct stEvent = Events_GetEventSpellScriptImpactParameters(evEvent);
// Remove any previously existing effects from same spellid to avoid stacking
Ability_PreventAbilityEffectStacking(stEvent.oTarget, stEvent.oCaster, stEvent.nAbility);
_ActivateModalAbility(stEvent.oCaster, stEvent.nAbility);
break;
}
case EVENT_TYPE_SPELLSCRIPT_DEACTIVATE:
{
// Get a structure with the event parameters
struct EventSpellScriptDeactivateStruct stEvent = Events_GetEventSpellScriptDeactivateParameters(evEvent);
if (IsModalAbilityActive(stEvent.oCaster, stEvent.nAbility))
{
_DeactivateModalAbility(stEvent.oCaster, stEvent.nAbility);
}
// Setting Return Value (abort means we aborted the ability)
Ability_SetSpellscriptPendingEventResult(COMMAND_RESULT_INVALID);
break;
}
}
}
Modifié par DeepImpact, 27 janvier 2010 - 12:24 .