50 lines
1.2 KiB
Plaintext
50 lines
1.2 KiB
Plaintext
#include "prc_alterations"
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#include "NW_I0_SPELLS"
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#include "x2_inc_spellhook"
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void main()
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{
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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//Declare major variables
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object oTarget = GetSpellTargetObject();
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int nDamage = d6( 16);
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effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
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effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE);
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effect eRay;
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if(!GetIsReactionTypeFriendly(oTarget))
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{
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//Fire cast spell at event for the specified target
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SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY));
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eRay = EffectBeam(VFX_BEAM_FIRE, OBJECT_SELF, BODY_NODE_HAND);
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//Apply the VFX impact and effects
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DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
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}
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7);
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}
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