Update prc_duelist.nss

Duelist script wasn't using a damage constant for damage amounts, was rolling over to dice roll constants.
This commit is contained in:
Jaysyn904 2025-05-31 22:52:03 -04:00
parent 3eb287b019
commit 0218885bb3

View File

@ -203,7 +203,7 @@ void main()
{ {
// Calculate Precise Strike damage and apply // Calculate Precise Strike damage and apply
int nDam = d6(nDuel/5); int nDam = d6(nDuel/5);
effect eDam = EffectDamage(nDam, DAMAGE_TYPE_MAGICAL); //Using this because any DR has already taken piercing damage effect eDam = EffectDamage(IPDamageConstant(nDam), DAMAGE_TYPE_MAGICAL); //Using this because any DR has already taken piercing damage
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget);
FloatingTextStringOnCreature("Precise Strike Damage: "+IntToString(nDam), oPC, FALSE); FloatingTextStringOnCreature("Precise Strike Damage: "+IntToString(nDam), oPC, FALSE);
}// end if - Item is a melee weapon }// end if - Item is a melee weapon