/////////////////////////////////////////////////////////// // Embalming Fire // sp_embalmfire.nss /////////////////////////////////////////////////////////// /* Embalming Fire: This bitter-smelling liquid must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie. Once animated, if the zombie takes even a single point of damage, it bursts into blue flame for 1 minute. This fire does no damage to the zombie, but its attacks during that time deal an additional 1d6 points of fire damage.*/ #include "prc_inc_spells" void main() { object oPC = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); string sResRef = GetResRef(oTarget); //Conditional statement checking for resrefs of zombies. If you have custom zombies, add their resrefs here. if(sResRef == "nw_zombtyrant" || sResRef == "nw_zombie01" || sResRef == "nw_zombie02" || sResRef == "nw_zombieboss" || sResRef == "nw_zombwarr01" || sResRef == "nw_zombwarr02" || sResRef == "nw_s_zombie" || sResRef == "nw_s_zombtyrant") { object oZSkin = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oTarget); itemproperty ipOnHit = ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1); IPSafeAddItemProperty(oZSkin, ipOnHit, 0.0f); AddEventScript(oTarget, EVENT_ONHIT, "prc_evnt_embfr.nss", FALSE, FALSE); SendMessageToPC(oPC, "You have coated the zombie in Embalming Fire."); } else SendMessageToPC(oPC, "Invalid target. The target must be a zombie."); }