//:://///////////////////////////////////////////// //:: Default On Damaged //:: NW_C2_DEFAULT6 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* If already fighting then ignore, else determine combat round */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: Oct 16, 2001 //::////////////////////////////////////////////// //:: //:: Found main script in rust monster scripts. //:: Edited for PRC use. aser //:: #include "prc_inc_combat" ///Checks to see if weapon is metal/// int IsItemMetal(object oItem) { int nReturnVal=0; int type=GetBaseItemType(oItem); if((type==BASE_ITEM_BASTARDSWORD) ||type==BASE_ITEM_BATTLEAXE ||type==BASE_ITEM_DAGGER ||type==BASE_ITEM_DIREMACE ||type==BASE_ITEM_DOUBLEAXE ||type==BASE_ITEM_DWARVENWARAXE ||type==BASE_ITEM_GREATAXE ||type==BASE_ITEM_GREATSWORD ||type==BASE_ITEM_HALBERD ||type==BASE_ITEM_HANDAXE ||type==BASE_ITEM_HEAVYFLAIL ||type==BASE_ITEM_KAMA ||type==BASE_ITEM_KATANA ||type==BASE_ITEM_KUKRI ||type==BASE_ITEM_LIGHTFLAIL ||type==BASE_ITEM_LIGHTHAMMER ||type==BASE_ITEM_LIGHTMACE ||type==BASE_ITEM_LONGSWORD ||type==BASE_ITEM_MORNINGSTAR ||type==BASE_ITEM_RAPIER ||type==BASE_ITEM_SCIMITAR ||type==BASE_ITEM_SCYTHE ||type==BASE_ITEM_SHORTSWORD ||type==BASE_ITEM_SHURIKEN ||type==BASE_ITEM_SICKLE ||type==BASE_ITEM_THROWINGAXE ||type==BASE_ITEM_TWOBLADEDSWORD ||type==BASE_ITEM_WARHAMMER) { nReturnVal=2;// Mostly metal } return nReturnVal; } void main() { object oPC = OBJECT_SELF; object oTarget = PRCGetSpellTargetObject(); object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget); int iEnch = GetWeaponEnhancement(oWeapon, oPC, oTarget); int iAB = GetWeaponAttackBonusItemProperty(oWeapon, oPC); int iHit = GetAttackRoll(oTarget, OBJECT_SELF, OBJECT_INVALID, 0, 0,0,TRUE, 0.0, TOUCH_ATTACK_MELEE_SPELL); if (iHit > 0) { if (GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oTarget) != OBJECT_INVALID) { oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget); if (!GetWeaponRanged(oWeapon) && (IsItemMetal(oWeapon)>0)) { string sWeapon = GetName(oWeapon); if(iEnch >= 1 || iAB >= 1)// If magical { SendMessageToPC(oPC,"The weapons magical properties resists the rust effects."); } else //if plain { SendMessageToPC(oPC,"You destroyed your opponents weapon."); DestroyObject(oWeapon); ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_IMP_ACID_L),oTarget); } } } } }