#include "prc_alterations" #include "x2_inc_spellhook" void main() { /* Dont activate twice */ if (GetLocalInt(OBJECT_SELF, "arcane_fire_active") == 1) { FloatingTextStringOnCreature("Arcane Fire already active, just cast any spell.", OBJECT_SELF, FALSE); return; } /* Setup as active */ SetLocalInt(OBJECT_SELF, "arcane_fire_active", 1); /* Save old hook, if any */ SetLocalString(OBJECT_SELF, "archmage_save_overridespellscript", PRCGetUserSpecificSpellScript()); /* Setup the global spellhok so we can intercept the next spell */ PRCSetUserSpecificSpellScript("archmage_fire"); /* Save the designed victi..erm..target */ SetLocalObject(OBJECT_SELF, "arcane_fire_target", PRCGetSpellTargetObject()); FloatingTextStringOnCreature("Arcane Fire actived, now cast any spell(target does not matter).", OBJECT_SELF, FALSE); /* And now some nifty spell effects */ effect eVis = EffectVisualEffect(VFX_FNF_SUNBEAM); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, GetSpellTargetLocation()); }