#include "phs_inc_visuals" void main() { // Fires set VFX int iVFX = GetLocalInt(OBJECT_SELF, "VFX"); if(iVFX > 0) { object oTarget = GetNearestObjectByTag("CombatDummy"); if(!GetIsObjectValid(oTarget)) return; effect eVis; if(iVFX == VFX_BEAM_DISINTEGRATE || iVFX == VFX_BEAM_FLAME || iVFX == VFX_BEAM_BLACK || iVFX == VFX_BEAM_CHAIN || iVFX == VFX_BEAM_COLD || iVFX == VFX_BEAM_EVIL || iVFX == VFX_BEAM_FIRE || iVFX == VFX_BEAM_FIRE_LASH || iVFX == VFX_BEAM_FIRE_W || iVFX == VFX_BEAM_FIRE_W_SILENT || iVFX == VFX_BEAM_HOLY || iVFX == VFX_BEAM_LIGHTNING || iVFX == VFX_BEAM_MIND || iVFX == VFX_BEAM_ODD) { eVis = EffectBeam(iVFX, OBJECT_SELF, BODY_NODE_CHEST); } else { eVis = EffectVisualEffect(iVFX); } ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 12.0); } }