Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
58 lines
2.2 KiB
Plaintext
58 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: OnHit Firedamage
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//:: x2_s3_flamgind
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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OnHit Castspell Fire Damage property for the
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flaming weapon spell (x2_s0_flmeweap).
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We need to use this property because we can not
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add random elemental damage to a weapon in any
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other way and implementation should be as close
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as possible to the book.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-07-17
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//:://////////////////////////////////////////////
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/// altered Dec 15, 2003 by mr_bumpkin for prc stuff.
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/// altered Apr 7, 2007 by motu99
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// Converted to control Kapak poison Feb 10, 2008 by Fox
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#include "prc_inc_spells"
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#include "prc_inc_onhit"
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void main()
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{
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//string toSay = " Self: " + GetTag(OBJECT_SELF) + " Item: " + GetTag(GetSpellCastItem());
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//SendMessageToPC(OBJECT_SELF, toSay);
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// GetTag(OBJECT_SELF) was nothing, just "" and the SendMessageToPC sent the message to my player.
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// It's funny because I thought player characters had tags :-? So who knows what to make of it?
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object oSpellOrigin = OBJECT_SELF;
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// route all onhit-cast spells through the unique power script (hardcoded to "prc_onhitcast")
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// in order to fix the Bioware bug, that only executes the first onhitcast spell found on an item
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// any onhitcast spell should have the check ContinueOnHitCast() at the beginning of its code
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// if you want to force the execution of an onhitcast spell script, that has the check, without routing the call
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// through prc_onhitcast, you must use ForceExecuteSpellScript(), to be found in prc_inc_spells
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if(!ContinueOnHitCastSpell(oSpellOrigin)) return;
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// find the weapon on which the Flame Weapon spell resides
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object oWeapon = PRCGetSpellCastItem(oSpellOrigin);
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// find the target of the spell
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object oTarget = PRCGetSpellTargetObject(oSpellOrigin);
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// only do anything, if we have a valid weapon, and a valid living target
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if (GetIsObjectValid(oWeapon) && GetIsObjectValid(oTarget)&& !GetIsDead(oTarget))
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{
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effect ePoison = EffectPoison(POISON_GIANT_WASP_POISON);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oTarget);
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}
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}
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