Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			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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| 
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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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| 
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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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| */
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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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| 
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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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| 
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| #include "prc_inc_spells"
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| #include "prc_inc_onhit"
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| 
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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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| 
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| 	object oSpellOrigin = OBJECT_SELF;
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| 
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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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| 
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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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| 
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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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