//:://///////////////////////////////////////////// //:: OnHit Darkfire //:: x2_s3_darkfire //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* OnHit Castspell Fire Damage property for the flaming weapon spell (x2_s0_flmeweap). We need to use this property because we can not add random elemental damage to a weapon in any other way and implementation should be as close as possible to the book. Behavior: The casterlevel is set as a variable on the weapon, so if players leave and rejoin, it is lost (and the script will just assume a minimal caster level). */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-07-17 //::////////////////////////////////////////////// void main() { // Get Caster Level int nLevel = GetCasterLevel(OBJECT_SELF); int nDmg = d6(2) + (nLevel/2); effect eDmg = EffectDamage(nDmg,DAMAGE_TYPE_FIRE); effect eVis; if (nDmg<10) // if we are doing below 12 point of damage, use small flame { eVis =EffectVisualEffect(VFX_IMP_FLAME_S); } else { eVis =EffectVisualEffect(VFX_IMP_FLAME_M); } eDmg = EffectLinkEffects (eVis, eDmg); object oTarget = GetSpellTargetObject(); if (GetIsObjectValid(oTarget)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget); } }