//:://///////////////////////////////////////////// //:: OnHit Firedamage //:: x2_s3_flamgind //:: 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. */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-07-17 //::////////////////////////////////////////////// #include "prc_inc_spells" void main() { // Get Caster Level int nLevel = GetCasterLevel(OBJECT_SELF); // Assume minimum caster level if variable is not found if (nLevel== 0) { nLevel =1; } int nDmg = d6(2) + nLevel; effect eDmg = EffectDamage(nDmg,DAMAGE_TYPE_FIRE); effect eVis; if (nDmg<10) // if we are doing below 10 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 = PRCGetSpellTargetObject(); if (GetIsObjectValid(oTarget)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget); } }