Updated to PRC8. Further function integration. Fixed NPC onDeath script. Full compile. Updated release archive.
54 lines
1.3 KiB
Plaintext
54 lines
1.3 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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#include "prc_inc_spells"
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void main()
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{
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// Get Caster Level
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int nLevel = GetCasterLevel(OBJECT_SELF);
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// Assume minimum caster level if variable is not found
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if (nLevel== 0)
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{
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nLevel =1;
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}
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int nDmg = d6(2) + nLevel;
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effect eDmg = EffectDamage(nDmg,DAMAGE_TYPE_FIRE);
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effect eVis;
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if (nDmg<10) // if we are doing below 10 point of damage, use small flame
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{
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eVis =EffectVisualEffect(VFX_IMP_FLAME_S);
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}
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else
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{
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eVis =EffectVisualEffect(VFX_IMP_FLAME_M);
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}
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eDmg = EffectLinkEffects (eVis, eDmg);
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object oTarget = PRCGetSpellTargetObject();
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if (GetIsObjectValid(oTarget))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDmg, oTarget);
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}
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}
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