#include "prc_alterations" #include "NW_I0_SPELLS" #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook //Declare major variables object oTarget = GetSpellTargetObject(); int nDamage = d6( 16); effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M); effect eDam = EffectDamage(nDamage, DAMAGE_TYPE_FIRE); effect eRay; if(!GetIsReactionTypeFriendly(oTarget)) { //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_NEGATIVE_ENERGY_RAY)); eRay = EffectBeam(VFX_BEAM_FIRE, OBJECT_SELF, BODY_NODE_HAND); //Apply the VFX impact and effects DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget)); ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget); } ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eRay, oTarget, 1.7); }