Clear out experimental .35 files
Clear out experimental .35 files
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@@ -1,40 +0,0 @@
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///////////////////////////////////////////////////////////
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// Embalming Fire
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// sp_embalmfire.nss
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///////////////////////////////////////////////////////////
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/*
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Embalming Fire: This bitter-smelling liquid must
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be poured over a corpse and allowed to soak for at least 1
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minute before the corpse is animated as a zombie. Once
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animated, if the zombie takes even a single point of
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damage, it bursts into blue flame for 1 minute. This fire
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does no damage to the zombie, but its attacks during
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that time deal an additional 1d6 points of fire damage.*/
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#include "prc_inc_spells"
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void main()
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{
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object oPC = OBJECT_SELF;
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object oTarget = PRCGetSpellTargetObject();
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string sResRef = GetResRef(oTarget);
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//Conditional statement checking for resrefs of zombies. If you have custom zombies, add their resrefs here.
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if(sResRef == "nw_zombtyrant"
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|| sResRef == "nw_zombie01"
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|| sResRef == "nw_zombie02"
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|| sResRef == "nw_zombieboss"
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|| sResRef == "nw_zombwarr01"
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|| sResRef == "nw_zombwarr02"
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|| sResRef == "nw_s_zombie"
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|| sResRef == "nw_s_zombtyrant")
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{
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object oZSkin = GetItemInSlot(INVENTORY_SLOT_CARMOUR, oTarget);
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itemproperty ipOnHit = ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1);
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IPSafeAddItemProperty(oZSkin, ipOnHit, 0.0f);
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AddEventScript(oTarget, EVENT_ONHIT, "prc_evnt_embfr.nss", FALSE, FALSE);
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SendMessageToPC(oPC, "You have coated the zombie in Embalming Fire.");
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}
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else
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SendMessageToPC(oPC, "Invalid target. The target must be a zombie.");
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}
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