View previous topic :: View next topic |
Author |
Message |
Valgav
Joined: 28 Aug 2010 Posts: 53
|
Posted: Mon Feb 16, 2015 23:40 Post subject: onHit effect |
|
|
I'm trying to implement some custom poisons system using local viariables on object and have problem with applying effects. Sure, there's x2_inc_switches + unique power (on hit), but it's tagebase and I need to enable that to all weapons.
First I was thinking about attack event from nwnx_event, but it doesn't store information about weapon so now my only idea to solve this is to use SetTag() from nwnx_funcs when applying poison and then restore original tag in onhit script.
It's clumsy and I have to add extra item property every time so I'm looking for some simple and elegant solution. |
|
Back to top |
|
|
Baaleos
Joined: 02 Sep 2007 Posts: 830
|
Posted: Thu Feb 19, 2015 17:35 Post subject: |
|
|
nwnx_cool
I added an ondamage hook.
You could modify this to fire your desired effect when a hit is detected.
It fires even if damage is 0 |
|
Back to top |
|
|
|