eEffect = EffectDamage(d2(), DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, GetItemActivatedTarget());
EffectDamage - Player isn't treated as damage dealer
Débuté par
Buddywarrior
, mars 31 2012 03:13
#1
Posté 31 mars 2012 - 03:13
I'm calling this from a unique power cast by the player. On the creatures death, no loot drops. It acts as though the player isn't the damage dealer. How can solve this?
#2
Posté 31 mars 2012 - 03:48
Make sure you have the player creating the damage effect. Perhaps in special function...
void DoDamage(object oTarget, int nDamage, int nDamageType, int nDamagePower)
{
effect eDamage = EffectDamage(nDamage, nDamageType, nDamagePower);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
}
void main()
{
object oPC = GetItemActivator();
object oTarget = GetItemActivatedTarget();
AssignCommand(oPC, DoDamage(oTarget, d2(), DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL));
}
void DoDamage(object oTarget, int nDamage, int nDamageType, int nDamagePower)
{
effect eDamage = EffectDamage(nDamage, nDamageType, nDamagePower);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
}
void main()
{
object oPC = GetItemActivator();
object oTarget = GetItemActivatedTarget();
AssignCommand(oPC, DoDamage(oTarget, d2(), DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL));
}
#3
Posté 31 mars 2012 - 04:18
The Amethyst Dragon wrote...
Make sure you have the player creating the damage effect. Perhaps in special function...
void DoDamage(object oTarget, int nDamage, int nDamageType, int nDamagePower)
{
effect eDamage = EffectDamage(nDamage, nDamageType, nDamagePower);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);
}
void main()
{
object oPC = GetItemActivator();
object oTarget = GetItemActivatedTarget();
AssignCommand(oPC, DoDamage(oTarget, d2(), DAMAGE_TYPE_BLUDGEONING, DAMAGE_POWER_NORMAL));
}
Ooh it looks like that worked. I'm so glad these forums are still alive. Thank you kindly!





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