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Adding effect to arrows, not the bows
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Joe Loop
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Post: #1
Adding effect to arrows, not the bows
Is it possible to add extra dmg effects to the ammunition and not the bow it self, i was thinking to make some liquid you could put on your arrows and then let them add fire dmg for example..


[itemdef i_liquid_fire]
name=i am a nice little fire liquid
id=i_jar_honey (or whatever)
bla
bla bla

ON=@create
color=some nice color

ON=@dclick
am i in your backpack?
are you targetiing an arrow or xbolt?
if yes
src.targ.events +e_extra_mega_awesome_liquid_damage
src.targ.name Fire enhanced <src.name>
refresh the targets tooltip here
end the if's


but, if i then add an event like:

[events +e_extra_mega_awesome_liquid_damage]

ON=@damage
src.spelleffect s_explosion 45.0

nothing happens neither if i use on=@hit or on=@damage or whatever, can arrows have no dmg event since the bow does all the damage?

Is there a simple workaround for that?
(This post was last modified: 12-22-2012 07:12 PM by Joe Loop.)
12-22-2012 07:12 PM
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RanXerox
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Joined: Dec 2010
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Post: #2
RE: Adding effect to arrows, not the bows
The trigger for appying damage related special effects is either the @Hit trigger (which is fired on the player/npc causing the damage) and/or the @GetHit trigger (which is fired on the player/npc that is getting hit)... so in that trigger, it might go something like this:

IF (the attacker is using a bow AND the bow is what caused the hit AND the attacker's bow fired a special arrow)
Cause special effect...

To find out if the attacker is holding a bow: FINDLAYER

To find out if they used it to cause the damage: ACTION==Archery

To find out if the arrow is special:

Quote:23-07-2006, Shadow Dragon
- Added: LOCAL.Arrow storing an UID of used arrow while archery in @Hit.
12-23-2012 04:11 AM
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