i got an idea. i read on the lexicon (
http://www.nwnlexico...fectdamage.html) that "Whoever calls the ApplyEffectToObject with EffectDamage is considered the damager, and the message to players usually names it. Useful to know if you want the PC to be the damager, but another script is performing the task (for example, a unique power)."
my script now has the:
DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget));
line in the normal activate item script (well, in another script called by the activate item.
would it be as simple as having the activate item script call:
ExecuteScript(damage_script, oPC);
that seems to me like it would work. because then the PC would be the one performing the EffectDamage() and ApplyEffectToObject() calls instead of the module.
it would also seem to me that i could get rid of the aforementioned SPELL_MAGIC_MISSILE stuff, right?
Modifié par acomputerdood, 24 avril 2012 - 10:57 .