Replacement for darkfire and flameweapon spells (X2_S0_Darkfire and X2_S0_FlmeWeap).
The orginal "on hit cast darkfire" creates lag and is buggy (messes up criticals?), my script instead adds temporary fire damage to a weapon, but if the weapon already has fire damage, it will get electrical damage instead, because identical damage types don�t stack.
You can change the level cap for darkfire and set to 10 or 30 until the full power is reached, default 20.
This script works for both spells, there is a class check, wiz/sorc get one less damage.
By default, darkfire adds 3 + 0.5 every level (up to level 20) fire damage to weapon.
Another little imrpovemnet is, that if the weapon is unequipped just before the spell is cast at, it will be cast on the unequipped weapon.
The rest works exactly the same like original script.
Posted by Oroborous at 2009-08-14 11:39:53 Voted 10.00 on 08/14/09
Exactly what I was looking for to use on the Persistent World City of Arabel. Just needed a few adjustments so players can control which of six different damage effects would appear on their weapons.
Posted by Relexx at 2008-12-08 04:08:06 Voted 10.00 on 12/08/08
Excelent, saved me a lot of work
Posted by danielf30 at 2007-12-03 20:43:12 Voted 9.00 on 12/03/07
I love it, but only one issue i can find, the fire damage that gets added is being multiplied when you get a critical hit. This is not the default behavior of flame weapon or darkfire. not sure if there is a way to fix that or not. _________________________ Check out my PW:
Rolepay: Arcana
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Posted by Master Lexx at 2005-06-09 22:18:55 Voted 10.00 on 06/09/05
Hey, I think it´s better than biowares one.
Posted by Steelwing at 2005-06-09 13:26:54 Voted 10.00 on 06/09/05
You never cease to impress Lexx, far better than the other one, pity no one came up with this in the past years.
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