You could use EffectDeath(), theres no reason why it wouldn't work that way. It could be done a number of ways, currently I have it dealing Positive damage. I use the damage method only for the combat output (ie: PC dealt X damage). _________________________ Q-Necron
Nice idea, I like it.
But I don't understand why you used
ApplyEffectToObject(DURATION_TYPE_INSTANT,
EffectDamage(GetCurrentHitPoints(oSelf), DAMAGE_TYPE_MAGICAL), oSelf);
instead of
ApplyEffectToObject(DURATION_TYPE_INSTANT,
EffectDeath(), oSelf);
'cause if the Curst is protected against magical damage, it won't die; whereas the death cannot be avoided with EffectDeath(). _________________________ Philooz
Don't bite the wolf. Let it tame you.
Posted by AnthroPlayer at 2007-01-15 17:11:24 Voted 10.00 on 01/15/07
Thanks alot Necron and Elric. Yoo 2s the mans! _________________________ @===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.
This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
There is a voting system for how the points are used, even I forget, but we should follow it (and tattoo it to our forehead, lol)
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