func int OnDamage_Hit(var int damageTotal)
{
var C_Item ReadiedWeapon;
ReadiedWeapon = Npc_GetReadiedWeapon(self);
if C_NpcIsEvil(victim) == TRUE
{
if Hlp_IsItem(ReadiedWeapon , ItMw_1H_Blessed_01) == TRUE
|| Hlp_IsItem(ReadiedWeapon , ItMw_2H_Blessed_01) == TRUE
{
//damageTotal += SPL_Damage_PalHolyBolt;
}
else if Hlp_IsItem(ReadiedWeapon , ItMw_1H_Blessed_02) == TRUE
|| Hlp_IsItem(ReadiedWeapon , ItMw_2H_Blessed_02) == TRUE
{
//damageTotal += SPL_Damage_PalRepelEvil;
}
else if Hlp_IsItem(ReadiedWeapon , ItMw_1H_Blessed_03) == TRUE
|| Hlp_IsItem(ReadiedWeapon , ItMw_2H_Blessed_03) == TRUE
{
Npc_PercEnable (victim, PERC_ASSESSDAMAGE, B_AssessDamage_Blessed_03);
};
};
return damageTotal;
};
func void B_AssessDamage_Blessed_03 ()
{
Npc_ClearAIQueue (self);
B_ClearPerceptions (self);
if Npc_IsDead (self)
{
return;
};
B_MagicHurtNpc (hero,self,(SPL_Damage_PalRepelEvil - self.protection[PROT_MAGIC]) );
Wld_PlayEffect ("spellFX_PalRepelEvil_COLLIDE", self, self, 0, 0, DAM_MAGIC, FALSE);
//AI_StartState (self, ZS_Blessed, 0, "");
};