public void OnImpact(NWPlayer player, NWObject target, int perkLevel) { int damage; float duration; switch (perkLevel) { case 1: damage = _random.D8(1); duration = 3; break; case 2: damage = _random.D8(2); duration = 3; break; case 3: damage = _random.D8(3); duration = 3; break; case 4: damage = _random.D8(3); duration = 6; break; case 5: damage = _random.D8(4); duration = 6; break; case 6: damage = _random.D8(5); duration = 6; break; case 7: damage = _random.D8(6); duration = 6; break; case 8: damage = _random.D8(7); duration = 6; break; case 9: damage = _random.D8(7); duration = 9; break; case 10: damage = _random.D8(8); duration = 9; break; default: return; } _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, _.EffectParalyze(), target, duration); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectDamage(damage, DAMAGE_TYPE_ELECTRICAL), target); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, _.EffectVisualEffect(VFX_IMP_SUNSTRIKE), target); }