public void OnImpact(NWPlayer oPC, NWObject oTarget) { int perkLevel = _perk.GetPCPerkLevel(oPC, PerkType.Evasiveness); int concealment; float length; switch (perkLevel) { case 1: concealment = 10; length = 12.0f; break; case 2: concealment = 15; length = 12.0f; break; case 3: concealment = 20; length = 12.0f; break; case 4: concealment = 25; length = 12.0f; break; case 5: concealment = 30; length = 18.0f; break; default: return; } Effect effect = _.EffectConcealment(concealment); _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effect, oPC.Object, length); effect = _.EffectVisualEffect(VFX_DUR_AURA_CYAN); _.ApplyEffectToObject(DURATION_TYPE_TEMPORARY, effect, oPC.Object, length); effect = _.EffectVisualEffect(VFX_IMP_AC_BONUS); _.ApplyEffectToObject(DURATION_TYPE_INSTANT, effect, oPC.Object); }
public void OnImpact(NWPlayer player, NWObject target, int perkLevel) { int concealment; float length; switch (perkLevel) { case 1: concealment = 10; length = 12.0f; break; case 2: concealment = 15; length = 12.0f; break; case 3: concealment = 20; length = 12.0f; break; case 4: concealment = 25; length = 12.0f; break; case 5: concealment = 30; length = 18.0f; break; default: return; } Effect effect = _.EffectConcealment(concealment); _.ApplyEffectToObject(NWScript.DURATION_TYPE_TEMPORARY, effect, player.Object, length); effect = _.EffectVisualEffect(NWScript.VFX_DUR_AURA_CYAN); _.ApplyEffectToObject(NWScript.DURATION_TYPE_TEMPORARY, effect, player.Object, length); effect = _.EffectVisualEffect(NWScript.VFX_IMP_AC_BONUS); _.ApplyEffectToObject(NWScript.DURATION_TYPE_INSTANT, effect, player.Object); }