Zamiast tego:
if (slf.flags != NPC_FLAG_IMMORTAL)
{
Wld_PlayEffect("spellFX_IceCube", slf, slf, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Whirlwind", slf, slf, 1, 1, 1, FALSE );
AI_StartState (self, ZS_MagicFreeze, 0, "");
B_MagicHurtNpc (slf, slf, obrazenia);
};
daj to
if (slf.flags != NPC_FLAG_IMMORTAL)
{
Wld_PlayEffect("spellFX_IceCube", slf, slf, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Firestorm", slf, slf, 1, 1, 1, FALSE );
}
else
{
Wld_PlayEffect("spellFX_IceCube", slf, slf, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Whirlwind", slf, slf, 1, 1, 1, FALSE );
};
AI_StartState (self, ZS_MagicFreeze, 0, "");
B_MagicHurtNpc (slf, slf, obrazenia);
A chyba najlepiej zamiast tego:
if (Npc_HasItems(hero, itmw_jumper) == TRUE && Hlp_IsItem(ready, itmw_jumper) == TRUE)
&& (randomdmg <= procent_trafienia)
{
if (slf.flags != NPC_FLAG_IMMORTAL)
{
Wld_PlayEffect("spellFX_IceCube", slf, slf, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Whirlwind", slf, slf, 1, 1, 1, FALSE );
AI_StartState (self, ZS_MagicFreeze, 0, "");
B_MagicHurtNpc (slf, slf, obrazenia);
};
};
if (Npc_HasItems(hero, itmw_jumper) == TRUE && Hlp_IsItem(ready, itmw_jumper) == TRUE)
&& (randomdmg <= procent_trafienia)
{
Wld_PlayEffect("spellFX_IceCube", hero, hero, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Firestorm", hero, hero, 1, 1, 1, FALSE );
};
daj to
if (Npc_HasItems(hero, itmw_jumper) == TRUE && Hlp_IsItem(ready, itmw_jumper) == TRUE)
&& (randomdmg <= procent_trafienia)
{
if (slf.flags != NPC_FLAG_IMMORTAL)
{
Wld_PlayEffect("spellFX_IceCube", slf, slf, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Firestorm", slf, slf, 1, 1, 1, FALSE );
}
else
{
Wld_PlayEffect("spellFX_IceCube", slf, slf, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Whirlwind", slf, slf, 1, 1, 1, FALSE );
};
AI_StartState (self, ZS_MagicFreeze, 0, "");
B_MagicHurtNpc (slf, slf, obrazenia);
Wld_PlayEffect("spellFX_IceCube", hero, hero, 1, 1, 1, FALSE );
Wld_PlayEffect("spellFX_Firestorm", hero, hero, 1, 1, 1, FALSE );
};