2 ITEM(slowaxe
, meleeweapon
)
5 //virtual truth HitEffect(character*, character*, v2, int, int, truth);
13 truth slowaxe::HitEffect (character *Enemy, character *Hitter, v2 HitPos, int BodyPartIndex, int Direction, truth BlockedByArmour) {
14 truth BaseSuccess = meleeweapon::HitEffect(Enemy, Hitter, HitPos, BodyPartIndex, Direction, BlockedByArmour);
15 if (GetMagicEffect() > 0 && Enemy->IsEnabled() && GetMagicEffectChance().inRange()) {
17 if (Enemy->IsPlayer() || Hitter->IsPlayer() || Enemy->CanBeSeenByPlayer() || Hitter->CanBeSeenByPlayer()) {
18 //ADD_MESSAGE("%s axe chills %s.", Hitter->CHAR_POSSESSIVE_PRONOUN, Enemy->CHAR_DESCRIPTION(DEFINITE));
19 ProcessAndAddRandomMessage(GetMagicMessageCanSee(), Hitter, Enemy);
22 if (Enemy->IsPlayer() || Enemy->CanBeSeenByPlayer()) {
23 //ADD_MESSAGE("The axe chills %s.", Enemy->CHAR_DESCRIPTION(DEFINITE));
24 ProcessAndAddRandomMessage(GetMagicMessageCannotSee(), Hitter, Enemy);
27 //Enemy->BeginTemporaryState(SLOW, 400+RAND_N(200));
28 Enemy->BeginTemporaryState(GetMagicEffect(), GetMagicEffectDuration().rand()); //400+RAND_N(200)