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Scriptname PlayerDestructionScalingEffect extends ActiveMagicEffect {Deals extra damage based on players' Destruction skill and spell magnitude.}MagicEffect CallingSpellEffect = ActiveMagicEffect.GetBaseObject()float SpellIntensity = CallingSpellEffect.magnitude / 2.0Event OnEffectStart(Actor Target, Actor Caster) if Caster.Faction == "PlayerFaction" ; If the caster is the player float PDestructionLevel = Caster.GetActorValue("Destruction") as float int DestructionPowerLevel = (PDestructionLevel/10) - 1.5 int Damage = DestructionPowerLevel * SpellIntensity if DestructionPowerLevel >= 1 ; If destruction is high enough for a bonus, Target.DamageAV("Health",Damage) ; Deals damge equal to half the base value for each 10 levels in destruction above 15 endif endifEndEvent
Scriptname PlayerDestructionScalingEffect extends ActiveMagicEffect {Deals extra damage based on players' Destruction skill and spell magnitude.}int HalfSpellIntensity = 4 ;Have to guess, since there is no way to pass the spell intensity, which is stupid.Event OnEffectStart(Actor Target, Actor Caster) Actor ThePlayer = Game.GetPlayer() if Caster == ThePlayer ; If the caster is the player float PDestructionLevel = Caster.GetActorValue("Destruction") as float int DestructionPowerLevel = ((PDestructionLevel/10.0) - 1.5) as int int Damage = DestructionPowerLevel * HalfSpellIntensity as int if DestructionPowerLevel >= 1 ; If destruction is high enough for a bonus, Target.DamageAV("Health",Damage) ; Deals damge equal to half the base value for each 10 levels in destruction above 15 endif endifEndEvent