I'm wondering how to make weapon effects that proc when hitting an enemy with them.
For example: 50% of causing a fiery explosion on hitting an enemy. Or whatever.
I'm guessing it would end up being very similar to the script for Dawnbreaker, except replacing OnDying to something else. I just can't figure out what it needs to be replaced with.
Here's the dawnbreaker script if you need a reference. I just want to know what to change "Event OnDying(Actor akKiller)" to. All of the effects outside of the script are already taken care of. Any help would be appreciated. Thanks!
Spoiler
Scriptname DA09EncDawnbreakerScript extends ActiveMagicEffect
Spell Property DA09DawnbreakerBaneOfUndeadSpell Auto
Event OnDying(Actor akKiller)
Actor TargetActor = GetTargetActor()
; ; debug.trace(self + "OnDeath() casting DA09DawnbreakerBaneOfUndeadSpell from Target Actor:" + TargetActor)
DA09DawnbreakerBaneOfUndeadSpell.Cast(TargetActor, None)
EndEvent
Spell Property DA09DawnbreakerBaneOfUndeadSpell Auto
Event OnDying(Actor akKiller)
Actor TargetActor = GetTargetActor()
; ; debug.trace(self + "OnDeath() casting DA09DawnbreakerBaneOfUndeadSpell from Target Actor:" + TargetActor)
DA09DawnbreakerBaneOfUndeadSpell.Cast(TargetActor, None)
EndEvent
