VersusAlignmentEffect(effect, int, int)
Set eEffect to be versus a specific alignment.
effect VersusAlignmentEffect( effect eEffect, int nLawChaos = ALIGNMENT_ALL, int nGoodEvil = ALIGNMENT_ALL );
Parameters
eEffect
nLawChaos
ALIGNMENT_LAWFUL/ALIGNMENT_CHAOTIC/ALIGNMENT_ALL (Default: ALIGNMENT_ALL)
nGoodEvil
ALIGNMENT_GOOD/ALIGNMENT_EVIL/ALIGNMENT_ALL (Default: ALIGNMENT_ALL)
Description
Returns an effect modified in such a way as to be versus a specific alignment only. Uses the ALIGNMENT_ constants to define which scales to use.
Remarks
This is a pretty handy function when creating spell effects or special items to be used against (or by) a certain alignment or group of alignments. Notice that it expects two ALIGNMENT_ constants as parameters. If you wanted it to affect Chaotic Evil alignments only, you would set the first alignment parameter to ALIGNMENT_CHAOTIC and the second parameter to ALIGNMENT_EVIL. If you wanted it to affect all GOOD aligned creatures, you set the first parameter to ALIGNMENT_ALL (since it does not matter if they are chaotic or lawful for this effect) and the second parameter to ALIGNMENT_GOOD.
Version
1.22
Example
// Give the target of the spell an armor class increase of 1 by // boosting his Dodge ability against all types of attacks only if // the target is Chaotic Evil in alignment void main(){ effect eBonusToApply = EffectACIncrease(1, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL); eBonusToApply = VersusAlignmentEffect(eBonusToApply, ALIGNMENT_CHAOTIC, ALIGNMENT_EVIL); object oTargetOfSpell = GetSpellTargetObject(); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBonusToApply, oTargetOfSpell, 60.0); }
See Also
functions: | ApplyEffectToObject | VersusRacialTypeEffect | VersusTrapEffect |
categories: | Alignment Functions | Effects Functions | Spell Casting Effects Functions | Spells Functions |
constants: | ALIGNMENT_* Constants |
author: John Shuell, editor: Jeremy Spilinek