EffectDamage(int, int int)

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Creates a damage effect.

effect EffectDamage(
    int nDamageAmount,
    int nDamageType=DAMAGE_TYPE_MAGICAL,
    int nDamagePower=DAMAGE_POWER_NORMAL


amount of damage to be dealt. The game limits this number to 1 - 10000, anything above or below this range gets defaulted to 1 damage. This should be applied as an instantaneous effect.
The type of damage to apply, one of the DAMAGE_TYPE_* constants. (Default: DAMAGE_TYPE_MAGICAL). If an invalid value is provided (such as DAMAGE_TYPE_BASE_WEAPON) it defaults to DAMAGE_TYPE_MAGICAL.
The DAMAGE_POWER_* to apply for physical damage types to go through EffectDamageReduction effects. NOTE: This is bugged and simply doesn't do anything see Known Bugs. (Default: DAMAGE_POWER_NORMAL)


This function creates a new Damage Effect that causes The amount of Damage Specified in the first parameter, the type of damage defined in the second and the damage power (for breaching a creatures natural damage reduction with physical damage) with the third Parameter.

Whoever calls the ApplyEffectToObject with EffectDamage is considered the damager, and the message to players usually names it. Useful to know if you want the PC to be the damager, but another script is performing the task (for example, a unique power).

The target this effect is applied to must be an object with valid hit points for it to work. This effect can only be applied instantly.


Damage is the basis for a lot of killing scripts - from Fireball to Acid Fog, and even powers like Lay on Hands (when used on undead). This is instantly applied damage, and may kill a target (if they drop to 0 HP for monsters, or -11 HP for PC's).

When a creature is killed by damage, it will be gibbed (explode) if the damage number is >= Creature HP / 2 and the damage makes the NPC be at -11 or lower HP (ie; a creature with 100HP will need 50 or more applied in one go damage effect/hit be gibbed, and thus be at 50 - 11 = 39HP at the time the damage is applied). This obviously doesn't apply to PCs who go through the OnPlayerDying event first (and can't be gibbed). To have this happen regardless of HP, EffectDeath() has a parameter for it.

With the patch/HotU release, 1.59, you can add all damage types (even magical, stupidly) to items as properties. Big note: This is for NPC's only, and PC's should never be able to resist divine or magical damage!

The message in the combat box is reported as "So and So damages Whoever for 5 XXX damage", where XXX is the damage type - which is highlighted in different colors to easily show what is what. So and So is the creator of the effect (from the script it is called on) and the Whoever is the target (even you).

Also note that for non-physical damage (anything that isn't Bludgeoning, Slashing or Piercing), the last parameter, the damage power, will never be in effect since it always penetrates EffectDamageReduction.

Effect functions are Constructors, which are special methods that help construct effect "objects". You can declare and link effects, and apply them using an ApplyEffectToObject() Command. Once applied, each effect can be got separately via looping valid effects on the target (GetFirst/NextEffect()). See the Effect tutorial for more details.

Effect Breakdown

EffectDamage is a special effect type with more than 8 GetEffectInteger values. It in fact has 19 possible values. Given that EffectDamage is applied instantly however it is unlikely you'd ever need to inspect the effect since at creation you can define the parameters. Some are also only tied to weapon attacks it seems.

The reason for so many appears to be that EffectDamage technically could apply more than one damage type in one effect, however it appears doing EffectDamage(10, DAMAGE_TYPE_BLUDGEONING | DAMAGE_TYPE_PIERCING); doesn't apply more than one (it does the highest numeric DAMAGE_TYPE_* value if you wondered, in this case DAMAGE_TYPE_PIERCING). It'd certainly be fun to see how this works and interacts with damage reductions/resistances, it likely applies each damage separately OR it checks for the best one to use (eg; a Slashing + Piercing weapon will look for the best damage of the two to do against a target).

When applied various calculations are done to get the "real" amount of damage to deal, ie; Damage Reduction/Damage Resistance/Damage Immunity - this interaction needs to be fully tested however.

Once the calculated final damage is done it then also may do these in built things:

  • Interrupt concentration if the target is casting a spell
  • If the target is EffectCharmed/EffectDominated and the damage is from the same faction, it should clear it
  • If the target is under EffectSleep they should wake up
  • The OnDamaged event is fired
  • EffectDeath is applied if the target has reached death thresholds (as above, with massive explody effects possibly), or OnPlayerDying starts if the PC is between 0 and -10 HP.
  • Applies appropriate reaction "animations" on the target being hit.

It is unknown why the nDamagePower is not used, possibly something to do with how damage from weapons does use it but this isn't technically a "weapon", who knows. If you want to get past EffectDamageReduction use an elemental damage type, although this is a kludge if you still want the target to have immunity and resistance apply (eg; to the damage from a spell).

nIndex Parameter Value Description and Notes
0 Amount of Bludgeoning Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_BLUDGEONING
1 Amount of Piercing Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_PIERCING
2 Amount of Slashing Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_SLASHING
3 Amount of Magical Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_MAGICAL
4 Amount of Acid Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_ACID
5 Amount of Cold Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_COLD
6 Amount of Divine Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_DIVINE
7 Amount of Electrical Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_ELECTRICAL
GetEffectInteger cannot return the below indexes but these should be...
8 Amount of Fire Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_FIRE
9 Amount of Negative Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_NEGATIVE
10 Amount of Positive Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_POSITIVE
11 Amount of Sonic Damage Is set to -1 if nDamageType is not set to DAMAGE_TYPE_SONIC
12 DAMAGE_TYPE_BASE_DAMAGE This isn't set for EffectDamage but presumably is a flag that marks the damage as coming from a weapon for the purposes of GetDamageDealtByType.
13 "bClientDisplay" Something to do with animations. Not set for EffectDamage.
14 1000 It's just set to 1000. Appears to be animation time related, so all EffectDamage applications will cause the same animation timings (presumably reaction to the damage).
15 nDamageFlags Unknown what nDamageFlags includes or what it does - obviously is not set for EffectDamage.
16 nDamagePower Although note this appears not to be in use.
17 "CombatDamage" Not used for EffectDamage, used for weapon attacks presumably.
18 "RangedAttack" Not used for EffectDamage, used for weapon attacks presumably.

Known Bugs

The nDamagePower parameter is completely ignored and the EffectDamage can never penetrate any damage reduction regardless of the value used if the damage type is DAMAGE_TYPE_SLASHING, DAMAGE_TYPE_BLUDGEONING or DAMAGE_TYPE_PIERCING.




// Sample code for applying 10 fire damage to a target
void main()
    // This is the Object to apply the effect to.
    object oTarget = OBJECT_SELF;
    // Create the effect to apply
    effect eDrain = EffectDamage(10, DAMAGE_TYPE_FIRE);
    // Create the visual portion of the effect.
    effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
    // Apply the visual effect to the target
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
    // Apply the effect to the object   
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);

See Also


DAMAGE_TYPE_* Constants

 author: Michael Nork, editor: Jasperre, additional contributor(s): Jasperre