#include "prc_feat_const" void main() { object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, OBJECT_SELF); if (oWeap!= OBJECT_INVALID) return; effect eDamage = EffectDamageIncrease(DAMAGE_BONUS_1d4, DAMAGE_TYPE_BLUDGEONING); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, ExtraordinaryEffect(eDamage), OBJECT_SELF,RoundsToSeconds(2)); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_SUPER_HEROISM), OBJECT_SELF); }