//:://///////////////////////////////////////////// //:: Name Lich //:: FileName pnp_lich_inc //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Functions needed to handle the amulet, soul gem, and hide */ //::////////////////////////////////////////////// //:: Created By: Shane Hennessy //:: Created On: //::////////////////////////////////////////////// // Returns the lich amulet level int GetAmuletLevel(object oAmulet); // Sets the passed in amulet to nLevel void LevelUpAmulet(object oAmulet,int nLevel); // Returns the lich power level int GetPowerLevel(object oHide); // Sets the passed in hide on the PC to nLevel void LevelUpHide(object oPC, object oHide, int nLevel); // Creates some VFX on the object when crafting void CraftVFX(object oObject); #include "inc_utility" #include "pnp_shft_main" void LichSkills(object oHide, int iLevel) { SetCompositeBonus(oHide, "LichSkillHide", iLevel, ITEM_PROPERTY_SKILL_BONUS, SKILL_HIDE); SetCompositeBonus(oHide, "LichSkillListen", iLevel, ITEM_PROPERTY_SKILL_BONUS, SKILL_LISTEN); SetCompositeBonus(oHide, "LichSkillPersuade", iLevel, ITEM_PROPERTY_SKILL_BONUS, SKILL_PERSUADE); SetCompositeBonus(oHide, "LichSkillSilent", iLevel, ITEM_PROPERTY_SKILL_BONUS, SKILL_MOVE_SILENTLY); SetCompositeBonus(oHide, "LichSkillSearch", iLevel, ITEM_PROPERTY_SKILL_BONUS, SKILL_SEARCH); SetCompositeBonus(oHide, "LichSkillSpot", iLevel, ITEM_PROPERTY_SKILL_BONUS, SKILL_SPOT); } int GetAmuletLevel(object oAmulet) { object oPC = GetFirstPC(); //SendMessageToPC(oPC,"Amulet level func"); itemproperty iProp = GetFirstItemProperty(oAmulet); int nLevel = 0; while (GetIsItemPropertyValid(iProp)) { if (GetItemPropertyType(iProp) == ITEM_PROPERTY_AC_BONUS) { //SendMessageToPC(oPC," AC found"); int nAC = GetItemPropertyCostTableValue(iProp); //SendMessageToPC(oPC, "AC = " + IntToString(nAC)); switch (nAC) { case 2: return 1; case 3: return 2; case 4: return 3; case 5: // cant return because anything above has this AC 5 bonus nLevel = 4; break; default: return 0; } } // for levels above 4 use a junk item like weight reduction if (GetItemPropertyType(iProp) == ITEM_PROPERTY_BASE_ITEM_WEIGHT_REDUCTION) { int nWt = GetItemPropertyCostTableValue(iProp); //SendMessageToPC(oPC, "wt = " + IntToString(nWt)); switch(nWt) { case IP_CONST_REDUCEDWEIGHT_10_PERCENT: return 5; case IP_CONST_REDUCEDWEIGHT_20_PERCENT: return 6; case IP_CONST_REDUCEDWEIGHT_40_PERCENT: return 7; case IP_CONST_REDUCEDWEIGHT_60_PERCENT: return 8; case IP_CONST_REDUCEDWEIGHT_80_PERCENT: return 9; default: return 0; } } // level 10 gets something special (we ran out of weight reduction) if (GetItemPropertyType(iProp) == ITEM_PROPERTY_CAST_SPELL) { int nSpell = GetItemPropertySubType(iProp); if (nSpell == IP_CONST_CASTSPELL_CREATE_GREATER_UNDEAD_18) return 10; } iProp = GetNextItemProperty(oAmulet); } return nLevel; } int GetPowerLevel(object oPC) { return GetLocalInt(oPC, "PNP_LichPowerLevel"); } void LevelUpHide(object oPC, object oHide, int nLevel) { itemproperty iprop; // Clean the hide of all things that dont stack // remember to put everything for every level back on! // - Now the event scripts give us a new hide. //RemoveAllNonComposite(oHide); // Common things for being undead and a lich if (nLevel >= 4) { // Ability bonus //SetCompositeBonus(oHide, "LichCon", 12, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CON); IPSafeAddItemProperty(oHide, PRCItemPropertyBonusFeat(IP_CONST_FEAT_UNDEAD_HD), 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); // Undead abilities iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_CRITICAL_HITS); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_BACKSTAB); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_DEATH_MAGIC); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_DISEASE); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_LEVEL_ABIL_DRAIN); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_MINDSPELLS); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_PARALYSIS); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); iprop = ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_POISON); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // 100 % immune to cold iprop = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_COLD,IP_CONST_DAMAGEIMMUNITY_100_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // 100 % immune to electric iprop = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_ELECTRICAL,IP_CONST_DAMAGEIMMUNITY_100_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Bugfix iprop = ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_NEGATIVE, IP_CONST_DAMAGEIMMUNITY_100_PERCENT); IPSafeAddItemProperty(oHide, iprop, 0.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); } // Level 1 hide if (nLevel == 1) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 1, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +2 LichSkills(oHide, 2); //Damage reduction 5/- cold iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD,IP_CONST_DAMAGERESIST_5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 5/- electric iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ELECTRICAL,IP_CONST_DAMAGERESIST_5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } // Level 2 else if (nLevel == 2) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 2, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +4 LichSkills(oHide, 4); //Damage reduction 5/+1 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_1,IP_CONST_DAMAGESOAK_5_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- cold iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- electric iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ELECTRICAL,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 3) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 3, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +6 LichSkills(oHide, 6); //Damage reduction 10/1 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_1,IP_CONST_DAMAGESOAK_10_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 20/- cold iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_COLD,IP_CONST_DAMAGERESIST_20); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 20/- electric iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ELECTRICAL,IP_CONST_DAMAGERESIST_20); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 4) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 2, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 4, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +8 LichSkills(oHide, 8); //Damage reduction 15/1 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_1,IP_CONST_DAMAGESOAK_15_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 5) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 3, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 3, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 3, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 5, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +10 LichSkills(oHide, 10); //Damage reduction 5/+5 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_5,IP_CONST_DAMAGESOAK_5_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 5/- ACID iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID,IP_CONST_DAMAGERESIST_5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 5/- fire iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE,IP_CONST_DAMAGERESIST_5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 5/- sonic iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC,IP_CONST_DAMAGERESIST_5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Spell level immune to 1 and lower iprop = ItemPropertyImmunityToSpellLevel(1); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 6) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 4, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 4, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 4, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 8, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +12 LichSkills(oHide, 12); //Damage reduction 10/+8 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_8,IP_CONST_DAMAGESOAK_10_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- ACID iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- fire iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- sonic iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Spell level immune to 3 and lower iprop = ItemPropertyImmunityToSpellLevel(3); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 7) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 6, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 6, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 6, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 11, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +14 LichSkills(oHide, 14); //Damage reduction 15/+11 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_11,IP_CONST_DAMAGESOAK_15_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- ACID iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- fire iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 10/- sonic iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC,IP_CONST_DAMAGERESIST_10); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Spell level immune to 5 and lower iprop = ItemPropertyImmunityToSpellLevel(5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 8) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 7, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 7, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 7, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 14, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +16 LichSkills(oHide, 16); //Damage reduction 20/+14 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_14,IP_CONST_DAMAGESOAK_20_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 15/- ACID iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID,IP_CONST_DAMAGERESIST_15); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 15/- fire iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE,IP_CONST_DAMAGERESIST_15); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 15/- sonic iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC,IP_CONST_DAMAGERESIST_15); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Spell level immune to 7 and lower iprop = ItemPropertyImmunityToSpellLevel(7); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 9) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 8, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 8, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 8, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 17, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +18 LichSkills(oHide, 18); //Damage reduction 25/+17 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_17,IP_CONST_DAMAGESOAK_25_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 15/- ACID iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID,IP_CONST_DAMAGERESIST_15); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 15/- fire iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE,IP_CONST_DAMAGERESIST_15); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 15/- sonic iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC,IP_CONST_DAMAGERESIST_15); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Spell level immune to 8 and lower iprop = ItemPropertyImmunityToSpellLevel(8); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } else if (nLevel == 10) { // Ability bonus //SetCompositeBonus(oHide, "LichInt", 10, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_INT); //SetCompositeBonus(oHide, "LichWis", 10, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_WIS); //SetCompositeBonus(oHide, "LichCha", 10, ITEM_PROPERTY_ABILITY_BONUS, IP_CONST_ABILITY_CHA); // Turn resistance SetCompositeBonus(oHide, "LichTurn", 20, ITEM_PROPERTY_TURN_RESISTANCE); //Lich skills +20 LichSkills(oHide, 20); //Damage reduction 30/+20 iprop = ItemPropertyDamageReduction(IP_CONST_DAMAGEREDUCTION_20,IP_CONST_DAMAGESOAK_30_HP); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 20/- ACID iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_ACID,IP_CONST_DAMAGERESIST_20); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 20/- fire iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_FIRE,IP_CONST_DAMAGERESIST_20); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); //Damage reduction 20/- sonic iprop = ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SONIC,IP_CONST_DAMAGERESIST_20); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); // Spell level immune to 9 and lower iprop = ItemPropertyImmunityToSpellLevel(9); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oHide); } SetLocalInt(oPC, "PNP_LichPowerLevel", nLevel); } void LevelUpAmulet(object oAmulet,int nLevel) { RemoveAllItemProperties(oAmulet); itemproperty iprop; // Common level 4 and above things if (nLevel >= 4) { // Ac bonus iprop = ItemPropertyACBonus(5); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); // Extra so the amulet is useful til 20th level iprop = ItemPropertyRegeneration(1); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); iprop = ItemPropertyCastSpell(IP_CONST_CASTSPELL_ANIMATE_DEAD_15,IP_CONST_CASTSPELL_NUMUSES_UNLIMITED_USE); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); iprop = PRCItemPropertyBonusFeat(IP_CONST_FEAT_SPELLFOCUSNEC); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } // Level 2 if (nLevel == 2) { // Ac bonus iprop = ItemPropertyACBonus(3); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 3) { // Ac bonus iprop = ItemPropertyACBonus(4); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 4) { // nothing } else if (nLevel == 5) { // reduction is used to permenantly track how much the PC has paid for level ups // because reduction of 1/2 lb is nothing usefull iprop = ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_10_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 6) { iprop = ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_20_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 7) { iprop = ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_40_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 8) { iprop = ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_60_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 9) { iprop = ItemPropertyWeightReduction(IP_CONST_REDUCEDWEIGHT_80_PERCENT); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } else if (nLevel == 10) { iprop = ItemPropertyCastSpell(IP_CONST_CASTSPELL_CREATE_GREATER_UNDEAD_18,IP_CONST_CASTSPELL_NUMUSES_UNLIMITED_USE); AddItemProperty(DURATION_TYPE_PERMANENT,iprop,oAmulet); } } void CraftVFX(object oObject) { effect eFx = EffectVisualEffect(VFX_FNF_GAS_EXPLOSION_EVIL); ApplyEffectToObject(DURATION_TYPE_INSTANT,eFx,oObject,3.0); eFx = EffectVisualEffect(VFX_FNF_LOS_EVIL_30); ApplyEffectToObject(DURATION_TYPE_INSTANT,eFx,oObject, 4.0); }