/* prc_pyro_nimbus Cloud that protects pyro and allows touch attack By: Flaming_Sword Created: Dec 7, 2007 Modified: Dec 7, 2007 */ #include "prc_alterations" #include "prc_x2_itemprop" void main() { object oPC = OBJECT_SELF; int nLevel = (GetLevelByClass(CLASS_TYPE_PYROKINETICIST, oPC)); float fDur = IntToFloat(nLevel * 60); effect eNimbus = EffectAbilityIncrease(ABILITY_CHARISMA, 4); eNimbus = EffectLinkEffects(EffectDamageReduction(5, DAMAGE_POWER_PLUS_ONE), eNimbus); eNimbus = EffectLinkEffects(EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD), eNimbus); eNimbus = EffectLinkEffects(EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20), eNimbus); eNimbus = EffectLinkEffects(EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE), eNimbus); SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eNimbus, oPC, fDur); IPSafeAddItemProperty(GetItemInSlot(INVENTORY_SLOT_CHEST, oPC), ItemPropertyOnHitCastSpell(IP_CONST_ONHIT_CASTSPELL_ONHIT_UNIQUEPOWER, 1), 99999.0, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); }