#include "prc_alterations" void main() { int nEvent = GetRunningEvent(); if(DEBUG) DoDebug("prc_frostmage running, event: " + IntToString(nEvent)); // Get the PC. This is event-dependent object oPC; object oSkin = GetPCSkin(oPC); switch(nEvent) { case EVENT_ITEM_ONHIT: oPC = OBJECT_SELF; break; case EVENT_ONPLAYEREQUIPITEM: oPC = GetItemLastEquippedBy(); break; case EVENT_ONPLAYERUNEQUIPITEM: oPC = GetItemLastUnequippedBy(); break; case EVENT_ONHEARTBEAT: oPC = OBJECT_SELF; break; default: oPC = OBJECT_SELF; } int nClass = GetLevelByClass(CLASS_TYPE_FROST_MAGE, oPC); int nAC = 1; if (nClass >= 4) nAC += 1; if (nClass >= 7) nAC += 1; if (nClass >= 10) nAC += 1; //FloatingTextStringOnCreature("Frost Mage Natural Armor "+IntToString(nAC),oPC,FALSE); //SetCompositeBonus(oSkin, "FrostMageAC", nAC, AC_NATURAL_BONUS, ITEM_PROPERTY_AC_BONUS); //ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectACIncrease(nAC, AC_NATURAL_BONUS), oPC); }