#include "spawner" #include "prc_x2_itemprop" void Arm2(object oItem, int oSoak) { itemproperty ipAdd; switch (oSoak) { case 1: oSoak = 5; break; case 2: oSoak = 6; break; case 3: oSoak = 7; break; case 4: oSoak = 8; break; case 5: oSoak = 10; break; } ipAdd = ItemPropertyACBonus(oSoak); IPSafeAddItemProperty(oItem, ipAdd); } void DodgeBonus (int oMulti) { object oTarget; object oItem; object oPC = GetLastUsedBy(); int oDamage; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="pearl") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } PCEffect(0.0,VFX_FNF_SUMMON_MONSTER_2, OBJECT_SELF); PCEffect(1.0,VFX_DUR_ELEMENTAL_SHIELD, OBJECT_SELF); PCEffect(1.5,VFX_IMP_AC_BONUS , OBJECT_SELF); PCEffect(2.0,VFX_IMP_HARM, OBJECT_SELF); if (oMulti==3) { PCEffect(2.8,VFX_DUR_PROT_EPIC_ARMOR_2, OBJECT_SELF); Message(3.0, "** Fully Upgraded **", oPC); } DelayCommand(1.0, Arm2(GetFirstItemInInventory(OBJECT_SELF), oMulti)); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); } //void main (){}