#include "spawner" #include "prc_x2_itemprop" void Att(object oItem, int oDamage) { itemproperty ipAdd; int iAtt; switch (oDamage) { case 1: iAtt = 5; break; case 2: iAtt = 8; break; case 3: iAtt = 12; break; } ipAdd = ItemPropertyAttackBonus(iAtt); IPSafeAddItemProperty(oItem, ipAdd); } void AttackBonus (int oDamage) { object oTarget; object oItem; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="pearl") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF); PCEffect(1.0,VFX_DUR_ELEMENTAL_SHIELD, OBJECT_SELF); PCEffect(1.5,VFX_FNF_ELECTRIC_EXPLOSION, OBJECT_SELF); PCEffect(2.0,VFX_IMP_HARM, OBJECT_SELF); DelayCommand(1.0, Att(GetFirstItemInInventory(OBJECT_SELF), oDamage)); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); } //void main () {}