#include "spawner" #include "prc_x2_itemprop" void Enhance(object oPC, object oItem) { int oDamage; itemproperty ipAdd; oDamage = IPGetWeaponEnhancementBonus(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS); ++oDamage; ipAdd = ItemPropertyEnhancementBonus(oDamage); IPSafeAddItemProperty(oItem, ipAdd); if (oDamage>=20) { SetLocalInt(oItem, "enhancement_max", 1); PCEffect(2.0,VFX_FNF_SUMMON_EPIC_UNDEAD, OBJECT_SELF); Message(2.0, "*** Fully Upgraded ***", oPC); } } void main () { object oTarget; object oItem; object oPC = GetPCSpeaker(); int oDamage; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="coin1") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } PCEffect(0.0,VFX_FNF_SUMMON_MONSTER_3, 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, Enhance(oPC, GetFirstItemInInventory(OBJECT_SELF))); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); }