#include "spawner" #include "prc_x2_itemprop" void Evade(object oItem) { int oDamage; itemproperty ipAdd; ipAdd = ItemPropertyBonusFeat(IP_CONST_FEAT_SPELLFOCUSENC); IPSafeAddItemProperty(oItem, ipAdd); } void main () { object oTarget; object oItem; int oDamage; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="coin1") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF); PCEffect(1.0,VFX_FNF_STRIKE_HOLY, OBJECT_SELF); PCEffect(1.5,VFX_FNF_DISPEL_GREATER, OBJECT_SELF); PCEffect(2.0,VFX_FNF_DISPEL_DISJUNCTION, OBJECT_SELF); PCEffect(2.5,VFX_IMP_IMPROVE_ABILITY_SCORE, OBJECT_SELF); DelayCommand(1.0, Evade(GetFirstItemInInventory(OBJECT_SELF))); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); }