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