69 lines
1.5 KiB
Plaintext
69 lines
1.5 KiB
Plaintext
void GetProp(int oBase, int oType, int oSubType, object oPC)
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{
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int oItem;
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int oProp;
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int oSub;
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int oDamType;
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int oDamAmt;
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switch (oBase)
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{
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case BASE_ITEM_CBLUDGWEAPON: {oItem = 1;}
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case BASE_ITEM_CSLASHWEAPON: {oItem = 1;}
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case BASE_ITEM_CSLSHPRCWEAP: {oItem = 1;}
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case BASE_ITEM_BOOTS: {oItem = 2;}
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case BASE_ITEM_BRACER: {oItem = 3;}
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case BASE_ITEM_GLOVES: {oItem = 4;}
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case BASE_ITEM_CLOAK: {oItem = 5;}
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case BASE_ITEM_ARMOR: {oItem = 6;}
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case BASE_ITEM_HELMET: {oItem = 7;}
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case BASE_ITEM_RING: {oItem = 8;}
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case BASE_ITEM_AMULET: {oItem = 9;}
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case BASE_ITEM_BELT: {oItem = 10;}
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case BASE_ITEM_TOWERSHIELD: {oItem = 11;}
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}
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switch (oType)
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{
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case IP_CONST_DAMAGETYPE_ACID: {oDamType = 2;}
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}
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switch (oSubType)
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{
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case DAMAGE_BONUS_1d8: {oDamAmt = 2;}
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}
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if ((oItem==1)&&(oDamType==2)&&(oDamAmt==2))
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{
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FloatingTextStringOnCreature("Acid Damage 1d8", oPC);
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}
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else
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{
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FloatingTextStringOnCreature("Oh crap!", oPC);
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}
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}
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void main()
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{
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object oPC=GetLastUsedBy();
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object oOnHand=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
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int oType;
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int oSubType;
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int oBase;
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itemproperty ipLoop=GetFirstItemProperty(oOnHand);
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while (GetIsItemPropertyValid(ipLoop))
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{
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oBase = GetBaseItemType(oOnHand);
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oType = GetItemPropertyType(ipLoop);
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oSubType = GetItemPropertySubType(ipLoop);
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GetProp(oBase, oType, oSubType, oPC);
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ipLoop=GetNextItemProperty(oOnHand);
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}
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}
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