#include "prc_x2_itemprop" #include "mn_inc_weaptypes" effect eEffect; object oTarget; /* Script generated by Lilac Soul's NWN Script Generator, v. 2.0 For download info, please visit: http://nwvault.ign.com/View.php?view=Other.Detail&id=4683&id=625 */ void message( object oPC, string msg ) { FloatingTextStringOnCreature(msg, oPC, FALSE ); } void main() { object oPC; oPC = GetItemActivator(); // Potion automatically enchants weapon in main-slot oTarget = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); if ( GetSling( oTarget ) ) { // Enchant slyngestenene, ikke slyngen oTarget = GetItemInSlot( INVENTORY_SLOT_BULLETS, oPC ); /* For Debugging purposes string tag = GetTag( oTarget ); string m = "NOT BLUNT"; string n = (oTarget == OBJECT_INVALID)?"OBJECT_INVALID":GetTag( oTarget ); string o = "Basetypes: bullet: "+ IntToString (BASE_ITEM_BULLET); o += " - Item's basetype: " + IntToString( GetBaseItemType( oTarget )); string p = (oTarget == OBJECT_INVALID)?"OBJECT_INVALID":GetName( oTarget ); string q = "Slotnumber: bullet: "+ IntToString (INVENTORY_SLOT_BULLETS); q += " - Slotnumber: Righthand: " + IntToString( INVENTORY_SLOT_RIGHTHAND); if ( GetBluntWeapon( oTarget ) ) { m = "Blunt weapon"; } message (oPC, m ); message (oPC, n ); message (oPC, o ); message (oPC, p ); message (oPC, q ); */ } if ( !( oTarget == OBJECT_INVALID) && GetBluntWeapon( oTarget ) ) { itemproperty ipEffect=ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_BLUDGEONING, IP_CONST_DAMAGEBONUS_10); IPSafeAddItemProperty( oTarget, ipEffect, 300.0f); /* eEffect = EffectDamageIncrease(DAMAGE_BONUS_10, DAMAGE_TYPE_BLUDGEONING); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 300.0f); */ } else { FloatingTextStringOnCreature( "The oil has no effect", oPC, FALSE ); } }