#include "prc_x2_itemprop" void main() { object oPC; object oItem; itemproperty ip; int iBlessing; int iDamage; oPC=GetPCSpeaker(); SetLocalInt(oPC,"TempPowers",1); iDamage = DAMAGE_BONUS_1; oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC); if (!GetIsObjectValid(oItem)) oItem = GetItemInSlot(INVENTORY_SLOT_ARMS,oPC); if (GetIsObjectValid(oItem)) { if (IPGetIsRangedWeapon(oItem)) { ip=ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_DIVINE,iDamage); oItem = GetItemInSlot(INVENTORY_SLOT_ARROWS,oPC); if (GetIsObjectValid(oItem)) IPSafeAddItemProperty(oItem,ip,4.0*60*60); oItem = GetItemInSlot(INVENTORY_SLOT_BOLTS,oPC); if (GetIsObjectValid(oItem)) IPSafeAddItemProperty(oItem,ip,4.0*60*60); oItem = GetItemInSlot(INVENTORY_SLOT_BULLETS,oPC); if (GetIsObjectValid(oItem)) IPSafeAddItemProperty(oItem,ip,4.0*60*60); } else { ip=ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_DIVINE,iDamage); IPSafeAddItemProperty(oItem,ip,4.0*60*60); } DelayCommand(1.0,AssignCommand(OBJECT_SELF,ActionCastFakeSpellAtObject(SPELL_BLESS_WEAPON,oPC))); TakeGoldFromCreature(100,oPC,TRUE); } }