#include "prc_inc_spells" void main() { object oPC = PRCGetSpellTargetObject(); object oWeap = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC); int nArmour = GetBaseAC(oArmour); int nWis = GetAbilityModifier(ABILITY_WISDOM, oPC); int nAC = 1; if (GetLevelByClass(CLASS_TYPE_BATTLESMITH, oPC) >= 4) nAC = 2; PRCRemoveEffectsFromSpell(oPC, GetSpellId()); if (GetBaseItemType(oWeap) == BASE_ITEM_WARHAMMER) ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectDamageIncrease(IPGetDamageBonusConstantFromNumber(nWis), DAMAGE_TYPE_BLUDGEONING)), oPC); if (nArmour >= 6) // Heavy armor only ApplyEffectToObject(DURATION_TYPE_PERMANENT, ExtraordinaryEffect(EffectACIncrease(nAC, AC_DEFLECTION_BONUS)), oPC); if (DEBUG) DoDebug("prc_bsmth_boost: Wisdom Modifier "+IntToString(nWis)+", AC Bonus "+IntToString(nAC)); }