#include "prc_alterations" #include "prc_feat_const" /// +2 on Intimidate and Persuade ///////// void Evilbrand(object oPC ,object oSkin ,int iLevel) { if(GetLocalInt(oSkin, "EvilbrandPe") == iLevel) return; SetCompositeBonus(oSkin, "EvilbrandPe", iLevel, ITEM_PROPERTY_SKILL_BONUS,SKILL_PERSUADE); SetCompositeBonus(oSkin, "EvilbrandI", iLevel, ITEM_PROPERTY_SKILL_BONUS,SKILL_INTIMIDATE); } void EB_app(object oPC,int iEquip,object oItem ) { object oPC = OBJECT_SELF; object oSkin = GetPCSkin(oPC); if (iEquip!=1) { if (GetBaseItemType(oItem)!=BASE_ITEM_INVALID) { Evilbrand(oPC, oSkin, 0); DeleteLocalInt(oSkin,"Evilbrand"); } else { Evilbrand(oPC, oSkin, 2); SetLocalInt(oSkin,"Evilbrand",1); } } else if (iEquip==1) { if (GetBaseItemType(oItem)!= BASE_ITEM_INVALID) return; Evilbrand(oPC, oSkin, 2); SetLocalInt(oSkin,"Evilbrand",1); } } void main() { object oPC = OBJECT_SELF; object oSkin = GetPCSkin(oPC); //Check which feats the PC has int bEBHand; int bEBHead; int bEBChest; int bEBNeck; int bEBArm; if (GetHasFeat(FEAT_EB_HAND, oPC) > 0) { bEBHand = 1; } if (GetHasFeat(FEAT_EB_HEAD, oPC) > 0) { bEBHead = 1; } if (GetHasFeat(FEAT_EB_CHEST, oPC) > 0) { bEBChest = 1; } if (GetHasFeat(FEAT_EB_NECK, oPC) > 0) { bEBNeck = 1; } if (GetHasFeat(FEAT_EB_ARM, oPC) > 0) { bEBArm = 1; } //Define the objects object oHand = GetItemInSlot(INVENTORY_SLOT_ARMS, oPC); object oHead = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC); object oChest = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC); object oNeck = GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC); object oArm = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC); //Check alignment and check what bonus applies if(GetAlignmentGoodEvil(oPC) == ALIGNMENT_EVIL) { if(bEBHand > 0) EB_app(oPC, GetLocalInt(oPC,"ONEQUIP"),oHand); if(bEBHead > 0) EB_app(oPC, GetLocalInt(oPC,"ONEQUIP"),oHead); if(bEBChest > 0) EB_app(oPC, GetLocalInt(oPC,"ONEQUIP"),oChest); if(bEBNeck > 0) EB_app(oPC, GetLocalInt(oPC,"ONEQUIP"),oNeck); if(bEBArm > 0) EB_app(oPC, GetLocalInt(oPC,"ONEQUIP"),oArm); } else Evilbrand(oPC, oSkin,0); }