/* prc_spellf_eval.nss - Spellfire feat evaluation a la power attack By: Flaming_Sword Created: December 19, 2005 Modified: December 27, 2005 */ #include "prc_alterations" void main() { object oPC = OBJECT_SELF; if(GetHasFeat(FEAT_SPELLFIRE_WIELDER, oPC)) //sanity check { if(!GetHasFeat(FEAT_SPELLFIRE_QUICKSELECT)) { if(DEBUG) DoDebug("prc_spellf_eval: Adding the Spellfire radials", oPC); object oSkin = GetPCSkin(oPC); IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_SPELLFIRE_INCREASE), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_SPELLFIRE_DECREASE), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); IPSafeAddItemProperty(oSkin, PRCItemPropertyBonusFeat(IP_CONST_FEAT_SPELLFIRE_QUICKSELECT), 0.0f, X2_IP_ADDPROP_POLICY_KEEP_EXISTING, FALSE, FALSE); } if(!GetLocalInt(oPC, "SpellfireOnhit") && GetLevelByClass(CLASS_TYPE_SPELLFIRE, oPC)) { //only spellfire channelers need to have the onhit if(DEBUG) DoDebug("prc_spellf_eval: Adding the onhit armour maintainer", oPC); SetLocalInt(oPC, "SpellfireOnhit", 1); //let's make sure this only runs once, shall we? ExecuteScript("prc_keep_onhit_a", oPC); } } //prc_keep_onhit_a }