#include "spawner" #include "prc_x2_itemprop" void Mighty(object oItem) { int oDamage; itemproperty ipAdd; oDamage = IPGetWeaponEnhancementBonus(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS); ++oDamage; if (oDamage==21){oDamage=20;} ipAdd = ItemPropertyMaxRangeStrengthMod(oDamage); IPSafeAddItemProperty(oItem, ipAdd); } void main () { object oTarget; object oItem; int oDamage; SetLocked(OBJECT_SELF, TRUE); oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { if (GetTag(oItem)=="coin1") {DestroyObject(oItem);} oItem = GetNextItemInInventory(OBJECT_SELF); } CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF); PCEffect(1.0,VFX_DUR_ELEMENTAL_SHIELD, OBJECT_SELF); PCEffect(1.5,VFX_FNF_ELECTRIC_EXPLOSION, OBJECT_SELF); PCEffect(2.0,VFX_IMP_HARM, OBJECT_SELF); DelayCommand(1.0, Mighty(GetFirstItemInInventory(OBJECT_SELF))); DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE)); }