EN4_PRC8/_module/nss/rd_magicitemchst.nss

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#include "x2_inc_treasure"
#include "nw_o2_coninclude"
#include "x2_inc_compon"
#include "rd_treasure"
void GenerateMagicItem(object oChest);
void main()
{
int iRandom;
if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
return;
object oLastOpener = GetLastOpener();
GenerateMagicItem(OBJECT_SELF);
if (Random(10) == 0)
GenerateMagicItem(OBJECT_SELF);
SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
ShoutDisturbed();
}
void GenerateMagicItem(object oChest)
{
int iArmor;
int iRandom;
int iRandom2;
int iShield;
int iEnchant;
int iLevel;
int iEnchantments;
int iIndex;
int iPosition;
int iBuild;
string sTag;
itemproperty iProperty;
object oItem;
object oPC;
oPC = GetRandomTreasurePC();
iBuild = 0;
iRandom = Random(3)+1;
switch (iRandom)
{
case 1: GetWeaponType(oPC);
sTag = "en3_" + GetWeaponTag(oPC);
iBuild = 1;
break;
case 2: iBuild = 2;
iArmor = ENGetArmorType(oPC);
sTag = GetArmorTag(iArmor);
break;
case 3: GetMiscMagic(oChest);
break;
}
iLevel = GetLevelByPosition(1,oPC) +
GetLevelByPosition(2,oPC) +
GetLevelByPosition(3,oPC);
if (iBuild>0)
{
iRandom = Random(100)+1 + iLevel/3;
if (iRandom <=60)
iEnchant = 1;
else if (iRandom <=80)
iEnchant= 2;
else if (iRandom <=90)
iEnchant = 3;
else if (iRandom <=95)
iEnchant = 4;
else if (iRandom <=99)
iEnchant = 5;
else
iEnchant = Random(5) + 6;
if (iLevel > 20)
if (Random(100) < (iLevel-20))
iEnchant = iEnchant + Random(10)+1;
if (iBuild == 1)
{
sTag = sTag + "2";
oItem=CreateItemOnObject(sTag,oChest,1);
if (IPGetIsRangedWeapon(oItem))
{
iProperty=ItemPropertyAttackBonus(iEnchant);
IPSafeAddItemProperty(oItem,iProperty);
iProperty=ItemPropertyMaxRangeStrengthMod(iEnchant);
}
else
{
iProperty=ItemPropertyEnhancementBonus(iEnchant);
}
}
if (iBuild == 2)
{
sTag = sTag + IntToString(Random(3)+2);
oItem=CreateItemOnObject(sTag,oChest,1);
iProperty=ItemPropertyACBonus(iEnchant);
}
IPSafeAddItemProperty(oItem,iProperty);
iEnchantments = GetNumEnchantments(iLevel);
iIndex=0;
while (iIndex < iEnchantments)
{
iIndex++;
if (iBuild==1)
if (GetTag(oItem) == "en3_monkgloves1" || sTag == "en3_monkgloves2")
iProperty = MonkWeaponProperty(iEnchant);
else if (IPGetIsRangedWeapon(oItem))
iProperty = RangedWeaponProperty(iEnchant);
else
iProperty = WeaponProperty(iEnchant);
else
iProperty = ArmorProperty(iEnchant);
IPSafeAddItemProperty(oItem,iProperty);
}
}
if (IPGetIsRangedWeapon(oItem))
{
if (sTag == "en3_hxbow2" || sTag == "en3_lxbow2")
{
GetAmmo(oChest,"en3_bolt1",iEnchant);
}
if (sTag == "en3_longbow2" || sTag == "en3_sbow2")
{
GetAmmo(oChest,"en3_arrow1",iEnchant);
}
if (sTag == "en3_sling2")
{
GetAmmo(oChest,"en3_bullet1",iEnchant);
}
}
}