#include "prc_x2_itemprop" #include "x3_inc_skin" #include "prc_inc_skin" void main() { object oPC=OBJECT_SELF; itemproperty iProp; //object oSkin=GetItemInSlot(INVENTORY_SLOT_CARMOUR,oPC); object oSkin = GetPCSkin(oPC); SetSkinInt(oPC,"bSetSkeletonProperties",TRUE); SetLocalInt(oPC,"bUndead",TRUE); effect eUndead = EffectBonusFeat(FEAT_UNDEAD); eUndead = UnyieldingEffect(eUndead); eUndead = TagEffect(eUndead, "EFFECT_SKELETON"); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eUndead, oPC, 0.0f); // set properties iProp=ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_PIERCING,IP_CONST_DAMAGEIMMUNITY_50_PERCENT); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_SLASHING,IP_CONST_DAMAGEIMMUNITY_50_PERCENT); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyDamageVulnerability(IP_CONST_DAMAGETYPE_POSITIVE,IP_CONST_DAMAGEVULNERABILITY_100_PERCENT); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_CRITICAL_HITS); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_DEATH_MAGIC); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_DISEASE); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_LEVEL_ABIL_DRAIN); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_MINDSPELLS); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_PARALYSIS); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_POISON); IPSafeAddItemProperty(oSkin,iProp); iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_BACKSTAB); IPSafeAddItemProperty(oSkin,iProp); SendMessageToPC(oPC,"Skeleton Properties have been applied to your character."); }