PRC8/trunk/include/prc_x2_itemprop.nss

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//::///////////////////////////////////////////////
//:: Item Property Functions
//:: prc_x2_itemprop
//:: Copyright (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Holds item property and item modification
specific code.
If you look for anything specific to item
properties, your chances are good to find it
in here.
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-06-05
//:: Last Update: 2003-10-07
//:://////////////////////////////////////////////
//:: Test void
//:: void main (){}
//Changed by primogenitor to include CEP itemtypes
// * The tag of the ip work container, a placeable which has to be set into each
// * module that is using any of the crafting functions.
const string X2_IP_WORK_CONTAINER_TAG = "x2_plc_ipbox";
// * 2da for armor appearance
const string X2_IP_ARMORPARTS_2DA = "des_crft_aparts" ;
// * Base custom token for item modification conversations (do not change unless you want to change the conversation too)
const int XP_IP_ITEMMODCONVERSATION_CTOKENBASE = 12220;
// * Number of maximum item properties allowed on most items
const int X2_IP_MAX_ITEM_PROPERTIES = 8;
// * Policy constants for IPSafeAddItemProperty()
const int X2_IP_ADDPROP_POLICY_REPLACE_EXISTING = 0;
const int X2_IP_ADDPROP_POLICY_KEEP_EXISTING = 1;
const int X2_IP_ADDPROP_POLICY_IGNORE_EXISTING =2;
// * removes all itemproperties with matching nItemPropertyType and nItemPropertyDuration
void IPRemoveMatchingItemProperties( object oItem, int nItemPropertyType, int nItemPropertyDuration = DURATION_TYPE_TEMPORARY, int nItemPropertySubType = -1 );
// * Removes ALL item properties from oItem matching nItemPropertyDuration
void IPRemoveAllItemProperties( object oItem, int nItemPropertyDuration = DURATION_TYPE_TEMPORARY );
// * returns TRUE if item can be equipped.
// * Uses Get2DAString, so do not use in a loop!
int IPGetIsItemEquipable( object oItem );
// * Returns the container used for item property and appearance modifications in the
// * module. If it does not exist, create it.
object IPGetIPWorkContainer( object oCaller = OBJECT_SELF );
// * This function needs to be rather extensive and needs to be updated if there are new
// * ip types we want to use, but it goes into the item property include anyway
itemproperty IPGetItemPropertyByID( int nPropID, int nParam1 = 0, int nParam2 = 0, int nParam3 = 0, int nParam4 = 0 );
// * returns TRUE if oItem is a ranged weapon
int IPGetIsRangedWeapon( object oItem );
// * return TRUE if oItem is a melee weapon
int IPGetIsMeleeWeapon( object oItem );
// * return TRUE if oItem is a projectile (bolt, arrow, etc)
int IPGetIsProjectile( object oItem );
// * returns true if weapon is blugeoning (used for poison)
// * This uses Get2DAstring, so it is slow. Avoid using in loops!
int IPGetIsBludgeoningWeapon( object oItem );
// * Return the IP_CONST_CASTSPELL_* ID matching to the SPELL_* constant given in nSPELL_ID
// * This uses Get2DAstring, so it is slow. Avoid using in loops!
// * returns -1 if there is no matching property for a spell
int IPGetIPConstCastSpellFromSpellID( int nSpellID );
// * Returns TRUE if an item has ITEM_PROPERTY_ON_HIT and the specified nSubType
// * possible values for nSubType can be taken from IPRP_ONHIT.2da
// * popular ones:
// * 5 - Daze 19 - ItemPoison 24 - Vorpal
int IPGetItemHasItemOnHitPropertySubType( object oTarget, int nSubType );
// * Add an item property in a safe fashion, preventing unwanted stacking
// * Parameters:
// * oItem - the item to add the property to
// * ip - the itemproperty to add
// * fDuration - set 0.0f to add the property permanent, anything else is temporary
// * nAddItemPropertyPolicy - How to handle existing properties. Valid values are:
// * X2_IP_ADDPROP_POLICY_REPLACE_EXISTING - remove any property of the same type, subtype, durationtype before adding;
// * X2_IP_ADDPROP_POLICY_KEEP_EXISTING - do not add if any property with same type, subtype and durationtype already exists;
// * X2_IP_ADDPROP_POLICY_IGNORE_EXISTING - add itemproperty in any case - Do not Use with OnHit or OnHitSpellCast props!
// *
// * bIgnoreDurationType - If set to TRUE, an item property will be considered identical even if the DurationType is different. Be careful when using this
// * with X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, as this could lead to a temporary item property removing a permanent one
// * bIgnoreSubType - If set to TRUE an item property will be considered identical even if the SubType is different.
void IPSafeAddItemProperty(object oItem, itemproperty ip, float fDuration =0.0f, int nAddItemPropertyPolicy = X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, int bIgnoreDurationType = FALSE, int bIgnoreSubType = FALSE);
// * Wrapper for GetItemHasItemProperty that returns true if
// * oItem has an itemproperty that matches ipCompareTo by Type AND DurationType AND SubType
// * nDurationType = Valid DURATION_TYPE_* or -1 to ignore
// * bIgnoreSubType - If set to TRUE an item property will be considered identical even if the SubType is different.
int IPGetItemHasProperty(object oItem, itemproperty ipCompareTo, int nDurationType, int bIgnoreSubType = FALSE);
// * returns FALSE it the item has no sequencer property
// * returns number of spells that can be stored in any other case
int IPGetItemSequencerProperty(object oItem, object oPC = OBJECT_SELF);
// * returns TRUE if the item has the OnHit:IntelligentWeapon property.
int IPGetIsIntelligentWeapon(object oItem);
// * Mapping between numbers and power constants for ITEM_PROPERTY_DAMAGE_BONUS
// * returns the appropriate ITEM_PROPERTY_DAMAGE_POWER_* constant for nNumber
int IPGetDamagePowerConstantFromNumber(int nNumber);
// * returns the appropriate ITEM_PROPERTY_DAMAGE_BONUS_= constant for nNumber
// * Do not pass in any number <1 ! Will return -1 on error
int IPGetDamageBonusConstantFromNumber(int nNumber);
// * Special Version of Copy Item Properties for use with greater wild shape
// * oOld - Item equipped before polymorphing (source for item props)
// * oNew - Item equipped after polymorphing (target for item props)
// * bWeapon - Must be set TRUE when oOld is a weapon.
void IPWildShapeCopyItemProperties(object oOld, object oNew, int bWeapon = FALSE);
// * Returns the current enhancement bonus of a weapon (+1 to +20), 0 if there is
// * no enhancement bonus. You can test for a specific type of enhancement bonus
// * by passing the appropritate ITEM_PROPERTY_ENHANCEMENT_BONUS* constant into
// * nEnhancementBonusType
int IPGetWeaponEnhancementBonus(object oWeapon, int nEnhancementBonusType = ITEM_PROPERTY_ENHANCEMENT_BONUS, int bIgnoreTemporary = TRUE);
// * Shortcut function to set the enhancement bonus of a weapon to a certain bonus
// * Specifying bOnlyIfHigher as TRUE will prevent a bonus lower than the requested
// * bonus from being applied. Valid values for nBonus are 1 to 20.
void IPSetWeaponEnhancementBonus(object oWeapon, int nBonus, int bOnlyIfHigher = TRUE);
// * Shortcut function to upgrade the enhancement bonus of a weapon by the
// * number specified in nUpgradeBy. If the resulting new enhancement bonus
// * would be out of bounds (>+20), it will be set to +20
void IPUpgradeWeaponEnhancementBonus(object oWeapon, int nUpgradeBy);
// * Returns TRUE if a character has any item equipped that has the itemproperty
// * defined in nItemPropertyConst in it (ITEM_PROPERTY_* constant)
int IPGetHasItemPropertyOnCharacter(object oPC, int nItemPropertyConst);
// * Returns an integer with the number of properties present oItem
int IPGetNumberOfItemProperties(object oItem);
// returns the IP damage constant for a given number
int IPDamageConstant(int nDamBon);
#include "prc_ipfeat_const"
#include "inc_utility"
//------------------------------------------------------------------------------
// I M P L E M E N T A T I O N
//------------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// Removes all itemproperties with matching nItemPropertyType and
// nItemPropertyDuration (a DURATION_TYPE_* constant)
// ----------------------------------------------------------------------------
void IPRemoveMatchingItemProperties(object oItem, int nItemPropertyType, int nItemPropertyDuration = DURATION_TYPE_TEMPORARY, int nItemPropertySubType = -1)
{
itemproperty ip = GetFirstItemProperty(oItem);
// valid ip?
while (GetIsItemPropertyValid(ip))
{
// same property type?
if ((GetItemPropertyType(ip) == nItemPropertyType))
{
// same duration or duration ignored?
if (GetItemPropertyDurationType(ip) == nItemPropertyDuration || nItemPropertyDuration == -1)
{
// same subtype or subtype ignored
if (GetItemPropertySubType(ip) == nItemPropertySubType || nItemPropertySubType == -1)
{
// Put a warning into the logfile if someone tries to remove a permanent ip with a temporary one!
/*if (nItemPropertyDuration == DURATION_TYPE_TEMPORARY && GetItemPropertyDurationType(ip) == DURATION_TYPE_PERMANENT)
{
WriteTimestampedLogEntry("prc_x2_itemprop:: IPRemoveMatchingItemProperties() - WARNING: Permanent item property removed by temporary on "+GetTag(oItem));
}
*/
RemoveItemProperty(oItem, ip);
}
}
}
ip = GetNextItemProperty(oItem);
}
}
// ----------------------------------------------------------------------------
// Removes ALL item properties from oItem matching nItemPropertyDuration
// ----------------------------------------------------------------------------
void IPRemoveAllItemProperties(object oItem, int nItemPropertyDuration = DURATION_TYPE_TEMPORARY)
{
itemproperty ip = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(ip))
{
if (GetItemPropertyDurationType(ip) == nItemPropertyDuration)
{
RemoveItemProperty(oItem, ip);
}
ip = GetNextItemProperty(oItem);
}
}
// ----------------------------------------------------------------------------
// returns TRUE if item can be equipped. Uses Get2DAString, so do not use in a loop!
// ----------------------------------------------------------------------------
int IPGetIsItemEquipable(object oItem)
{
int nBaseType =GetBaseItemType(oItem);
// fix, if we get BASE_ITEM_INVALID (usually because oItem is invalid), we
// need to make sure that this function returns FALSE
if(nBaseType==BASE_ITEM_INVALID) return FALSE;
string sResult = Get2DACache("baseitems","EquipableSlots",nBaseType);
return (sResult != "0x00000");
}
// ----------------------------------------------------------------------------
// Returns the container used for item property and appearance modifications in the
// module. If it does not exist, it is created
// ----------------------------------------------------------------------------
object IPGetIPWorkContainer(object oCaller = OBJECT_SELF)
{
object oRet = GetObjectByTag(X2_IP_WORK_CONTAINER_TAG);
if (oRet == OBJECT_INVALID)
{
oRet = CreateObject(OBJECT_TYPE_PLACEABLE,X2_IP_WORK_CONTAINER_TAG,GetStartingLocation());
effect eInvis = EffectVisualEffect( VFX_DUR_CUTSCENE_INVISIBILITY);
eInvis = ExtraordinaryEffect(eInvis);
ApplyEffectToObject(DURATION_TYPE_PERMANENT,eInvis,oRet);
if (oRet == OBJECT_INVALID)
{
WriteTimestampedLogEntry("prc_x2_itemprop - critical: Missing container with tag " +X2_IP_WORK_CONTAINER_TAG + "!!");
}
}
return oRet;
}
// ----------------------------------------------------------------------------
// This function needs to be rather extensive and needs to be updated if there are new
// ip types we want to use, but it goes into the item property include anyway
// ----------------------------------------------------------------------------
//This version has been fixed up by Sunjammer from the bioware forums
//http://nwn.bioware.com/forums/viewtopic.html?topic=431299&forum=47
itemproperty IPGetItemPropertyByID(int nPropID, int nParam1=0, int nParam2=0, int nParam3=0, int nParam4=0)
{
itemproperty ipRet;
if (nPropID == ITEM_PROPERTY_ABILITY_BONUS)
{
ipRet = ItemPropertyAbilityBonus(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_AC_BONUS)
{
ipRet = ItemPropertyACBonus(nParam1);
}
else if (nPropID == ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP)
{
ipRet = ItemPropertyACBonusVsAlign(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE)
{
ipRet = ItemPropertyACBonusVsDmgType(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP)
{
ipRet = ItemPropertyACBonusVsRace(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT)
{
ipRet = ItemPropertyACBonusVsSAlign(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_ATTACK_BONUS)
{
ipRet = ItemPropertyAttackBonus(nParam1);
}
else if (nPropID == ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP)
{
ipRet = ItemPropertyAttackBonusVsAlign(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP)
{
ipRet = ItemPropertyAttackBonusVsRace(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT)
{
ipRet = ItemPropertyAttackBonusVsSAlign(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_BASE_ITEM_WEIGHT_REDUCTION)
{
ipRet = ItemPropertyWeightReduction(nParam1);
}
else if (nPropID == ITEM_PROPERTY_BONUS_FEAT)
{
ipRet = PRCItemPropertyBonusFeat(nParam1);
}
else if (nPropID == ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N)
{
ipRet = ItemPropertyBonusLevelSpell(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_CAST_SPELL)
{
ipRet = ItemPropertyCastSpell(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_BONUS)
{
ipRet = ItemPropertyDamageBonus(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP)
{
ipRet = ItemPropertyDamageBonusVsAlign(nParam1, nParam2, nParam3);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP)
{
ipRet = ItemPropertyDamageBonusVsRace(nParam1, nParam2, nParam3);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT)
{
ipRet = ItemPropertyDamageBonusVsSAlign(nParam1, nParam2, nParam3);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_REDUCTION)
{
ipRet = ItemPropertyDamageReduction(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_RESISTANCE)
{
ipRet = ItemPropertyDamageResistance(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DAMAGE_VULNERABILITY)
{
ipRet = ItemPropertyDamageResistance(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DARKVISION)
{
ipRet = ItemPropertyDarkvision();
}
else if (nPropID == ITEM_PROPERTY_DECREASED_ABILITY_SCORE)
{
ipRet = ItemPropertyDecreaseAbility(nParam1,nParam2);
}
else if (nPropID == ITEM_PROPERTY_DECREASED_AC)
{
ipRet = ItemPropertyDecreaseAC(nParam1,nParam2);
}
else if (nPropID == ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER)
{
ipRet = ItemPropertyAttackPenalty(nParam1);
}
else if (nPropID == ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER)
{
ipRet = ItemPropertyEnhancementPenalty(nParam1);
}
else if (nPropID == ITEM_PROPERTY_DECREASED_SAVING_THROWS)
{
ipRet = ItemPropertyReducedSavingThrow(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC)
{
ipRet = ItemPropertyBonusSavingThrowVsX(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_DECREASED_SKILL_MODIFIER)
{
ipRet = ItemPropertyDecreaseSkill(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_ENHANCED_CONTAINER_REDUCED_WEIGHT)
{
ipRet = ItemPropertyContainerReducedWeight(nParam1);
}
else if (nPropID == ITEM_PROPERTY_ENHANCEMENT_BONUS)
{
ipRet = ItemPropertyEnhancementBonus(nParam1);
}
else if (nPropID == ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP)
{
ipRet = ItemPropertyEnhancementBonusVsAlign(nParam1,nParam2);
}
else if (nPropID == ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_SPECIFIC_ALIGNEMENT)
{
ipRet = ItemPropertyEnhancementBonusVsSAlign(nParam1,nParam2);
}
else if (nPropID == ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP)
{
ipRet = ItemPropertyEnhancementBonusVsRace(nParam1,nParam2);
}
else if (nPropID == ITEM_PROPERTY_EXTRA_MELEE_DAMAGE_TYPE)
{
ipRet = ItemPropertyExtraMeleeDamageType(nParam1);
}
else if (nPropID == ITEM_PROPERTY_EXTRA_RANGED_DAMAGE_TYPE)
{
ipRet = ItemPropertyExtraRangeDamageType(nParam1);
}
else if (nPropID == ITEM_PROPERTY_HASTE)
{
ipRet = ItemPropertyHaste();
}
else if (nPropID == ITEM_PROPERTY_KEEN)
{
ipRet = ItemPropertyKeen();
}
else if (nPropID == ITEM_PROPERTY_LIGHT)
{
ipRet = ItemPropertyLight(nParam1,nParam2);
}
else if (nPropID == ITEM_PROPERTY_MASSIVE_CRITICALS)
{
ipRet = ItemPropertyMassiveCritical(nParam1);
}
else if (nPropID == ITEM_PROPERTY_NO_DAMAGE)
{
ipRet = ItemPropertyNoDamage();
}
else if (nPropID == ITEM_PROPERTY_ON_HIT_PROPERTIES)
{
ipRet = ItemPropertyOnHitProps(nParam1, nParam2, nParam3);
}
else if (nPropID == ITEM_PROPERTY_TRAP)
{
ipRet = ItemPropertyTrap(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_TRUE_SEEING)
{
ipRet = ItemPropertyTrueSeeing();
}
else if (nPropID == ITEM_PROPERTY_UNLIMITED_AMMUNITION)
{
ipRet = ItemPropertyUnlimitedAmmo(nParam1);
}
// SJ -----------------------------------------------------------------start-
else if (nPropID == ITEM_PROPERTY_ONHITCASTSPELL)
{
// this constructor is bugged (@ v1.65) and will reduce nParam2 by 1
// we can compensate for this until it is fixed by adding 1 here
// however someone (you) will have to remember to remove it later!
ipRet = ItemPropertyOnHitCastSpell(nParam1, nParam2 + 1);
//Primogenitor
//Not strictly true. You put in the level of the spell, its just that
//this doesnt match the row of the 2da directly. Thus you only need
//to remember this when getting the value later on.
ipRet = ItemPropertyOnHitCastSpell(nParam1, nParam2);
}
// SJ -------------------------------------------------------------------end-
else if (nPropID == ITEM_PROPERTY_ARCANE_SPELL_FAILURE)
{
ipRet = ItemPropertyArcaneSpellFailure(nParam1);
}
// SJ -----------------------------------------------------------------start-
else if (nPropID == ITEM_PROPERTY_DECREASED_DAMAGE)
{
ipRet = ItemPropertyDamagePenalty(nParam1);
}
else if (nPropID == ITEM_PROPERTY_FREEDOM_OF_MOVEMENT)
{
ipRet = ItemPropertyFreeAction();
}
else if (nPropID == ITEM_PROPERTY_HEALERS_KIT)
{
ipRet = ItemPropertyHealersKit(nParam1);
}
else if (nPropID == ITEM_PROPERTY_HOLY_AVENGER)
{
ipRet = ItemPropertyHolyAvenger();
}
else if (nPropID == ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE)
{
ipRet = ItemPropertyDamageImmunity(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS)
{
ipRet = ItemPropertyImmunityMisc(nParam1);
}
else if (nPropID == ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL)
{
ipRet = ItemPropertySpellImmunitySpecific(nParam1);
}
else if (nPropID == ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL)
{
ipRet = ItemPropertySpellImmunitySchool(nParam1);
}
else if (nPropID == ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL)
{
// this constructor is bugged (@ v1.65) and will reduce nParam1 by 1
// we can compensate for this until it is fixed by adding 1 here
// however someone (you) will have to remember to remove it later!
//Primogenitor
//Fixed as of 1.67
ipRet = ItemPropertyImmunityToSpellLevel(nParam1);
}
else if (nPropID == ITEM_PROPERTY_IMPROVED_EVASION)
{
ipRet = ItemPropertyImprovedEvasion();
}
else if (nPropID == ITEM_PROPERTY_MIGHTY)
{
ipRet = ItemPropertyMaxRangeStrengthMod(nParam1);
}
else if (nPropID == ITEM_PROPERTY_MONSTER_DAMAGE)
{
ipRet = ItemPropertyMonsterDamage(nParam1);
}
else if (nPropID == ITEM_PROPERTY_ON_MONSTER_HIT)
{
ipRet = ItemPropertyOnMonsterHitProperties(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_REGENERATION)
{
ipRet = ItemPropertyRegeneration(nParam1);
}
else if (nPropID == ITEM_PROPERTY_REGENERATION_VAMPIRIC)
{
ipRet = ItemPropertyVampiricRegeneration(nParam1);
}
else if (nPropID == ITEM_PROPERTY_SAVING_THROW_BONUS)
{
ipRet = ItemPropertyBonusSavingThrowVsX(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_SAVING_THROW_BONUS_SPECIFIC)
{
ipRet = ItemPropertyBonusSavingThrow(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_SKILL_BONUS)
{
ipRet = ItemPropertySkillBonus(nParam1, nParam2);
}
else if (nPropID == ITEM_PROPERTY_SPECIAL_WALK)
{
ipRet = ItemPropertySpecialWalk(nParam1);
}
else if (nPropID == ITEM_PROPERTY_SPELL_RESISTANCE)
{
ipRet = ItemPropertyBonusSpellResistance(nParam1);
}
else if (nPropID == ITEM_PROPERTY_THIEVES_TOOLS)
{
ipRet = ItemPropertyThievesTools(nParam1);
}
else if (nPropID == ITEM_PROPERTY_TURN_RESISTANCE)
{
ipRet = ItemPropertyTurnResistance(nParam1);
}
else if (nPropID == ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP)
{
ipRet = ItemPropertyLimitUseByAlign(nParam1);
}
else if (nPropID == ITEM_PROPERTY_USE_LIMITATION_CLASS)
{
ipRet = ItemPropertyLimitUseByClass(nParam1);
}
else if (nPropID == ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE)
{
ipRet = ItemPropertyLimitUseByRace(nParam1);
}
else if (nPropID == ITEM_PROPERTY_USE_LIMITATION_SPECIFIC_ALIGNMENT)
{
ipRet = ItemPropertyLimitUseBySAlign(nParam1);
}
else if (nPropID == ITEM_PROPERTY_VISUALEFFECT)
{
ipRet = ItemPropertyVisualEffect(nParam1);
}
else if (nPropID == ITEM_PROPERTY_WEIGHT_INCREASE)
{
ipRet = ItemPropertyWeightIncrease(nParam1);
}
// SJ -------------------------------------------------------------------end-
return ipRet;
}
// ----------------------------------------------------------------------------
// Returns TRUE if oItem is a projectile
// ----------------------------------------------------------------------------
int IPGetIsProjectile(object oItem)
{
int nBT = GetBaseItemType(oItem);
return nBT == BASE_ITEM_ARROW
|| nBT == BASE_ITEM_BOLT
|| nBT == BASE_ITEM_BULLET;
}
// ----------------------------------------------------------------------------
// Returns TRUE if oItem is a ranged weapon
// ----------------------------------------------------------------------------
int IPGetIsRangedWeapon(object oItem)
{
return GetWeaponRanged(oItem); // doh !
}
// ----------------------------------------------------------------------------
// Returns TRUE if oItem is a melee weapon
// ----------------------------------------------------------------------------
int IPGetIsMeleeWeapon(object oItem)
{
//wepon type/size && !ranged
//Declare major variables
int nItem = GetBaseItemType(oItem);
if(nItem == BASE_ITEM_BASTARDSWORD
|| nItem == BASE_ITEM_BATTLEAXE
|| nItem == BASE_ITEM_DOUBLEAXE
|| nItem == BASE_ITEM_GREATAXE
|| nItem == BASE_ITEM_GREATSWORD
|| nItem == BASE_ITEM_HALBERD
|| nItem == BASE_ITEM_HANDAXE
|| nItem == BASE_ITEM_KAMA
|| nItem == BASE_ITEM_KATANA
|| nItem == BASE_ITEM_KUKRI
|| nItem == BASE_ITEM_LONGSWORD
|| nItem == BASE_ITEM_SCIMITAR
|| nItem == BASE_ITEM_SCYTHE
|| nItem == BASE_ITEM_SICKLE
|| nItem == BASE_ITEM_TWOBLADEDSWORD
|| nItem == BASE_ITEM_CLUB
|| nItem == BASE_ITEM_DAGGER
|| nItem == BASE_ITEM_DIREMACE
|| nItem == BASE_ITEM_HEAVYFLAIL
|| nItem == BASE_ITEM_LIGHTFLAIL
|| nItem == BASE_ITEM_LIGHTHAMMER
|| nItem == BASE_ITEM_LIGHTMACE
|| nItem == BASE_ITEM_MORNINGSTAR
|| nItem == BASE_ITEM_QUARTERSTAFF
|| nItem == BASE_ITEM_MAGICSTAFF
|| nItem == BASE_ITEM_RAPIER
|| nItem == BASE_ITEM_WHIP
|| nItem == BASE_ITEM_SHORTSPEAR
|| nItem == BASE_ITEM_SHORTSWORD
|| nItem == BASE_ITEM_WARHAMMER
|| nItem == BASE_ITEM_DWARVENWARAXE
|| nItem == BASE_ITEM_TRIDENT
|| nItem == BASE_ITEM_HEAVY_PICK
|| nItem == BASE_ITEM_LIGHT_PICK
|| nItem == BASE_ITEM_SAI
|| nItem == BASE_ITEM_NUNCHAKU
|| nItem == BASE_ITEM_FALCHION
|| nItem == BASE_ITEM_SAP
|| nItem == BASE_ITEM_KATAR
|| nItem == BASE_ITEM_HEAVY_MACE
|| nItem == BASE_ITEM_MAUL
|| nItem == BASE_ITEM_DOUBLE_SCIMITAR
|| nItem == BASE_ITEM_GOAD
|| nItem == BASE_ITEM_EAGLE_CLAW
|| nItem == BASE_ITEM_ELVEN_LIGHTBLADE // PRC weapons
|| nItem == BASE_ITEM_ELVEN_THINBLADE
|| nItem == BASE_ITEM_ELVEN_COURTBLADE
|| nItem == BASE_ITEM_CRAFTED_STAFF
|| nItem == 300 //CEP Trident
|| nItem == 303 //CEP Sai
|| nItem == 304 //CEP nunchaku
|| nItem == 305 //CEP falchion
|| nItem == 309 //CEP assassin dager
|| nItem == 310 //CEP katar
|| nItem == 312 //CEP light mace 2
|| nItem == 313 //CEP kukri2
|| nItem == 316 //CEP falchion
|| nItem == 317 //CEP heavymace
|| nItem == 318 //CEP maul
|| nItem == 319 //CEP sh_x1_mercuryls
|| nItem == 320 //CEP sh_x1_mercurygs
|| nItem == 321 //CEP sh_x1_doublesc
|| nItem == 322 //CEP goad
|| nItem == 323 //CEP windfirewheel
|| nItem == 324 //CEP maugdoublesword
)
{
return TRUE;
}
return FALSE;
}
// ----------------------------------------------------------------------------
// Returns TRUE if weapon is a blugeoning weapon
// Uses Get2DAString!
// ----------------------------------------------------------------------------
int IPGetIsBludgeoningWeapon(object oItem)
{
int nBT = GetBaseItemType(oItem);
int nWeapon = ( StringToInt(Get2DACache("baseitems","WeaponType",nBT)));
// 2 = bludgeoning
return (nWeapon == 2);
}
// ----------------------------------------------------------------------------
// Return the IP_CONST_CASTSPELL_* ID matching to the SPELL_* constant given
// in nSPELL_ID.
// This uses Get2DAstring, so it is slow. Avoid using in loops!
// returns -1 if there is no matching property for a spell
// ----------------------------------------------------------------------------
int IPGetIPConstCastSpellFromSpellID(int nSpellID)
{
// look up Spell Property Index
string sTemp = Get2DACache("des_crft_spells","IPRP_SpellIndex",nSpellID);
if (sTemp == "") // invalid nSpellID
{
if (DEBUG) DoDebug("prc_x2_craft.nss::GetIPConstCastSpellFromSpellID called with invalid nSpellID" + IntToString(nSpellID));
return -1;
}
int nSpellPrpIdx = StringToInt(sTemp);
return nSpellPrpIdx;
}
// ----------------------------------------------------------------------------
// Returns TRUE if an item has ITEM_PROPERTY_ON_HIT and the specified nSubType
// possible values for nSubType can be taken from IPRP_ONHIT.2da
// popular ones:
// 5 - Daze
// 19 - ItemPoison
// 24 - Vorpal
// ----------------------------------------------------------------------------
int IPGetItemHasItemOnHitPropertySubType(object oTarget, int nSubType)
{
if (GetItemHasItemProperty(oTarget,ITEM_PROPERTY_ON_HIT_PROPERTIES))
{
itemproperty ipTest = GetFirstItemProperty(oTarget);
// loop over item properties to see if there is already a poison effect
while (GetIsItemPropertyValid(ipTest))
{
if (GetItemPropertySubType(ipTest) == nSubType) //19 == onhit poison
{
return TRUE;
}
ipTest = GetNextItemProperty(oTarget);
}
}
return FALSE;
}
// ----------------------------------------------------------------------------
// Add an item property in a safe fashion, preventing unwanted stacking
// Parameters:
// oItem - the item to add the property to
// ip - the itemproperty to add
// fDuration - set 0.0f to add the property permanent, anything else is temporary
// nAddItemPropertyPolicy - How to handle existing properties. Valid values are:
// X2_IP_ADDPROP_POLICY_REPLACE_EXISTING - remove any property of the same type, subtype, durationtype before adding;
// X2_IP_ADDPROP_POLICY_KEEP_EXISTING - do not add if any property with same type, subtype and durationtype already exists;
// X2_IP_ADDPROP_POLICY_IGNORE_EXISTING - add itemproperty in any case - Do not Use with OnHit or OnHitSpellCast props!
// bIgnoreDurationType - If set to TRUE, an item property will be considered identical even if the DurationType is different. Be careful when using this
// with X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, as this could lead to a temporary item property removing a permanent one
// bIgnoreSubType - If set to TRUE an item property will be considered identical even if the SubType is different.
//
// * WARNING: This function is used all over the game. Touch it and break it and the wrath
// of the gods will come down on you faster than you can saz "I didn't do it"
// ----------------------------------------------------------------------------
void IPSafeAddItemProperty(object oItem, itemproperty ip, float fDuration =0.0f, int nAddItemPropertyPolicy = X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, int bIgnoreDurationType = FALSE, int bIgnoreSubType = FALSE)
{
int nType = GetItemPropertyType(ip);
int nSubType = GetItemPropertySubType(ip);
int nDuration;
// if duration is 0.0f, make the item property permanent
if (fDuration == 0.0f)
{
nDuration = DURATION_TYPE_PERMANENT;
} else
{
nDuration = DURATION_TYPE_TEMPORARY;
}
int nDurationCompare = nDuration;
if (bIgnoreDurationType)
{
nDurationCompare = -1;
}
if (nAddItemPropertyPolicy == X2_IP_ADDPROP_POLICY_REPLACE_EXISTING)
{
// remove any matching properties
if (bIgnoreSubType)
{
nSubType = -1;
}
IPRemoveMatchingItemProperties(oItem, nType, nDurationCompare, nSubType );
}
else if (nAddItemPropertyPolicy == X2_IP_ADDPROP_POLICY_KEEP_EXISTING )
{
// do not replace existing properties
if(IPGetItemHasProperty(oItem, ip, nDurationCompare, bIgnoreSubType))
{
return; // item already has property, return
}
}
else //X2_IP_ADDPROP_POLICY_IGNORE_EXISTING
{
}
if (nDuration == DURATION_TYPE_PERMANENT)
{
AddItemProperty(nDuration,ip, oItem);
}
else
{
AddItemProperty(nDuration,ip, oItem,fDuration);
}
}
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
int IPGetItemHasProperty(object oItem, itemproperty ipCompareTo, int nDurationCompare, int bIgnoreSubType = FALSE)
{
itemproperty ip = GetFirstItemProperty(oItem);
//PrintString ("Filter - T:" + IntToString(GetItemPropertyType(ipCompareTo))+ " S: " + IntToString(GetItemPropertySubType(ipCompareTo)) + " (Ignore: " + IntToString (bIgnoreSubType) + ") D:" + IntToString(nDurationCompare));
while (GetIsItemPropertyValid(ip))
{
// PrintString ("Testing - T: " + IntToString(GetItemPropertyType(ip)));
if ((GetItemPropertyType(ip) == GetItemPropertyType(ipCompareTo)))
{
//PrintString ("**Testing - S: " + IntToString(GetItemPropertySubType(ip)));
if (GetItemPropertySubType(ip) == GetItemPropertySubType(ipCompareTo) || bIgnoreSubType)
{
// PrintString ("***Testing - d: " + IntToString(GetItemPropertyDurationType(ip)));
if (GetItemPropertyDurationType(ip) == nDurationCompare || nDurationCompare == -1)
{
//PrintString ("***FOUND");
return TRUE; // if duration is not ignored and durationtypes are equal, true
}
}
}
ip = GetNextItemProperty(oItem);
}
//PrintString ("Not Found");
return FALSE;
}
object IPGetTargetedOrEquippedMeleeWeapon()
{
object oTarget = PRCGetSpellTargetObject();
if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
{
if (IPGetIsMeleeWeapon(oTarget))
{
return oTarget;
}
else
{
return OBJECT_INVALID;
}
}
object oWeapon1 = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oTarget);
if (GetIsObjectValid(oWeapon1) && IPGetIsMeleeWeapon(oWeapon1))
{
return oWeapon1;
}
oWeapon1 = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oTarget);
if (GetIsObjectValid(oWeapon1) && IPGetIsMeleeWeapon(oWeapon1))
{
return oWeapon1;
}
oWeapon1 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_R, oTarget);
if (GetIsObjectValid(oWeapon1))
{
return oWeapon1;
}
oWeapon1 = GetItemInSlot(INVENTORY_SLOT_CWEAPON_B, oTarget);
if (GetIsObjectValid(oWeapon1))
{
return oWeapon1;
}
return OBJECT_INVALID;
}
object IPGetTargetedOrEquippedArmor(int bAllowShields = FALSE)
{
object oTarget = PRCGetSpellTargetObject();
if(GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_ITEM)
{
if (GetBaseItemType(oTarget) == BASE_ITEM_ARMOR)
{
return oTarget;
}
else
{
if ((bAllowShields) && (GetBaseItemType(oTarget) == BASE_ITEM_LARGESHIELD ||
GetBaseItemType(oTarget) == BASE_ITEM_SMALLSHIELD ||
GetBaseItemType(oTarget) == BASE_ITEM_TOWERSHIELD))
{
return oTarget;
}
else
{
return OBJECT_INVALID;
}
}
}
object oArmor1 = GetItemInSlot(INVENTORY_SLOT_CHEST, oTarget);
if (GetIsObjectValid(oArmor1) && GetBaseItemType(oArmor1) == BASE_ITEM_ARMOR)
{
return oArmor1;
}
if (bAllowShields != FALSE)
{
oArmor1 = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oTarget);
if (GetIsObjectValid(oArmor1) && (GetBaseItemType(oTarget) == BASE_ITEM_LARGESHIELD ||
GetBaseItemType(oTarget) == BASE_ITEM_SMALLSHIELD ||
GetBaseItemType(oTarget) == BASE_ITEM_TOWERSHIELD))
{
return oArmor1;
}
}
return OBJECT_INVALID;
}
// ----------------------------------------------------------------------------
// Returns FALSE it the item has no sequencer property
// Returns number of spells that can be stored in any other case
// ----------------------------------------------------------------------------
int IPGetItemSequencerProperty(object oItem, object oPC = OBJECT_SELF)
{
int nCnt;
if (GetItemHasItemProperty(oItem, ITEM_PROPERTY_CAST_SPELL))
{
itemproperty ip = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(ip) && nCnt ==0)
{
if (GetItemPropertyType(ip) ==ITEM_PROPERTY_CAST_SPELL)
{
if(GetItemPropertySubType(ip) == 523) // sequencer 3
nCnt = 3;
else if(GetItemPropertySubType(ip) == 522) // sequencer 2
nCnt = 2;
else if(GetItemPropertySubType(ip) == 521) // sequencer 1
nCnt = 1;
}
ip = GetNextItemProperty(oItem);
}
}
return nCnt;
}
// ----------------------------------------------------------------------------
// Returns number of spells that can be channeled through item
// ----------------------------------------------------------------------------
int IPGetItemChannelingProperty(object oItem, object oPC = OBJECT_SELF)
{
int nCnt;
//arcane archer check
if(GetLevelByClass(CLASS_TYPE_ARCANE_ARCHER, oPC) >= 2
&& GetPRCSwitch(PRC_USE_NEW_IMBUE_ARROW)
&& GetBaseItemType(oItem) == BASE_ITEM_ARROW)
{
FloatingTextStringOnCreature("* Imbue Arrow success *", oPC);
nCnt = 1;
}
//spellsword
else if(GetLevelByClass(CLASS_TYPE_SPELLSWORD, oPC) >= 4
&& IPGetIsMeleeWeapon(oItem))
{
//These are the channel spell charges for the day
int nUses = GetPersistantLocalInt(oPC,"spellswordchannelcharges");
if(nUses == 0)
{
FloatingTextStringOnCreature("* You have no Channel Spell uses remaining *",oPC);
}
else
{
int iLevel = GetLevelByClass(CLASS_TYPE_SPELLSWORD,oPC);
//Here we check if the spellsword has the multiple channel spell ability
//and store the spell on the weapon with the StoreSpells function.
//If there are multiple channels, we inform the function in which order
//they are stored with the help of a local integer.
if(iLevel >= 4 && iLevel < 10)
nCnt = 1;
else if(iLevel >= 10 && iLevel < 20)
nCnt = 2;
else if(iLevel >= 20 && iLevel < 30)
nCnt = 3;
else if(iLevel >= 30)
nCnt = 4;
nUses -= 1;
FloatingTextStringOnCreature(IntToString(nUses)+" uses of Channel Spell remaining",oPC);
SetPersistantLocalInt(oPC, "spellswordchannelcharges", nUses);
}
}
return nCnt;
}
void IPCopyItemProperties(object oSource, object oTarget, int bIgnoreCraftProps = TRUE)
{
itemproperty ip = GetFirstItemProperty(oSource);
int nSub;
while (GetIsItemPropertyValid(ip))
{
if (GetItemPropertyDurationType(ip) == DURATION_TYPE_PERMANENT)
{
if (bIgnoreCraftProps)
{
if (GetItemPropertyType(ip) ==ITEM_PROPERTY_CAST_SPELL)
{
nSub = GetItemPropertySubType(ip);
// filter crafting properties
if (nSub != 498 && nSub != 499 && nSub != 526 && nSub != 527)
{
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oTarget);
}
}
else
{
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oTarget);
}
}
else
{
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oTarget);
}
}
ip = GetNextItemProperty(oSource);
}
}
int IPGetIsIntelligentWeapon(object oItem)
{
int bRet = FALSE ;
itemproperty ip = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(ip))
{
if (GetItemPropertyType(ip) == ITEM_PROPERTY_ONHITCASTSPELL)
{
if (GetItemPropertySubType(ip) == 135)
{
return TRUE;
}
}
ip = GetNextItemProperty(oItem);
}
return bRet;
}
// ----------------------------------------------------------------------------
// Provide mapping between numbers and power constants for
// ITEM_PROPERTY_DAMAGE_BONUS
// ----------------------------------------------------------------------------
int IPGetDamagePowerConstantFromNumber(int nNumber)
{
switch (nNumber)
{
case 0: return DAMAGE_POWER_NORMAL;
case 1: return DAMAGE_POWER_PLUS_ONE;
case 2: return DAMAGE_POWER_PLUS_TWO;
case 3: return DAMAGE_POWER_PLUS_THREE;
case 4: return DAMAGE_POWER_PLUS_FOUR;
case 5: return DAMAGE_POWER_PLUS_FIVE;
case 6: return DAMAGE_POWER_PLUS_SIX;
case 7: return DAMAGE_POWER_PLUS_SEVEN;
case 8: return DAMAGE_POWER_PLUS_EIGHT;
case 9: return DAMAGE_POWER_PLUS_NINE;
case 10: return DAMAGE_POWER_PLUS_TEN;
case 11: return DAMAGE_POWER_PLUS_ELEVEN;
case 12: return DAMAGE_POWER_PLUS_TWELVE;
case 13: return DAMAGE_POWER_PLUS_THIRTEEN;
case 14: return DAMAGE_POWER_PLUS_FOURTEEN;
case 15: return DAMAGE_POWER_PLUS_FIFTEEN;
case 16: return DAMAGE_POWER_PLUS_SIXTEEN;
case 17: return DAMAGE_POWER_PLUS_SEVENTEEN;
case 18: return DAMAGE_POWER_PLUS_EIGHTEEN ;
case 19: return DAMAGE_POWER_PLUS_NINTEEN;
case 20: return DAMAGE_POWER_PLUS_TWENTY;
}
if (nNumber>20)
{
return DAMAGE_POWER_PLUS_TWENTY;
}
else
{
return DAMAGE_POWER_NORMAL;
}
}
// ----------------------------------------------------------------------------
// Provide mapping between numbers and bonus constants for ITEM_PROPERTY_DAMAGE_BONUS
// Note that nNumber should be > 0!
// ----------------------------------------------------------------------------
int IPGetDamageBonusConstantFromNumber(int nNumber)
{
switch (nNumber)
{
case 1: return DAMAGE_BONUS_1;
case 2: return DAMAGE_BONUS_2;
case 3: return DAMAGE_BONUS_3;
case 4: return DAMAGE_BONUS_4;
case 5: return DAMAGE_BONUS_5;
case 6: return DAMAGE_BONUS_6;
case 7: return DAMAGE_BONUS_7;
case 8: return DAMAGE_BONUS_8;
case 9: return DAMAGE_BONUS_9;
case 10: return DAMAGE_BONUS_10;
case 11: return DAMAGE_BONUS_11;
case 12: return DAMAGE_BONUS_12;
case 13: return DAMAGE_BONUS_13;
case 14: return DAMAGE_BONUS_14;
case 15: return DAMAGE_BONUS_15;
case 16: return DAMAGE_BONUS_16;
case 17: return DAMAGE_BONUS_17;
case 18: return DAMAGE_BONUS_18;
case 19: return DAMAGE_BONUS_19;
case 20: return DAMAGE_BONUS_20;
}
if (nNumber>20)
{
return DAMAGE_BONUS_20;
}
else
{
return -1;
}
}
// ----------------------------------------------------------------------------
// GZ, Sept. 30 2003
// Special Version of Copy Item Properties for use with greater wild shape
// oOld - Item equipped before polymorphing (source for item props)
// oNew - Item equipped after polymorphing (target for item props)
// bWeapon - Must be set TRUE when oOld is a weapon.
// ----------------------------------------------------------------------------
void IPWildShapeCopyItemProperties(object oOld, object oNew, int bWeapon = FALSE)
{
if (GetIsObjectValid(oOld) && GetIsObjectValid(oNew))
{
itemproperty ip = GetFirstItemProperty(oOld);
while (GetIsItemPropertyValid(ip))
{
if (bWeapon)
{
if (GetWeaponRanged(oOld) == GetWeaponRanged(oNew) )
{
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oNew);
}
}
else
{
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oNew);
}
ip = GetNextItemProperty(oOld);
}
}
}
// ----------------------------------------------------------------------------
// Returns the current enhancement bonus of a weapon (+1 to +20), 0 if there is
// no enhancement bonus. You can test for a specific type of enhancement bonus
// by passing the appropritate ITEM_PROPERTY_ENHANCEMENT_BONUS* constant into
// nEnhancementBonusType
//
// Now gets the best enhancement, and ignores temporary ones by default - Flaming_Sword
// ----------------------------------------------------------------------------
int IPGetWeaponEnhancementBonus(object oWeapon, int nEnhancementBonusType = ITEM_PROPERTY_ENHANCEMENT_BONUS, int bIgnoreTemporary = TRUE)
{
itemproperty ip = GetFirstItemProperty(oWeapon);
int nFound = 0, nTemp = 0;
while (nFound == 0 && GetIsItemPropertyValid(ip))
{
if (GetItemPropertyType(ip) == nEnhancementBonusType)
{
if(GetItemPropertyDurationType(ip) == DURATION_TYPE_PERMANENT || !bIgnoreTemporary)
{
nTemp = GetItemPropertyCostTableValue(ip);
nFound = max(nFound, nTemp);
}
}
ip = GetNextItemProperty(oWeapon);
}
return nFound;
}
// ----------------------------------------------------------------------------
// Shortcut function to set the enhancement bonus of a weapon to a certain bonus
// Specifying bOnlyIfHigher as TRUE will prevent a bonus lower than the requested
// bonus from being applied. Valid values for nBonus are 1 to 20.
// ----------------------------------------------------------------------------
void IPSetWeaponEnhancementBonus(object oWeapon, int nBonus, int bOnlyIfHigher = TRUE)
{
int nCurrent = IPGetWeaponEnhancementBonus(oWeapon);
itemproperty ip = GetFirstItemProperty(oWeapon);
if (bOnlyIfHigher && nCurrent > nBonus)
{
return;
}
if (nBonus <1 || nBonus > 20)
{
return;
}
while (GetIsItemPropertyValid(ip))
{
if (GetItemPropertyType(ip) ==ITEM_PROPERTY_ENHANCEMENT_BONUS)
{
RemoveItemProperty(oWeapon,ip);
}
ip = GetNextItemProperty(oWeapon);
}
ip = ItemPropertyEnhancementBonus(nBonus);
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oWeapon);
}
// ----------------------------------------------------------------------------
// Shortcut function to upgrade the enhancement bonus of a weapon by the
// number specified in nUpgradeBy. If the resulting new enhancement bonus
// would be out of bounds (>+20), it will be set to +20
// ----------------------------------------------------------------------------
void IPUpgradeWeaponEnhancementBonus(object oWeapon, int nUpgradeBy)
{
int nCurrent = IPGetWeaponEnhancementBonus(oWeapon);
itemproperty ip = GetFirstItemProperty(oWeapon);
int nNew = nCurrent + nUpgradeBy;
if (nNew <1 )
{
nNew = 1;
}
else if (nNew >20)
{
nNew = 20;
}
while (GetIsItemPropertyValid(ip))
{
if (GetItemPropertyType(ip) ==ITEM_PROPERTY_ENHANCEMENT_BONUS)
{
RemoveItemProperty(oWeapon,ip);
}
ip = GetNextItemProperty(oWeapon);
}
ip = ItemPropertyEnhancementBonus(nNew);
AddItemProperty(DURATION_TYPE_PERMANENT,ip,oWeapon);
}
int IPGetHasItemPropertyByConst(int nItemProp, object oItem)
{
itemproperty ip = GetFirstItemProperty(oItem);
while (GetIsItemPropertyValid(ip))
{
if (GetItemPropertyType(ip) ==nItemProp)
{
return TRUE;
}
ip = GetNextItemProperty(oItem);
}
return FALSE;
}
// ----------------------------------------------------------------------------
// Returns TRUE if a use limitation of any kind is present on oItem
// ----------------------------------------------------------------------------
int IPGetHasUseLimitation(object oItem)
{
itemproperty ip = GetFirstItemProperty(oItem);
int nType;
while (GetIsItemPropertyValid(ip))
{
nType = GetItemPropertyType(ip);
if (
nType == ITEM_PROPERTY_USE_LIMITATION_ALIGNMENT_GROUP ||
nType == ITEM_PROPERTY_USE_LIMITATION_CLASS ||
nType == ITEM_PROPERTY_USE_LIMITATION_RACIAL_TYPE ||
nType == ITEM_PROPERTY_USE_LIMITATION_SPECIFIC_ALIGNMENT )
{
return TRUE;
}
ip = GetNextItemProperty(oItem);
}
return FALSE;
}
//------------------------------------------------------------------------------
// GZ, Oct 2003
// Returns TRUE if a character has any item equipped that has the itemproperty
// defined in nItemPropertyConst in it (ITEM_PROPERTY_* constant)
//------------------------------------------------------------------------------
int IPGetHasItemPropertyOnCharacter(object oPC, int nItemPropertyConst)
{
object oWeaponOld = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
object oArmorOld = GetItemInSlot(INVENTORY_SLOT_CHEST,oPC);
object oRing1Old = GetItemInSlot(INVENTORY_SLOT_LEFTRING,oPC);
object oRing2Old = GetItemInSlot(INVENTORY_SLOT_RIGHTRING,oPC);
object oAmuletOld = GetItemInSlot(INVENTORY_SLOT_NECK,oPC);
object oCloakOld = GetItemInSlot(INVENTORY_SLOT_CLOAK,oPC);
object oBootsOld = GetItemInSlot(INVENTORY_SLOT_BOOTS,oPC);
object oBeltOld = GetItemInSlot(INVENTORY_SLOT_BELT,oPC);
object oHelmetOld = GetItemInSlot(INVENTORY_SLOT_HEAD,oPC);
object oLeftHand = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
int bHas = IPGetHasItemPropertyByConst(nItemPropertyConst, oWeaponOld);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oLeftHand);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oArmorOld);
if (bHas)
return TRUE;
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oRing1Old);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oRing2Old);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oAmuletOld);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oCloakOld);
if (bHas)
return TRUE;
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oBootsOld);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oBeltOld);
bHas = bHas || IPGetHasItemPropertyByConst(nItemPropertyConst, oHelmetOld);
return bHas;
}
//------------------------------------------------------------------------------
// GZ, Oct 24, 2003
// Returns an integer with the number of properties present oItem
//------------------------------------------------------------------------------
int IPGetNumberOfItemProperties(object oItem)
{
itemproperty ip = GetFirstItemProperty(oItem);
int nCount = 0;
while (GetIsItemPropertyValid(ip))
{
nCount++;
ip = GetNextItemProperty(oItem);
}
return nCount;
}
int IPDamageConstant(int nDamBon)
{
int nIPBonus;
switch(nDamBon)
{
case 1: nIPBonus = IP_CONST_DAMAGEBONUS_1; break;
case 2: nIPBonus = IP_CONST_DAMAGEBONUS_2; break;
case 3: nIPBonus = IP_CONST_DAMAGEBONUS_3; break;
case 4: nIPBonus = IP_CONST_DAMAGEBONUS_4; break;
case 5: nIPBonus = IP_CONST_DAMAGEBONUS_5; break;
case 6: nIPBonus = IP_CONST_DAMAGEBONUS_6; break;
case 7: nIPBonus = IP_CONST_DAMAGEBONUS_7; break;
case 8: nIPBonus = IP_CONST_DAMAGEBONUS_8; break;
case 9: nIPBonus = IP_CONST_DAMAGEBONUS_9; break;
case 10: nIPBonus = IP_CONST_DAMAGEBONUS_10; break;
case 11: nIPBonus = IP_CONST_DAMAGEBONUS_11; break;
case 12: nIPBonus = IP_CONST_DAMAGEBONUS_12; break;
case 13: nIPBonus = IP_CONST_DAMAGEBONUS_13; break;
case 14: nIPBonus = IP_CONST_DAMAGEBONUS_14; break;
case 15: nIPBonus = IP_CONST_DAMAGEBONUS_15; break;
case 16: nIPBonus = IP_CONST_DAMAGEBONUS_16; break;
case 17: nIPBonus = IP_CONST_DAMAGEBONUS_17; break;
case 18: nIPBonus = IP_CONST_DAMAGEBONUS_18; break;
case 19: nIPBonus = IP_CONST_DAMAGEBONUS_19; break;
case 20: nIPBonus = IP_CONST_DAMAGEBONUS_20; break;
}
if (nDamBon > 20) nIPBonus = IP_CONST_DAMAGEBONUS_20;
return nIPBonus;
}
int IPOnHitSaveDC(int nSaveDC)
{
int nIPBonus;
switch(nSaveDC)
{
case 10: nIPBonus = IP_CONST_ONHIT_SAVEDC_14; break;
case 11: nIPBonus = IP_CONST_ONHIT_SAVEDC_14; break;
case 12: nIPBonus = IP_CONST_ONHIT_SAVEDC_14; break;
case 13: nIPBonus = IP_CONST_ONHIT_SAVEDC_14; break;
case 14: nIPBonus = IP_CONST_ONHIT_SAVEDC_14; break;
case 15: nIPBonus = IP_CONST_ONHIT_SAVEDC_14; break;
case 16: nIPBonus = IP_CONST_ONHIT_SAVEDC_16; break;
case 17: nIPBonus = IP_CONST_ONHIT_SAVEDC_16; break;
case 18: nIPBonus = IP_CONST_ONHIT_SAVEDC_18; break;
case 19: nIPBonus = IP_CONST_ONHIT_SAVEDC_18; break;
case 20: nIPBonus = IP_CONST_ONHIT_SAVEDC_20; break;
case 21: nIPBonus = IP_CONST_ONHIT_SAVEDC_20; break;
case 22: nIPBonus = IP_CONST_ONHIT_SAVEDC_22; break;
case 23: nIPBonus = IP_CONST_ONHIT_SAVEDC_22; break;
case 24: nIPBonus = IP_CONST_ONHIT_SAVEDC_24; break;
case 25: nIPBonus = IP_CONST_ONHIT_SAVEDC_24; break;
case 26: nIPBonus = IP_CONST_ONHIT_SAVEDC_26; break;
}
if (nSaveDC > 26) nIPBonus = IP_CONST_ONHIT_SAVEDC_26;
return nIPBonus;
}