/*-------------------------------------------------------- Script Name: gen_ench_config ---------------------------------------------------------- Created By: Genisys(Guile) Created On: 4/13/09 ---------------------------------------------------------- This is the configuration INLCUDE script, which must be saved and then you must build the module, script only, after you are done editing it, save the module. ----------------------------------------------------------*/ //Required Inlude (DO NOT DELETE!) #include "prc_x2_itemprop" //void main (){} //////////////////////////////////////////////////////////////// ///////////////////OPTIONAL SETTINGS/////////////////////////// ////////////////////////////////////////////////////////////// //Adjust the Constants Below to your likings... //Set this 1-100 # to the % chance you want the Gems to spawn //in the treasure system (ie. 1 = 1% / 60 = 60%) const int PERC_CHANCE_SPAWNED = 40; //30% Default.. //this is the second chest, and is the HIGH number of the roll //Set this from 70-100 for the rare chance of it spawning //in the treasure system 2 (ie. 95 = 5% / 73 = 27%) const int CHANCE_SPAWNED = 70; //10% Default.. //Allow Enchanting on Plot Items?? TRUE or FALSE? const int ENCH_PLOT_ITEMS = TRUE; //Default = TRUE (Allow) //Max # of Item Properties allowed on ANY ITEM! const int MAX_PROPERTIES = 12; //Max # of Damage Bonuses Allowed on any Weapon const int MAX_DMG_TYPES = 6; //Set This to the Ability Bonus you want the Gems //to apply when it's used on an item const int ABILITY_BONUS = 12; //Set this to the Damage Bonus you want the gems to apply to the item //Note this is for Damage Bonus not Massive Criticals! // 1 = 1d4 / 2 = 1d6 / 3 = 1d8 / 4 = 1d10 // 5 = 2d6 / 6 = 2d8 / 7 = 2d10 / 8 = 2d12 (This is the Max Possible!) const int MAX_DAMAGE = 8; //Max AC Allowed on an Item.. const int MAX_AC = 8; //Max Attack Bonus or Enchantment Bonus allowed to any weapon... const int MAX_AB = 16; //Set this to the Amount of Damage Immunity you want ALL Gems to give.. //NOTE: You must use the proper IP_CONST_ ! const int DMG_IMMUNE = IP_CONST_DAMAGEIMMUNITY_5_PERCENT; //Set this to the Amount of Damage Reduction you want ALL Gems to give.. //Note the gem determines the Power (ie. +1 etc) //NOTE: You must use the proper IP_CONST_ ! const int DMG_SOAK = IP_CONST_DAMAGESOAK_15_HP; //Set this to the amount of Regeneration you want the //Gem to bestow upon the item..(You should keep this low!) const int REGEN_BONUS = 6; //1-20 (acceptable ranges) //Set this to the amount of Vampiric Regeneration you want //The Gem to bestow upon the weapon / ammunition (over 5 = UBER!) const int VAMP_BONUS = 8; //Set this to the amount of Mighty you wish the gem to bestow //upon the ranged weapon (1-20 is the acceptable range) const int MIGHTY_BONUS = 16; //Set this to the Amount of Skill Bonuses the gems will give. (set #) const int SKILL_BONUS = 20; //NOTE: This represents the Bonus that will be added to the item! //This bonus will not stack, it is strictly what you set it here to be! const int SAVE_BONUS = 5; // 1-20 = Possible Options.. //Max Spell Resistance on any item.. const int MAX_SPELL_RESIST = 32; //Set the Damage Resistance (NON_HOU) (Use constant!) //This is a one time use Gem.. const int MAX_DMG_RESIST = IP_CONST_DAMAGERESIST_30; //Set the Damage Resist for HOU (ie. Magical / Divine / Positive/Negative) //This is a one time use gem.. (Use constant!) const int MAX_HOU_RESIST = IP_CONST_DAMAGERESIST_5; //Set this to the Const On Hit Save DC You wish On Hit Items To Have.. const int ON_HIT_SAVE_DC = IP_CONST_ONHIT_SAVEDC_26; //Set this to TRUE If you wish to allow AC to be enchanted on Weapons! const int AC_ON_WEAPONS = TRUE; //Default = FALSE (Don't allow AC on Weapons!) ///////////////////////////////////////////////////////////////////////// //////////////WARNING DO NOT TOUCH ANYTHING BELOW THIS LINE!!!////////// /////////////////////////////////////////////////////////////////////// //Define ALL major prototypes in this script... //////////////////////////////////////////////////////////////////////// //POROTYPE DEFINED int GetIsLegalItem(object oItem, int nType) { int n; if(nType == BASE_ITEM_BLANK_POTION || nType == BASE_ITEM_BLANK_SCROLL || nType == BASE_ITEM_BLANK_WAND || nType == BASE_ITEM_ARROW || nType == BASE_ITEM_BOLT || nType == BASE_ITEM_BOOK || nType == BASE_ITEM_BULLET || nType == BASE_ITEM_CRAFTMATERIALMED || nType == BASE_ITEM_CRAFTMATERIALSML || nType == BASE_ITEM_DART || nType == BASE_ITEM_ENCHANTED_POTION || nType == BASE_ITEM_ENCHANTED_SCROLL || nType == BASE_ITEM_ENCHANTED_WAND || nType == BASE_ITEM_GEM || nType == BASE_ITEM_GOLD || nType == BASE_ITEM_GRENADE || nType == BASE_ITEM_HEALERSKIT || nType == BASE_ITEM_INVALID || nType == BASE_ITEM_KEY || nType == BASE_ITEM_LARGEBOX || nType == BASE_ITEM_MAGICROD || nType == BASE_ITEM_MAGICWAND || nType == BASE_ITEM_MISCLARGE || nType == BASE_ITEM_MISCMEDIUM || nType == BASE_ITEM_BLANK_POTION || nType == BASE_ITEM_BLANK_POTION || nType == BASE_ITEM_MISCSMALL || nType == BASE_ITEM_MISCTALL || nType == BASE_ITEM_MISCTHIN || nType == BASE_ITEM_MISCWIDE || nType == BASE_ITEM_POTIONS || nType == BASE_ITEM_SHURIKEN || nType == BASE_ITEM_SPELLSCROLL || nType == BASE_ITEM_THROWINGAXE || nType == BASE_ITEM_TORCH || nType == BASE_ITEM_TRAPKIT) { n = 0; } //If it's not one of the above it must be good to enchant! else { n = 1; } return n; } /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED int DefinePropertyType(string sType) { int n; if(sType == "IP_CONST_ABILITY_CHA") { n = IP_CONST_ABILITY_CHA; } else if(sType == "IP_CONST_ABILITY_CON") { n = IP_CONST_ABILITY_CON; } else if(sType == "IP_CONST_ABILITY_DEX") { n = IP_CONST_ABILITY_DEX; } else if(sType == "IP_CONST_ABILITY_INT") { n = IP_CONST_ABILITY_INT; } else if(sType == "IP_CONST_ABILITY_STR") { n = IP_CONST_ABILITY_STR; } else if(sType == "IP_CONST_ABILITY_WIS") { n = IP_CONST_ABILITY_WIS; } else if(sType == "IP_CONST_IMMUNITYMISC_BACKSTAB") { n = IP_CONST_IMMUNITYMISC_BACKSTAB; } else if(sType == "IP_CONST_IMMUNITYMISC_CRITICAL_HITS") { n = IP_CONST_IMMUNITYMISC_CRITICAL_HITS; } else if(sType == "IP_CONST_IMMUNITYMISC_DEATH_MAGIC") { n = IP_CONST_IMMUNITYMISC_DEATH_MAGIC; } else if(sType == "IP_CONST_IMMUNITYMISC_DISEASE") { n = IP_CONST_IMMUNITYMISC_DISEASE; } else if(sType == "IP_CONST_IMMUNITYMISC_FEAR") { n = IP_CONST_IMMUNITYMISC_FEAR; } else if(sType == "IP_CONST_IMMUNITYMISC_KNOCKDOWN") { n = IP_CONST_IMMUNITYMISC_KNOCKDOWN; } else if(sType == "IP_CONST_IMMUNITYMISC_LEVEL_ABIL_DRAIN") { n = IP_CONST_IMMUNITYMISC_LEVEL_ABIL_DRAIN; } else if(sType == "IP_CONST_IMMUNITYMISC_MINDSPELLS") { n = IP_CONST_IMMUNITYMISC_MINDSPELLS; } else if(sType == "IP_CONST_IMMUNITYMISC_PARALYSIS") { n = IP_CONST_IMMUNITYMISC_PARALYSIS; } else if(sType == "IP_CONST_IMMUNITYMISC_POISON") { n = IP_CONST_IMMUNITYMISC_POISON; } else if(sType == "IP_CONST_DAMAGETYPE_ACID") { n = IP_CONST_DAMAGETYPE_ACID; } else if(sType == "IP_CONST_DAMAGETYPE_BLUDGEONING") { n = IP_CONST_DAMAGETYPE_BLUDGEONING; } else if(sType == "IP_CONST_DAMAGETYPE_COLD") { n = IP_CONST_DAMAGETYPE_COLD; } else if(sType == "IP_CONST_DAMAGETYPE_DIVINE") { n = IP_CONST_DAMAGETYPE_DIVINE; } else if(sType == "IP_CONST_DAMAGETYPE_ELECTRICAL") { n = IP_CONST_DAMAGETYPE_ELECTRICAL; } else if(sType == "IP_CONST_DAMAGETYPE_FIRE") { n = IP_CONST_DAMAGETYPE_FIRE; } else if(sType == "IP_CONST_DAMAGETYPE_MAGICAL") { n = IP_CONST_DAMAGETYPE_MAGICAL; } else if(sType == "IP_CONST_DAMAGETYPE_NEGATIVE") { n = IP_CONST_DAMAGETYPE_NEGATIVE; } else if(sType == "IP_CONST_DAMAGETYPE_PIERCING") { n = IP_CONST_DAMAGETYPE_PIERCING; } else if(sType == "IP_CONST_DAMAGETYPE_POSITIVE") { n = IP_CONST_DAMAGETYPE_POSITIVE; } else if(sType == "IP_CONST_DAMAGETYPE_SLASHING") { n = IP_CONST_DAMAGETYPE_SLASHING; } else if(sType == "IP_CONST_DAMAGETYPE_SONIC") { n = IP_CONST_DAMAGETYPE_SONIC; } else if(sType == "IP_CONST_DAMAGEREDUCTION_1") { n = IP_CONST_DAMAGEREDUCTION_1; } else if(sType == "IP_CONST_DAMAGEREDUCTION_2") { n = IP_CONST_DAMAGEREDUCTION_2; } else if(sType == "IP_CONST_DAMAGEREDUCTION_3") { n = IP_CONST_DAMAGEREDUCTION_3; } else if(sType == "IP_CONST_DAMAGEREDUCTION_4") { n = IP_CONST_DAMAGEREDUCTION_4; } else if(sType == "IP_CONST_DAMAGEREDUCTION_5") { n = IP_CONST_DAMAGEREDUCTION_5; } else if(sType == "IP_CONST_DAMAGEREDUCTION_6") { n = IP_CONST_DAMAGEREDUCTION_6; } else if(sType == "IP_CONST_DAMAGEREDUCTION_7") { n = IP_CONST_DAMAGEREDUCTION_7; } else if(sType == "IP_CONST_DAMAGEREDUCTION_8") { n = IP_CONST_DAMAGEREDUCTION_8; } else if(sType == "IP_CONST_DAMAGEREDUCTION_9") { n = IP_CONST_DAMAGEREDUCTION_9; } else if(sType == "IP_CONST_DAMAGEREDUCTION_10") { n = IP_CONST_DAMAGEREDUCTION_10; } else if(sType == "IP_CONST_DAMAGEREDUCTION_11") { n = IP_CONST_DAMAGEREDUCTION_11; } else if(sType == "IP_CONST_DAMAGEREDUCTION_12") { n = IP_CONST_DAMAGEREDUCTION_12; } else if(sType == "SKILL_ANIMAL_EMPATHY") { n = SKILL_ANIMAL_EMPATHY; } else if(sType == "SKILL_APPRAISE") { n = SKILL_APPRAISE; } else if(sType == "SKILL_BLUFF") { n = SKILL_BLUFF; } else if(sType == "SKILL_CONCENTRATION") { n = SKILL_CONCENTRATION; } else if(sType == "SKILL_CRAFT_ARMOR") { n = SKILL_CRAFT_ARMOR; } else if(sType == "SKILL_CRAFT_TRAP") { n = SKILL_CRAFT_TRAP; } else if(sType == "SKILL_CRAFT_WEAPON") { n = SKILL_CRAFT_WEAPON; } else if(sType == "SKILL_DISABLE_TRAP") { n = SKILL_DISABLE_TRAP; } else if(sType == "SKILL_DISCIPLINE") { n = SKILL_DISCIPLINE; } else if(sType == "SKILL_HEAL") { n = SKILL_HEAL; } else if(sType == "SKILL_HIDE") { n = SKILL_HIDE; } else if(sType == "SKILL_INTIMIDATE") { n = SKILL_INTIMIDATE; } else if(sType == "SKILL_LISTEN") { n = SKILL_LISTEN; } else if(sType == "SKILL_LORE") { n = SKILL_LORE; } else if(sType == "SKILL_MOVE_SILENTLY") { n = SKILL_MOVE_SILENTLY; } else if(sType == "SKILL_OPEN_LOCK") { n = SKILL_OPEN_LOCK; } else if(sType == "SKILL_PARRY") { n = SKILL_PARRY; } else if(sType == "SKILL_PERFORM") { n = SKILL_PERFORM; } else if(sType == "SKILL_PERSUADE") { n = SKILL_PERSUADE; } else if(sType == "SKILL_PICK_POCKET") { n = SKILL_PICK_POCKET; } else if(sType == "SKILL_RIDE") { n = SKILL_RIDE; } else if(sType == "SKILL_SEARCH") { n = SKILL_SEARCH; } else if(sType == "SKILL_SET_TRAP") { n = SKILL_SET_TRAP; } else if(sType == "SKILL_SPELLCRAFT") { n = SKILL_SPELLCRAFT; } else if(sType == "SKILL_SPOT") { n = SKILL_SPOT; } else if(sType == "SKILL_TAUNT") { n = SKILL_TAUNT; } else if(sType == "SKILL_TUMBLE") { n = SKILL_TUMBLE; } else if(sType == "SKILL_USE_MAGIC_DEVICE") { n = SKILL_USE_MAGIC_DEVICE; } else if(sType == "IP_CONST_ONHIT_ABILITYDRAIN") { n = IP_CONST_ONHIT_ABILITYDRAIN; } else if(sType == "IP_CONST_ONHIT_BLINDNESS") { n = IP_CONST_ONHIT_BLINDNESS; } else if(sType == "IP_CONST_ONHIT_CONFUSION") { n = IP_CONST_ONHIT_CONFUSION; } else if(sType == "IP_CONST_ONHIT_DAZE") { n = IP_CONST_ONHIT_DAZE; } else if(sType == "IP_CONST_ONHIT_DEAFNESS") { n = IP_CONST_ONHIT_DEAFNESS; } else if(sType == "IP_CONST_ONHIT_DISEASE") { n = IP_CONST_ONHIT_DISEASE; } else if(sType == "IP_CONST_ONHIT_DISPELMAGIC") { n = IP_CONST_ONHIT_DISPELMAGIC; } else if(sType == "IP_CONST_ONHIT_DOOM") { n = IP_CONST_ONHIT_DOOM; } else if(sType == "IP_CONST_ONHIT_FEAR") { n = IP_CONST_ONHIT_FEAR; } else if(sType == "IP_CONST_ONHIT_GREATERDISPEL") { n = IP_CONST_ONHIT_GREATERDISPEL; } else if(sType == "IP_CONST_ONHIT_HOLD") { n = IP_CONST_ONHIT_HOLD; } else if(sType == "IP_CONST_ONHIT_ITEMPOISON") { n = IP_CONST_ONHIT_ITEMPOISON; } else if(sType == "IP_CONST_ONHIT_KNOCK") { n = IP_CONST_ONHIT_KNOCK; } else if(sType == "IP_CONST_ONHIT_LESSERDISPEL") { n = IP_CONST_ONHIT_LESSERDISPEL; } else if(sType == "IP_CONST_ONHIT_LEVELDRAIN") { n = IP_CONST_ONHIT_LEVELDRAIN; } else if(sType == "IP_CONST_ONHIT_MORDSDISJUNCTION") { n = IP_CONST_ONHIT_MORDSDISJUNCTION; } else if(sType == "IP_CONST_ONHIT_SILENCE") { n = IP_CONST_ONHIT_SILENCE; } else if(sType == "IP_CONST_ONHIT_SLAYALIGNMENT") { n = IP_CONST_ONHIT_SLAYALIGNMENT; } else if(sType == "IP_CONST_ONHIT_SLAYALIGNMENTGROUP") { n = IP_CONST_ONHIT_SLAYALIGNMENTGROUP; } else if(sType == "IP_CONST_ONHIT_SLAYRACE") { n = IP_CONST_ONHIT_SLAYRACE; } else if(sType == "IP_CONST_ONHIT_SLEEP") { n = IP_CONST_ONHIT_SLEEP; } else if(sType == "IP_CONST_ONHIT_SLOW") { n = IP_CONST_ONHIT_SLOW; } else if(sType == "IP_CONST_ONHIT_STUN") { n = IP_CONST_ONHIT_STUN; } else if(sType == "IP_CONST_ONHIT_VORPAL") { n = IP_CONST_ONHIT_VORPAL; } else if(sType == "IP_CONST_ONHIT_WOUNDING") { n = IP_CONST_ONHIT_WOUNDING; } else if(sType == "IP_CONST_ONHIT_DURATION_10_PERCENT_4_ROUNDS") { n = IP_CONST_ONHIT_DURATION_10_PERCENT_4_ROUNDS; } else if(sType == "IP_CONST_ONHIT_DURATION_25_PERCENT_3_ROUNDS") { n = IP_CONST_ONHIT_DURATION_25_PERCENT_3_ROUNDS; } else if(sType == "IP_CONST_ONHIT_DURATION_5_PERCENT_5_ROUNDS") { n = IP_CONST_ONHIT_DURATION_5_PERCENT_5_ROUNDS; } else if(sType == "IP_CONST_ONHIT_DURATION_50_PERCENT_2_ROUNDS") { n = IP_CONST_ONHIT_DURATION_50_PERCENT_2_ROUNDS; } else if(sType == "IP_CONST_ONHIT_DURATION_75_PERCENT_1_ROUND") { n = IP_CONST_ONHIT_DURATION_75_PERCENT_1_ROUND; } else if(sType == "IP_CONST_POISON_1D2_CHADAMAGE") { n = IP_CONST_POISON_1D2_CHADAMAGE; } else if(sType == "IP_CONST_POISON_1D2_CONDAMAGE") { n = IP_CONST_POISON_1D2_CONDAMAGE; } else if(sType == "IP_CONST_POISON_1D2_DEXDAMAGE") { n = IP_CONST_POISON_1D2_DEXDAMAGE; } else if(sType == "IP_CONST_POISON_1D2_INTDAMAGE") { n = IP_CONST_POISON_1D2_INTDAMAGE; } else if(sType == "IP_CONST_POISON_1D2_STRDAMAGE") { n = IP_CONST_POISON_1D2_STRDAMAGE; } else if(sType == "IP_CONST_POISON_1D2_WISDAMAGE") { n = IP_CONST_POISON_1D2_WISDAMAGE; } else if(sType == "IP_CONST_RACIALTYPE_ABERRATION") { n = IP_CONST_RACIALTYPE_ABERRATION; } else if(sType == "IP_CONST_RACIALTYPE_ANIMAL") { n = IP_CONST_RACIALTYPE_ANIMAL; } else if(sType == "IP_CONST_RACIALTYPE_BEAST") { n = IP_CONST_RACIALTYPE_BEAST; } else if(sType == "IP_CONST_RACIALTYPE_CONSTRUCT") { n = IP_CONST_RACIALTYPE_CONSTRUCT; } else if(sType == "IP_CONST_RACIALTYPE_DRAGON") { n = IP_CONST_RACIALTYPE_DRAGON; } else if(sType == "IP_CONST_RACIALTYPE_DWARF") { n = IP_CONST_RACIALTYPE_DWARF; } else if(sType == "IP_CONST_RACIALTYPE_ELEMENTAL") { n = IP_CONST_RACIALTYPE_ELEMENTAL; } else if(sType == "IP_CONST_RACIALTYPE_ELF") { n = IP_CONST_RACIALTYPE_ELF; } else if(sType == "IP_CONST_RACIALTYPE_FEY") { n = IP_CONST_RACIALTYPE_FEY; } else if(sType == "IP_CONST_RACIALTYPE_GIANT") { n = IP_CONST_RACIALTYPE_GIANT; } else if(sType == "IP_CONST_RACIALTYPE_GNOME") { n = IP_CONST_RACIALTYPE_GNOME; } else if(sType == "IP_CONST_RACIALTYPE_HALFELF") { n = IP_CONST_RACIALTYPE_HALFELF; } else if(sType == "IP_CONST_RACIALTYPE_HALFLING") { n = IP_CONST_RACIALTYPE_HALFLING; } else if(sType == "IP_CONST_RACIALTYPE_HALFORC") { n = IP_CONST_RACIALTYPE_HALFORC; } else if(sType == "IP_CONST_RACIALTYPE_HUMAN") { n = IP_CONST_RACIALTYPE_HUMAN; } else if(sType == "IP_CONST_RACIALTYPE_HUMANOID_GOBLINOID") { n = IP_CONST_RACIALTYPE_HUMANOID_GOBLINOID; } else if(sType == "IP_CONST_RACIALTYPE_HUMANOID_MONSTROUS") { n = IP_CONST_RACIALTYPE_HUMANOID_MONSTROUS; } else if(sType == "IP_CONST_RACIALTYPE_HUMANOID_ORC") { n = IP_CONST_RACIALTYPE_HUMANOID_ORC; } else if(sType == "IP_CONST_RACIALTYPE_HUMANOID_REPTILIAN") { n = IP_CONST_RACIALTYPE_HUMANOID_REPTILIAN; } else if(sType == "IP_CONST_RACIALTYPE_MAGICAL_BEAST") { n = IP_CONST_RACIALTYPE_MAGICAL_BEAST; } else if(sType == "IP_CONST_RACIALTYPE_OUTSIDER") { n = IP_CONST_RACIALTYPE_OUTSIDER; } else if(sType == "IP_CONST_RACIALTYPE_SHAPECHANGER") { n = IP_CONST_RACIALTYPE_SHAPECHANGER; } else if(sType == "IP_CONST_RACIALTYPE_UNDEAD") { n = IP_CONST_RACIALTYPE_UNDEAD; } else if(sType == "IP_CONST_RACIALTYPE_VERMIN") { n = IP_CONST_RACIALTYPE_VERMIN; } else if(sType == "IP_CONST_UNLIMITEDAMMO_1D6COLD") { n = IP_CONST_UNLIMITEDAMMO_1D6COLD; } else if(sType == "IP_CONST_UNLIMITEDAMMO_1D6FIRE") { n = IP_CONST_UNLIMITEDAMMO_1D6FIRE; } else if(sType == "IP_CONST_UNLIMITEDAMMO_1D6LIGHT") { n = IP_CONST_UNLIMITEDAMMO_1D6LIGHT; } else if(sType == "IP_CONST_UNLIMITEDAMMO_BASIC") { n = IP_CONST_UNLIMITEDAMMO_BASIC; } else if(sType == "IP_CONST_UNLIMITEDAMMO_PLUS1") { n = IP_CONST_UNLIMITEDAMMO_PLUS1; } else if(sType == "IP_CONST_UNLIMITEDAMMO_PLUS2") { n = IP_CONST_UNLIMITEDAMMO_PLUS2; } else if(sType == "IP_CONST_UNLIMITEDAMMO_PLUS3") { n = IP_CONST_UNLIMITEDAMMO_PLUS3; } else if(sType == "IP_CONST_UNLIMITEDAMMO_PLUS4") { n = IP_CONST_UNLIMITEDAMMO_PLUS4; } else if(sType == "IP_CONST_UNLIMITEDAMMO_PLUS5") { n = IP_CONST_UNLIMITEDAMMO_PLUS5; } else if(sType == "IP_CONST_IMMUNITYSPELL_ACID_FOG") { n = IP_CONST_IMMUNITYSPELL_ACID_FOG; } else if(sType == "IP_CONST_IMMUNITYSPELL_BESTOW_CURSE") { n = IP_CONST_IMMUNITYSPELL_BESTOW_CURSE; } else if(sType == "IP_CONST_IMMUNITYSPELL_BLINDNESS_AND_DEAFNESS") { n = IP_CONST_IMMUNITYSPELL_BLINDNESS_AND_DEAFNESS; } else if(sType == "IP_CONST_IMMUNITYSPELL_BURNING_HANDS") { n = IP_CONST_IMMUNITYSPELL_BURNING_HANDS; } else if(sType == "IP_CONST_IMMUNITYSPELL_CALL_LIGHTNING") { n = IP_CONST_IMMUNITYSPELL_CALL_LIGHTNING; } else if(sType == "IP_CONST_IMMUNITYSPELL_CHAIN_LIGHTNING") { n = IP_CONST_IMMUNITYSPELL_CHAIN_LIGHTNING; } else if(sType == "IP_CONST_IMMUNITYSPELL_CHARM_PERSON") { n = IP_CONST_IMMUNITYSPELL_CHARM_PERSON; } else if(sType == "IP_CONST_IMMUNITYSPELL_CHARM_PERSON_OR_ANIMAL") { n = IP_CONST_IMMUNITYSPELL_CHARM_PERSON_OR_ANIMAL; } else if(sType == "IP_CONST_IMMUNITYSPELL_CIRCLE_OF_DEATH") { n = IP_CONST_IMMUNITYSPELL_CIRCLE_OF_DEATH; } else if(sType == "IP_CONST_IMMUNITYSPELL_CIRCLE_OF_DOOM") { n = IP_CONST_IMMUNITYSPELL_CIRCLE_OF_DOOM; } else if(sType == "IP_CONST_IMMUNITYSPELL_CLOUDKILL") { n = IP_CONST_IMMUNITYSPELL_CLOUDKILL; } else if(sType == "IP_CONST_IMMUNITYSPELL_COLOR_SPRAY") { n = IP_CONST_IMMUNITYSPELL_COLOR_SPRAY; } else if(sType == "IP_CONST_IMMUNITYSPELL_CONE_OF_COLD") { n = IP_CONST_IMMUNITYSPELL_CONE_OF_COLD; } else if(sType == "IP_CONST_IMMUNITYSPELL_CONFUSION") { n = IP_CONST_IMMUNITYSPELL_CONFUSION; } else if(sType == "IP_CONST_IMMUNITYSPELL_CONTAGION") { n = IP_CONST_IMMUNITYSPELL_CONTAGION; } else if(sType == "IP_CONST_IMMUNITYSPELL_DARKNESS") { n = IP_CONST_IMMUNITYSPELL_DARKNESS; } else if(sType == "IP_CONST_IMMUNITYSPELL_DAZE") { n = IP_CONST_IMMUNITYSPELL_DAZE; } else if(sType == "IP_CONST_IMMUNITYSPELL_DELAYED_BLAST_FIREBALL") { n = IP_CONST_IMMUNITYSPELL_DELAYED_BLAST_FIREBALL; } else if(sType == "IP_CONST_IMMUNITYSPELL_DOMINATE_PERSON") { n = IP_CONST_IMMUNITYSPELL_DOMINATE_PERSON; } else if(sType == "IP_CONST_IMMUNITYSPELL_DOOM") { n = IP_CONST_IMMUNITYSPELL_DOOM; } else if(sType == "IP_CONST_IMMUNITYSPELL_ENERGY_DRAIN") { n = IP_CONST_IMMUNITYSPELL_ENERGY_DRAIN; } else if(sType == "IP_CONST_IMMUNITYSPELL_ENTANGLE") { n = IP_CONST_IMMUNITYSPELL_ENTANGLE; } else if(sType == "IP_CONST_IMMUNITYSPELL_EVARDS_BLACK_TENTACLES") { n = IP_CONST_IMMUNITYSPELL_EVARDS_BLACK_TENTACLES; } else if(sType == "IP_CONST_IMMUNITYSPELL_FEAR") { n = IP_CONST_IMMUNITYSPELL_FEAR; } else if(sType == "IP_CONST_IMMUNITYSPELL_FEEBLEMIND") { n = IP_CONST_IMMUNITYSPELL_FEEBLEMIND; } else if(sType == "IP_CONST_IMMUNITYSPELL_FINGER_OF_DEATH") { n = IP_CONST_IMMUNITYSPELL_FINGER_OF_DEATH; } else if(sType == "IP_CONST_IMMUNITYSPELL_FIRE_STORM") { n = IP_CONST_IMMUNITYSPELL_FIRE_STORM; } else if(sType == "IP_CONST_IMMUNITYSPELL_FIREBALL") { n = IP_CONST_IMMUNITYSPELL_FIREBALL; } else if(sType == "IP_CONST_IMMUNITYSPELL_FLAME_ARROW") { n = IP_CONST_IMMUNITYSPELL_FLAME_ARROW; } else if(sType == "IP_CONST_IMMUNITYSPELL_FLAME_LASH") { n = IP_CONST_IMMUNITYSPELL_FLAME_LASH; } else if(sType == "IP_CONST_IMMUNITYSPELL_FLAME_STRIKE") { n = IP_CONST_IMMUNITYSPELL_FLAME_STRIKE; } else if(sType == "IP_CONST_IMMUNITYSPELL_HAMMER_OF_THE_GODS") { n = IP_CONST_IMMUNITYSPELL_HAMMER_OF_THE_GODS; } else if(sType == "IP_CONST_IMMUNITYSPELL_HARM") { n = IP_CONST_IMMUNITYSPELL_HARM; } else if(sType == "IP_CONST_IMMUNITYSPELL_HOLD_PERSON") { n = IP_CONST_IMMUNITYSPELL_HOLD_PERSON; } else if(sType == "IP_CONST_IMMUNITYSPELL_IMPLOSION") { n = IP_CONST_IMMUNITYSPELL_IMPLOSION; } else if(sType == "IP_CONST_IMMUNITYSPELL_INCENDIARY_CLOUD") { n = IP_CONST_IMMUNITYSPELL_INCENDIARY_CLOUD; } else if(sType == "IP_CONST_IMMUNITYSPELL_LIGHTNING_BOLT") { n = IP_CONST_IMMUNITYSPELL_LIGHTNING_BOLT; } else if(sType == "IP_CONST_IMMUNITYSPELL_MAGIC_MISSILE") { n = IP_CONST_IMMUNITYSPELL_MAGIC_MISSILE; } else if(sType == "IP_CONST_IMMUNITYSPELL_MASS_BLINDNESS_AND_DEAFNESS") { n = IP_CONST_IMMUNITYSPELL_MASS_BLINDNESS_AND_DEAFNESS; } else if(sType == "IP_CONST_IMMUNITYSPELL_MASS_CHARM") { n = IP_CONST_IMMUNITYSPELL_MASS_CHARM; } else if(sType == "IP_CONST_IMMUNITYSPELL_MELFS_ACID_ARROW") { n = IP_CONST_IMMUNITYSPELL_MELFS_ACID_ARROW; } else if(sType == "IP_CONST_IMMUNITYSPELL_METEOR_SWARM") { n = IP_CONST_IMMUNITYSPELL_METEOR_SWARM; } else if(sType == "IP_CONST_IMMUNITYSPELL_MIND_FOG") { n = IP_CONST_IMMUNITYSPELL_MIND_FOG; } else if(sType == "IP_CONST_IMMUNITYSPELL_PHANTASMAL_KILLER") { n = IP_CONST_IMMUNITYSPELL_PHANTASMAL_KILLER; } else if(sType == "IP_CONST_IMMUNITYSPELL_POISON") { n = IP_CONST_IMMUNITYSPELL_POISON; } else if(sType == "IP_CONST_IMMUNITYSPELL_POWER_WORD_KILL") { n = IP_CONST_IMMUNITYSPELL_POWER_WORD_KILL; } else if(sType == "IP_CONST_IMMUNITYSPELL_POWER_WORD_STUN") { n = IP_CONST_IMMUNITYSPELL_POWER_WORD_STUN; } else if(sType == "IP_CONST_IMMUNITYSPELL_PRISMATIC_SPRAY") { n = IP_CONST_IMMUNITYSPELL_PRISMATIC_SPRAY; } else if(sType == "IP_CONST_IMMUNITYSPELL_RAY_OF_ENFEEBLEMENT") { n = IP_CONST_IMMUNITYSPELL_RAY_OF_ENFEEBLEMENT; } else if(sType == "IP_CONST_IMMUNITYSPELL_RAY_OF_FROST") { n = IP_CONST_IMMUNITYSPELL_RAY_OF_FROST; } else if(sType == "IP_CONST_IMMUNITYSPELL_SCARE") { n = IP_CONST_IMMUNITYSPELL_SCARE; } else if(sType == "IP_CONST_IMMUNITYSPELL_SEARING_LIGHT") { n = IP_CONST_IMMUNITYSPELL_SEARING_LIGHT; } else if(sType == "IP_CONST_IMMUNITYSPELL_SILENCE") { n = IP_CONST_IMMUNITYSPELL_SILENCE; } else if(sType == "IP_CONST_IMMUNITYSPELL_SLAY_LIVING") { n = IP_CONST_IMMUNITYSPELL_SLAY_LIVING; } else if(sType == "IP_CONST_IMMUNITYSPELL_SLEEP") { n = IP_CONST_IMMUNITYSPELL_SLEEP; } else if(sType == "IP_CONST_IMMUNITYSPELL_SLOW") { n = IP_CONST_IMMUNITYSPELL_SLOW; } else if(sType == "IP_CONST_IMMUNITYSPELL_SOUND_BURST") { n = IP_CONST_IMMUNITYSPELL_SOUND_BURST; } else if(sType == "IP_CONST_IMMUNITYSPELL_STINKING_CLOUD") { n = IP_CONST_IMMUNITYSPELL_STINKING_CLOUD; } else if(sType == "IP_CONST_IMMUNITYSPELL_STORM_OF_VENGEANCE") { n = IP_CONST_IMMUNITYSPELL_STORM_OF_VENGEANCE; } else if(sType == "IP_CONST_IMMUNITYSPELL_SUNBEAM") { n = IP_CONST_IMMUNITYSPELL_SUNBEAM; } else if(sType == "IP_CONST_IMMUNITYSPELL_WAIL_OF_THE_BANSHEE") { n = IP_CONST_IMMUNITYSPELL_WAIL_OF_THE_BANSHEE; } else if(sType == "IP_CONST_IMMUNITYSPELL_WAR_CRY") { n = IP_CONST_IMMUNITYSPELL_WAR_CRY; } else if(sType == "IP_CONST_IMMUNITYSPELL_WEB") { n = IP_CONST_IMMUNITYSPELL_WEB; } else if(sType == "IP_CONST_IMMUNITYSPELL_WEIRD") { n = IP_CONST_IMMUNITYSPELL_WEIRD; } else if(sType == "IP_CONST_IMMUNITYSPELL_WORD_OF_FAITH") { n = IP_CONST_IMMUNITYSPELL_WORD_OF_FAITH; } else if(sType == "IP_CONST_FEAT_ALERTNESS") { n = IP_CONST_FEAT_ALERTNESS; } else if(sType == "IP_CONST_FEAT_AMBIDEXTROUS") { n = IP_CONST_FEAT_AMBIDEXTROUS; } else if(sType == "IP_CONST_FEAT_ARMOR_PROF_HEAVY") { n = IP_CONST_FEAT_ARMOR_PROF_HEAVY; } else if(sType == "IP_CONST_FEAT_ARMOR_PROF_LIGHT") { n = IP_CONST_FEAT_ARMOR_PROF_LIGHT; } else if(sType == "IP_CONST_FEAT_ARMOR_PROF_MEDIUM") { n = IP_CONST_FEAT_ARMOR_PROF_MEDIUM; } else if(sType == "IP_CONST_FEAT_CLEAVE") { n = IP_CONST_FEAT_CLEAVE; } else if(sType == "IP_CONST_FEAT_COMBAT_CASTING") { n = IP_CONST_FEAT_COMBAT_CASTING; } else if(sType == "IP_CONST_FEAT_DISARM") { n = IP_CONST_FEAT_DISARM; } else if(sType == "IP_CONST_FEAT_DISARM_WHIP") { n = IP_CONST_FEAT_DISARM_WHIP; } else if(sType == "IP_CONST_FEAT_DODGE") { n = IP_CONST_FEAT_DODGE; } else if(sType == "IP_CONST_FEAT_EXTRA_TURNING") { n = IP_CONST_FEAT_EXTRA_TURNING; } else if(sType == "IP_CONST_FEAT_HIDE_IN_PLAIN_SIGHT") { n = IP_CONST_FEAT_HIDE_IN_PLAIN_SIGHT; } else if(sType == "IP_CONST_FEAT_IMPCRITUNARM") { n = IP_CONST_FEAT_IMPCRITUNARM; } else if(sType == "IP_CONST_FEAT_KNOCKDOWN") { n = IP_CONST_FEAT_KNOCKDOWN; } else if(sType == "IP_CONST_FEAT_MOBILITY") { n = IP_CONST_FEAT_MOBILITY; } else if(sType == "IP_CONST_FEAT_POINTBLANK") { n = IP_CONST_FEAT_POINTBLANK; } else if(sType == "IP_CONST_FEAT_POWERATTACK") { n = IP_CONST_FEAT_POWERATTACK; } else if(sType == "IP_CONST_FEAT_RAPID_SHOT") { n = IP_CONST_FEAT_RAPID_SHOT; } else if(sType == "IP_CONST_FEAT_SHIELD_PROFICIENCY") { n = IP_CONST_FEAT_SHIELD_PROFICIENCY; } else if(sType == "IP_CONST_FEAT_SNEAK_ATTACK_1D6") { n = IP_CONST_FEAT_SNEAK_ATTACK_1D6; } else if(sType == "IP_CONST_FEAT_SNEAK_ATTACK_2D6") { n = IP_CONST_FEAT_SNEAK_ATTACK_2D6; } else if(sType == "IP_CONST_FEAT_SNEAK_ATTACK_3D6") { n = IP_CONST_FEAT_SNEAK_ATTACK_3D6; } else if(sType == "IP_CONST_FEAT_SNEAK_ATTACK_5D6") { n = IP_CONST_FEAT_SNEAK_ATTACK_5D6; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSABJ") { n = IP_CONST_FEAT_SPELLFOCUSABJ; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSCON") { n = IP_CONST_FEAT_SPELLFOCUSCON; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSDIV") { n = IP_CONST_FEAT_SPELLFOCUSDIV; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSENC") { n = IP_CONST_FEAT_SPELLFOCUSENC; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSEVO") { n = IP_CONST_FEAT_SPELLFOCUSEVO; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSILL") { n = IP_CONST_FEAT_SPELLFOCUSILL; } else if(sType == "IP_CONST_FEAT_SPELLFOCUSNEC") { n = IP_CONST_FEAT_SPELLFOCUSNEC; } else if(sType == "IP_CONST_FEAT_SPELLPENETRATION") { n = IP_CONST_FEAT_SPELLPENETRATION; } else if(sType == "IP_CONST_FEAT_TWO_WEAPON_FIGHTING") { n = IP_CONST_FEAT_TWO_WEAPON_FIGHTING; } else if(sType == "IP_CONST_FEAT_USE_POISON") { n = IP_CONST_FEAT_USE_POISON; } else if(sType == "IP_CONST_FEAT_WEAPFINESSE") { n = IP_CONST_FEAT_WEAPFINESSE; } else if(sType == "IP_CONST_FEAT_WEAPON_PROF_CREATURE") { n = IP_CONST_FEAT_WEAPON_PROF_CREATURE; } else if(sType == "IP_CONST_FEAT_WEAPON_PROF_EXOTIC") { n = IP_CONST_FEAT_WEAPON_PROF_EXOTIC; } else if(sType == "IP_CONST_FEAT_WEAPON_PROF_MARTIAL") { n = IP_CONST_FEAT_WEAPON_PROF_MARTIAL; } else if(sType == "IP_CONST_FEAT_WEAPON_PROF_SIMPLE") { n = IP_CONST_FEAT_WEAPON_PROF_SIMPLE; } else if(sType == "IP_CONST_FEAT_WEAPSPEUNARM") { n = IP_CONST_FEAT_WEAPSPEUNARM; } else if(sType == "IP_CONST_FEAT_WHIRLWIND") { n = IP_CONST_FEAT_WHIRLWIND; } else if(sType == "IP_CONST_ALIGNMENT_CE") { n = IP_CONST_ALIGNMENT_CE; } else if(sType == "IP_CONST_ALIGNMENT_CG") { n = IP_CONST_ALIGNMENT_CG; } else if(sType == "IP_CONST_ALIGNMENT_CN") { n = IP_CONST_ALIGNMENT_CN; } else if(sType == "IP_CONST_ALIGNMENT_LE") { n = IP_CONST_FEAT_WHIRLWIND; } else if(sType == "IP_CONST_ALIGNMENT_LE") { n = IP_CONST_ALIGNMENT_LE; } else if(sType == "IP_CONST_ALIGNMENT_LG") { n = IP_CONST_ALIGNMENT_LG; } else if(sType == "IP_CONST_ALIGNMENT_LN") { n = IP_CONST_ALIGNMENT_LN; } else if(sType == "IP_CONST_ALIGNMENT_NE") { n = IP_CONST_ALIGNMENT_NE; } else if(sType == "IP_CONST_ALIGNMENT_NG") { n = IP_CONST_ALIGNMENT_NG; } else if(sType == "IP_CONST_ALIGNMENT_TN") { n = IP_CONST_ALIGNMENT_TN; } else if(sType == "IP_CONST_ALIGNMENTGROUP_ALL") { n = IP_CONST_ALIGNMENTGROUP_ALL; } else if(sType == "IP_CONST_ALIGNMENTGROUP_CHAOTIC") { n = IP_CONST_ALIGNMENTGROUP_CHAOTIC; } else if(sType == "IP_CONST_ALIGNMENTGROUP_EVIL") { n = IP_CONST_ALIGNMENTGROUP_EVIL; } else if(sType == "IP_CONST_ALIGNMENTGROUP_GOOD") { n = IP_CONST_ALIGNMENTGROUP_GOOD; } else if(sType == "IP_CONST_ALIGNMENTGROUP_LAWFUL") { n = IP_CONST_ALIGNMENTGROUP_LAWFUL; } else if(sType == "IP_CONST_ALIGNMENTGROUP_NEUTRAL") { n = IP_CONST_ALIGNMENTGROUP_NEUTRAL; } else if(sType == "IP_CONST_FEAT_WHIRLWIND") { n = IP_CONST_FEAT_WHIRLWIND; } else if(sType == "IP_CONST_FEAT_WHIRLWIND") { n = IP_CONST_FEAT_WHIRLWIND; } else if(sType == "IP_CONST_FEAT_WHIRLWIND") { n = IP_CONST_FEAT_WHIRLWIND; } else if(sType == "IP_CONST_SPELLLEVEL_0") { n = IP_CONST_SPELLLEVEL_0; } else if(sType == "IP_CONST_SPELLLEVEL_1") { n = IP_CONST_SPELLLEVEL_1; } else if(sType == "IP_CONST_SPELLLEVEL_2") { n = IP_CONST_SPELLLEVEL_2; } else if(sType == "IP_CONST_SPELLLEVEL_3") { n = IP_CONST_SPELLLEVEL_3; } else if(sType == "IP_CONST_SPELLLEVEL_4") { n = IP_CONST_SPELLLEVEL_4; } else if(sType == "IP_CONST_SPELLLEVEL_5") { n = IP_CONST_SPELLLEVEL_5; } else if(sType == "IP_CONST_SPELLLEVEL_6") { n = IP_CONST_SPELLLEVEL_6; } else if(sType == "IP_CONST_SPELLLEVEL_7") { n = IP_CONST_SPELLLEVEL_7; } else if(sType == "IP_CONST_SPELLLEVEL_8") { n = IP_CONST_SPELLLEVEL_8; } else if(sType == "IP_CONST_SPELLLEVEL_9") { n = IP_CONST_SPELLLEVEL_9; } else if(sType == "IP_CONST_CLASS_BARBARIAN") { n = IP_CONST_CLASS_BARBARIAN; } else if(sType == "IP_CONST_CLASS_BARD") { n = IP_CONST_CLASS_BARD; } else if(sType == "IP_CONST_CLASS_CLERIC") { n = IP_CONST_CLASS_CLERIC; } else if(sType == "IP_CONST_CLASS_DRUID") { n = IP_CONST_CLASS_DRUID; } else if(sType == "IP_CONST_CLASS_FIGHTER") { n = IP_CONST_CLASS_FIGHTER; } else if(sType == "IP_CONST_CLASS_MONK") { n = IP_CONST_CLASS_MONK; } else if(sType == "IP_CONST_CLASS_PALADIN") { n = IP_CONST_CLASS_PALADIN; } else if(sType == "IP_CONST_CLASS_RANGER") { n = IP_CONST_CLASS_RANGER; } else if(sType == "IP_CONST_CLASS_ROGUE") { n = IP_CONST_CLASS_ROGUE; } else if(sType == "IP_CONST_CLASS_SORCERER") { n = IP_CONST_CLASS_SORCERER; } else if(sType == "IP_CONST_CLASS_WIZARD") { n = IP_CONST_CLASS_WIZARD; } return n; } /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED //This returns the Massive Critical Damage to be applied to the weapon int GetIsAmmo(int nType) { int n; n = FALSE; if(nType == BASE_ITEM_ARROW || nType == BASE_ITEM_BOLT || nType == BASE_ITEM_BULLET || nType == BASE_ITEM_DART || nType == BASE_ITEM_SHURIKEN || nType == BASE_ITEM_THROWINGAXE) { n = TRUE; } return n; } /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED //This returns the Massive Critical Damage to be applied to the weapon int GetDmgBonus() { int n; int a = MAX_DAMAGE; if(a==1) { n = IP_CONST_DAMAGEBONUS_1d4; } else if(a==2) { n = IP_CONST_DAMAGEBONUS_1d6; } else if(a==3) { n = IP_CONST_DAMAGEBONUS_1d8; } else if(a==4) { n = IP_CONST_DAMAGEBONUS_1d10; } else if(a==5) { n = IP_CONST_DAMAGEBONUS_2d6; } else if(a==6) { n = IP_CONST_DAMAGEBONUS_2d8; } else if(a==7) { n = IP_CONST_DAMAGEBONUS_2d10; } else if(a==8) { n = IP_CONST_DAMAGEBONUS_2d12; } return n; } /////////////////////////////////////////////////////////////////////// //PROROTYPE DEFINED int GetIsACItem(object oItem, int nType) { //Not True unless we say it is! int n; //Only Allow AC on these types of items! if(nType == BASE_ITEM_AMULET || nType == BASE_ITEM_BELT || nType == BASE_ITEM_BOOTS || nType == BASE_ITEM_BRACER || nType == BASE_ITEM_CLOAK || nType == BASE_ITEM_GLOVES || nType == BASE_ITEM_HELMET || nType == BASE_ITEM_SMALLSHIELD || nType == BASE_ITEM_TOWERSHIELD || nType == BASE_ITEM_LARGESHIELD || nType == BASE_ITEM_RING || nType == BASE_ITEM_ARMOR) { n = 1; } //If we allow AC on weapons! else if(AC_ON_WEAPONS == TRUE) { if(IPGetIsMeleeWeapon(oItem)) n = 1; else if(IPGetIsRangedWeapon(oItem)) n = 1; } else { n = 0; } return n; } /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED int GetHasLowSR(object oItem) { int n; itemproperty iSR = ItemPropertyBonusSpellResistance(IP_CONST_SPELLRESISTANCEBONUS_10); itemproperty ip = GetFirstItemProperty(oItem); while(GetIsItemPropertyValid(ip)) { if(ip == iSR) { n = 1; } ip = GetNextItemProperty(oItem); } return n; } /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED int GetBonusSpellCount(object oItem) { int n = 0; int a = ITEM_PROPERTY_BONUS_SPELL_SLOT_OF_LEVEL_N; itemproperty ip = GetFirstItemProperty(oItem); while(GetIsItemPropertyValid(ip)) { if(GetItemPropertyType(ip) == a) { n += 1; } ip = GetNextItemProperty(oItem); } return n; } ////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED //This Int will define the bonsues to be applied to items... int GetPropertyBonus(object oItem, int nPropertyType, int nValue) { int nProp = nPropertyType; int n; int c; //Loop through the Item Property Types and Define the next //Bonus to be added to the item... switch(nProp) { case ITEM_PROPERTY_AC_BONUS: { switch(nValue) { case 0: { n = 1; } break; case 1: { n = 2; } break; case 2: { n = 3; } break; case 3: { n = 4; } break; case 4: { n = 5; } break; case 5: { n = 6; } break; case 6: { n = 7; } break; case 7: { n = 8; } break; case 8: { n = 9; } break; case 9: { n = 10; } break; case 10: { n = 11; } break; case 11: { n = 12; } break; case 12: { n = 13; } break; case 13: { n = 14; } break; case 14: { n = 15; } break; case 15: { n = 16; } break; case 16: { n = 17; } break; case 17: { n = 18; } break; case 18: { n = 19; } break; case 19: { n = 20; } break; case 20: { n = 20; } break; } } break; case ITEM_PROPERTY_SPELL_RESISTANCE: //If it's Spell Resistance... { switch(nValue)//Pass it the Cost Table # { case 0: { n = IP_CONST_SPELLRESISTANCEBONUS_12;}break; case 1: { n = IP_CONST_SPELLRESISTANCEBONUS_14;}break; case 2: { if(MAX_SPELL_RESIST ==14) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_16;}break; case 3: { if(MAX_SPELL_RESIST ==16) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_18;}break; case 4: { if(MAX_SPELL_RESIST ==18) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_20;}break; case 5: { if(MAX_SPELL_RESIST ==20) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_22; }break; case 6: { if(MAX_SPELL_RESIST ==22) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_24;}break; case 7: { if(MAX_SPELL_RESIST ==24) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_26;}break; case 8: { if(MAX_SPELL_RESIST ==26) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_28;}break; case 9: { if(MAX_SPELL_RESIST ==28) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_30;}break; case 10: { if(MAX_SPELL_RESIST ==30) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_32;}break; case 11: { if(MAX_SPELL_RESIST ==32) n = 99; else n = IP_CONST_SPELLRESISTANCEBONUS_32;}break; default: { n = IP_CONST_SPELLRESISTANCEBONUS_12;}break; } } break; } //Tell the GetIPValue Int what n truly should be! return n; } /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED //This Int will determine the existing Bonus on the item int GetIPValue(object oItem, int nPropertyType) { itemproperty ip; int n; int a; ip = GetFirstItemProperty(oItem); while (GetIsItemPropertyValid(ip)) { // same property type? if ((GetItemPropertyType(ip) == nPropertyType)) { //Return the Cost Table Value from the property... a = GetItemPropertyCostTableValue(ip); } ip = GetNextItemProperty(oItem); } //Find the next Bonus to be added to the item! n = GetPropertyBonus(oItem, nPropertyType, a); return n; } ///////////////////////////////////////////////////////////// //PROTOTYPE DEFINED int GetTotalDmgBonuses(object oItem) { int n = 0; itemproperty ip; ip = GetFirstItemProperty(oItem); while(GetIsItemPropertyValid(ip)) { if(GetItemPropertyType(ip)==ITEM_PROPERTY_DAMAGE_BONUS) { n +=1; } if(GetItemPropertyType(ip)==ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP) { n +=1; } if(GetItemPropertyType(ip)==ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP) { n +=1; } if(GetItemPropertyType(ip)==ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT) { n +=1; } ip = GetNextItemProperty(oItem); } return n; } ///////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED //get the total properties on the item we are about to enchant int nTotalProps(object oItem) { itemproperty ip; int n = 0; ip = GetFirstItemProperty(oItem); while(GetIsItemPropertyValid(ip)) { //Increment the count by 1 n +=1; //continue the loop ip = GetNextItemProperty(oItem); } return n; } //////////////////////////////////////////////////////////////////////// /////////////////////INCLUDE SCRIPT END//////////////////////////////// //////////////////////////////////////////////////////////////////////