UW2_PRC8/_module/nss/gen_enc_config.nss
Jaysyn904 2bb2c470e0 Updated to PRC8
Updated to PRC8.  Further function integration.  Fixed NPC onDeath script.   Full compile.  Updated release archive.
2024-02-20 22:24:11 -05:00

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/*--------------------------------------------------------
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////////////////////////////////
//////////////////////////////////////////////////////////////////////