Difference between revisions of "ItemPropertyBonusLevelSpell"

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<nwscript>
 
<nwscript>
[[itemproperty | itemproperty ]] ItemPropertyBonusLevelSpell(
+
itemproperty ItemPropertyBonusLevelSpell(
    [[int | int ]] nClass,
+
    int nClass,
    [[int | int ]] nSpellLevel
+
    int nSpellLevel
);
+
);
 
</nwscript>
 
</nwscript>
  
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<nwscript>
 
<nwscript>
<nowiki>#include "x2_inc_itemprop"
+
<nowiki>#include "x2_inc_itemprop"
</nowiki>//The include is for the IPSafeAddItemProperty function
+
</nowiki>//The include is for the IPSafeAddItemProperty function
+
 
//Makes the PC speaker's helmet grant the PC an extra level 5 wizard spell
+
//Makes the PC speaker's helmet grant the PC an extra level 5 wizard spell
void main()
+
void main()
{
+
{
itemproperty ipAdd = ItemPropertyBonusLevelSpell(IP_CONST_CLASS_WIZARD, 5);
+
itemproperty ipAdd = ItemPropertyBonusLevelSpell(IP_CONST_CLASS_WIZARD, 5);
+
 
object oPC=GetPCSpeaker();
+
object oPC=GetPCSpeaker();
+
 
object oItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC);
+
object oItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC);
+
 
if (!GetIsObjectValid(oItem)) return;
+
if (!GetIsObjectValid(oItem)) return;
+
 
IPSafeAddItemProperty(oItem, ipAdd);
+
IPSafeAddItemProperty(oItem, ipAdd);
}
+
}
 
</nwscript>
 
</nwscript>
  

Revision as of 01:37, 26 August 2012



ItemPropertyBonusLevelSpell(int, int)

Sets a "bonus spell of a specified level" itemproperty.

itemproperty ItemPropertyBonusLevelSpell(
    int nClass,
    int nSpellLevel
);

Parameters

nClass

IP_CONST_CLASS_*

nSpellLevel

Level of the bonus spell; 0 to 9 are valid.


Description

Sets item property Bonus level spell (an extra spell of the indicated type and level). You must specify the class constant(IP_CONST_CLASS_*) of the bonus spell (MUST BE a spell casting class) and the level of the bonus spell, which should be an integer between 0 and 9.



Remarks

The itemproperty commands are special constructors - they construct an itemproperty "object" which can then be applied to an item using the AddItemProperty command, much like effects need to be first constructed, then applied with ApplyEffectToObject.

It will often be a good idea to remove similar itemproperties from the item first. There's a command in the "x2_inc_itemprop" include file called IPSafeAddItemProperty which will do that for you. Check IPSafeAddItemProperty for current bug report.

The IP_CONST_CLASS_* constant can be retrieved off this type of item property using GetItemPropertySubType. The level of the spell can be retrieved using GetItemPropertCostTableValue.


Version

1.61

Example

<nowiki>#include "x2_inc_itemprop"
</nowiki>//The include is for the IPSafeAddItemProperty function
 
//Makes the PC speaker's helmet grant the PC an extra level 5 wizard spell
void main()
{
itemproperty ipAdd = ItemPropertyBonusLevelSpell(IP_CONST_CLASS_WIZARD, 5);
 
object oPC=GetPCSpeaker();
 
object oItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC);
 
if (!GetIsObjectValid(oItem)) return;
 
IPSafeAddItemProperty(oItem, ipAdd);
}

See Also

functions: 

IPSafeAddItemProperty

constants: 

IP_CONST_CLASS_* Constants



 author: Lilac Soul, editor: Peter Busby