ItemPropertyDamageBonusVsAlign

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ItemPropertyDamageBonusVsAlign(int, int, int)

Sets a "damage bonus versus alignment group" itemproperty.

itemproperty ItemPropertyDamageBonusVsAlign(
    int nAlignGroup,
    int nDamageType,
    int nDamage
);

Parameters

nAlignGroup

IP_CONST_ALIGNMENTGROUP_*

nDamageType

IP_CONST_DAMAGETYPE_*

nDamage

IP_CONST_DAMAGEBONUS_*


Description

Sets item property Damage bonus vs. alignment groups. You must specify the alignment group constant (IP_CONST_ALIGNMENTGROUP_*) such as Lawful or Evil, the damage type constant (IP_CONST_DAMAGETYPE_*) and the amount of damage constant (IP_CONST_DAMAGEBONUS_*).

NOTE: not all the damage types will work; use only the following: Acid, Bludgeoning, Cold, Electrical, Fire, Piercing, Slashing, Sonic.



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_ALIGNMENTGROUP_* constant can be retrieved off this type of item property using GetItemPropertySubType. The IP_CONST_DAMAGEBONUS_* constant can be retrieved using GetItemPropertCostTableValue. The IP_CONST_DAMAGETYPE_* constant can be retrieved using GetItemPropertyParam1Value.


Version

1.61

Example

<nowiki>#include "x2_inc_itemprop"
</nowiki>//The include is for the IPSafeAddItemProperty function
 
//Makes the PC speaker's onhand weapon deal 1d10 additional acid damage against evil
void main()
{
object oPC=GetPCSpeaker();
object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
int nAlignGroup = IP_CONST_ALIGNMENTGROUP_EVIL;
int nDamageType = IP_CONST_DAMAGETYPE_ACID;
int nDamage = IP_CONST_DAMAGEBONUS_1d10;
 
if (!GetIsObjectValid(oItem)) return; //stop if no weapon
 
itemproperty ipAdd = ItemPropertyDamageBonusVsAlign( nAlignGroup, nDamageType, nDamage);
 
IPSafeAddItemProperty(oItem, ipAdd);
}

See Also

functions: 

IPSafeAddItemProperty

constants: 

IP_CONST_DAMAGETYPE_* Constants



 author: Lilac Soul, editor: Peter Busby