ItemPropertyAttackBonusVsSAlign(int, int)
Sets an "attack bonus versus specific alignment" itemproperty.
itemproperty ItemPropertyAttackBonusVsSAlign( int nAlignment, int nBonus );
Parameters
nAlignment
nBonus
Attack bonus; 1 to 20 are valid.
Description
Sets item property Attack bonus vs. a specific alignment, such as Lawful Evil. You must specify the alignment you want the bonus to work against (IP_CONST_ALIGNMENT_*) and the attack bonus, which should be an integer between 1 and 20.
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_ALIGNMENT_* constant can be retrieved off this type of item property using GetItemPropertySubType. The bonus can be retrieved using GetItemPropertCostTableValue.
Version
1.61
Example
#include "x2_inc_itemprop" //The include is for the IPSafeAddItemProperty function //Grants the PC speaker's onhand weapon a +10 attack bonus against lawful good void main() { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); if (!GetIsObjectValid(oItem)) return; itemproperty ipAdd = ItemPropertyAttackBonusVsSAlign(IP_CONST_ALIGNMENT_LG, 10); IPSafeAddItemProperty(oItem, ipAdd); }
See Also
functions: | AddItemProperty | IPSafeAddItemProperty |
categories: | Item Creation Functions |
constants: | IP_CONST_ALIGNMENT_* Constants |
author: Lilac Soul, editor: Peter Busby