ItemPropertyBonusLevelSpell(int, int)
Sets a "bonus spell of a specified level" itemproperty.
itemproperty ItemPropertyBonusLevelSpell( int nClass, int nSpellLevel );
Parameters
nClass
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
#include "x2_inc_itemprop" //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: | AddItemProperty | IPSafeAddItemProperty |
categories: | Item Creation Functions |
constants: | IP_CONST_CLASS_* Constants |
author: Lilac Soul, editor: Peter Busby