ItemPropertyBonusSavingThrow(int, int)
Sets a saving throw bonus itemproperty.
itemproperty ItemPropertyBonusSavingThrow( int nBaseSaveType, int nBonus );
Parameters
nBaseSaveType
nBonus
Bonus to add; 1 to 20 are valid.
Description
Sets item property Saving throw bonus to the base type (Will, Reflex or Fortitude). You must specify the base type constant (IP_CONST_SAVEBASETYPE_*) to which the user gets the bonus and the amount of 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_SAVEBASETYPE_* 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 //Makes the PC speaker's helmet give +15 to reflex saving throws void main() { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC); if (!GetIsObjectValid(oItem)) return; itemproperty ipAdd = ItemPropertyBonusSavingThrow(IP_CONST_SAVEBASETYPE_REFLEX, 15); IPSafeAddItemProperty(oItem, ipAdd); }
See Also
functions: | AddItemProperty | IPSafeAddItemProperty | ItemPropertyReducedSavingThrow |
categories: | Item Creation Functions |
constants: | IP_CONST_SAVEBASETYPE_* Constants |
author: Lilac Soul, editor: Peter Busby