ItemPropertyBonusSavingThrowVsX(int, int)

Sets a "saving throw bonus" itemproperty.

itemproperty ItemPropertyBonusSavingThrowVsX(
    int nBonusType,
    int nBonus
);

Parameters

nBonusType

IP_CONST_SAVEVS_*

nBonus

Saving throw bonus; 1 to 20 are valid.


Description

Sets item property Saving throw bonus vs. a specific effect or damage type, such as Acid, Cold, Death Magic, Disease, another 9 types and Universal.

You must specify the save type constant (IP_CONST_SAVEVS_*) that the bonus is applied to and the bonus that is be applied, 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_SAVEVS_* 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 first PC's helmet give +15 to saving throws
//against mind-affecting spells
void main()
{
object oPC = GetFirstPC();
object oItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC);
if (!GetIsObjectValid(oItem)) return;

itemproperty ipAdd = ItemPropertyBonusSavingThrowVsX(IP_CONST_SAVEVS_MINDAFFECTING, 15);

IPSafeAddItemProperty(oItem, ipAdd);
}

See Also

functions: AddItemProperty | IPSafeAddItemProperty | ItemPropertyReducedSavingThrowVsX
categories: Item Creation Functions
constants: IP_CONST_SAVEVS_* Constants


 author: Lilac Soul, editor: Peter Busby