ItemPropertyEnhancementBonusVsAlign(int, int)
Sets an "enhancement bonus versus alignment group" itemproperty.
itemproperty ItemPropertyEnhancementBonusVsAlign( int nAlignGroup, int nBonus );
Parameters
nAlignGroup
nBonus
How much to enhance weapon; 1 to 20 are valid
Description
Sets item property Enhancement bonus vs. an alignment group, such as Evil or Lawful. You need to specify the alignment group constant (IP_CONST_ALIGNMENTGROUP_*) and the enhancement bonus, which should be an integer between 1 and 20.
Remarks
Only melee weapons can have enhancement bonuses - neither ranged weapons nor ammunition can hold such an itemproperty.
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 bonus can be retrieved using GetItemPropertCostTableValue.
Version
1.62
Example
#include "x2_inc_itemprop" //The include is for the IPSafeAddItemProperty function //Gives the PC speaker's onhand weapon a +15 enhancement bonus against good void main() { object oPC=GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); if (!GetIsObjectValid(oItem)) return; itemproperty ipAdd = ItemPropertyEnhancementBonusVsAlign(IP_CONST_ALIGNMENTGROUP_GOOD, 15); IPSafeAddItemProperty(oItem, ipAdd); }
See Also
functions: | AddItemProperty | IPSafeAddItemProperty |
categories: | Item Creation Functions |
constants: | IP_CONST_ALIGNMENTGROUP_* Constants |
author: Lilac Soul, editor: Peter Busby, additional contributor(s): hbunny