ItemPropertyMassiveCritical(int)
Sets a massive criticals itemproperty.
itemproperty ItemPropertyMassiveCritical( int nDamage );
Parameters
nDamage
Description
Sets item property Massive critical. You must specify the extra damage constant (IP_CONST_DAMAGEBONUS_*) of the criticals.
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_DAMAGEBONUS_* value can be retrieved off this type of item property using GetItemPropertyCostTableValue.
Version
1.61
Example
#include "x2_inc_itemprop" //The include is for the IPSafeAddItemProperty function //Makes the PC speaker's onhand weapon add 2d8 damage on massive criticals void main() { object oPC = GetPCSpeaker(); object oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC); if (!GetIsObjectValid(oItem)) return; itemproperty ipAdd = ItemPropertyMassiveCritical(IP_CONST_DAMAGEBONUS_2d8); IPSafeAddItemProperty(oItem, ipAdd); }
See Also
functions: | AddItemProperty | IPSafeAddItemProperty |
categories: | Item Creation Functions |
constants: | IP_CONST_DAMAGEBONUS_* Constants |
author: Lilac Soul, editor: Peter Busby