rendered paste body//:://///////////////////////////////////////////////:: Dread Necromancer//:: prc_dnecro.nss//::////////////////////////////////////////////////:: Applies the passive bonuses from Dread Necromancer//::////////////////////////////////////////////////:: Created By: Sleaker//:: Created On: Dec 06, 2006//:://////////////////////////////////////////////#include "prc_alterations"void LichBody(object oPC, object oSkin, int nLevel){ if(GetLocalInt(oSkin, "LichBody") == TRUE) return; int nDR; if (nLevel >= 15) nDR = IP_CONST_DAMAGERESIST_8; else if (nLevel >= 11) nDR = IP_CONST_DAMAGERESIST_6; else if (nLevel >= 7) nDR = IP_CONST_DAMAGERESIST_4; else { nDR = IP_CONST_DAMAGERESIST_2; } AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_PIERCING, nDR), oSkin); AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_SLASHING, nDR), oSkin); AddItemProperty(DURATION_TYPE_PERMANENT, ItemPropertyDamageResistance(IP_CONST_DAMAGETYPE_BLUDGEONING, nDR), oSkin); SetLocalInt(oSkin, "LichBody", TRUE);}void main(){ object oPC = OBJECT_SELF; object oSkin = GetPCSkin(oPC); int nDNe = GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC); object oWeap = GetItemLastEquipped(); object oUnequip = GetItemLastUnequipped(); int iEquip = GetLocalInt(oPC, "ONEQUIP"); if(nDNe >= 2) LichBody(oPC, oSkin, nDNe);}