My friends have been trying this out in a tophak to try and fix it, but it is just ignored and goes to the default version. We tested that by adding a line to this that would make the character say something when IS fired.
Can anybody see what we're doing wrong or...?
#include "prc_spell_const"
#include "prc_feat_const"
#include "prc_alterations"
void main()
{
object oPC = PRCGetSpellTargetObject();
object oRight = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
int iDamageType = (!GetIsObjectValid(oRight)) ? DAMAGE_TYPE_BASE_WEAPON : GetItemDamageType(oRight);
int nInt = GetAbilityModifier(ABILITY_INTELLIGENCE, oPC);
int nBonusHold = (nInt > 5) ? nInt + 10 : nInt; //more efficient int conversion
int nSwashLevel = GetLevelByClass(60,oPC);
if (nInt > nSwashLevel){
int nBonus = nSwashLevel;}
else {
int nBonus = nBonusHold;
}
PRCRemoveEffectsFromSpell(oPC, GetSpellId());
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageIncrease(nBonus, iDamageType), oPC);
}
Update: Ugh, just saw that the friend I asked to help with the scripting part didn't look at what was actually in this thread. I sent what was suggested to a more...reliable person. I'll update when I have results on that.
Update2: No dice.