ItemPropertyOnHitProps

// Returns Item property on hit -> do effect property. You must specify the on // hit property constant(IP_CONST_ONHIT_*) and the save DC constant(IP_CONST_ONHIT_SAVEDC_*). // Some of the item properties require a special parameter as well. If the // property does not require one you may leave out the last one. The list of // the ones with 3 parameters and what they are are as follows: //     ABILITYDRAIN      :nSpecial is the ability it is to drain. //                        constant(IP_CONST_ABILITY_*) //     BLINDNESS         :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     CONFUSION         :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     DAZE              :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     DEAFNESS          :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     DISEASE           :nSpecial is the type of desease that will effect the victim. //                        constant(DISEASE_*) //     DOOM              :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     FEAR              :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     HOLD              :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     ITEMPOISON        :nSpecial is the type of poison that will effect the victim. //                        constant(IP_CONST_POISON_*) //     SILENCE           :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     SLAYRACE          :nSpecial is the race that will be slain. //                        constant(IP_CONST_RACIALTYPE_*) //     SLAYALIGNMENTGROUP:nSpecial is the alignment group that will be slain(ie. chaotic). //                        constant(IP_CONST_ALIGNMENTGROUP_*) //     SLAYALIGNMENT     :nSpecial is the specific alignment that will be slain. //                        constant(IP_CONST_ALIGNMENT_*) //     SLEEP             :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     SLOW              :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) //     STUN              :nSpecial is the duration/percentage of effecting victim. //                        constant(IP_CONST_ONHIT_DURATION_*) itemproperty ItemPropertyOnHitProps(int nProperty, int nSaveDC, int nSpecial=0);