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_module/nss/mi_misc06.nss
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89
_module/nss/mi_misc06.nss
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////////////////////////////////////////////////////////////////////////////////
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// Tint'eina Petals //
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// Adds 6 to bluff, intimidate, appraise, persuade and perform skills //
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// The effects last one hour //
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// Copyright (c) 2003 Bioware Corp. //
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////////////////////////////////////////////////////////////////////////////////
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/*
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This is an example of how to use the
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new default module events for NWN to
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have all code concerning one item in
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a single file.
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Note that this system only works if
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the following scripts are set in your
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module events
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OnEquip - x2_mod_def_equ (or mi_zep_onequip)
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OnUnEquip - x2_mod_def_unequ
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OnAcquire - x2_mod_def_aqu
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OnUnAcqucire - x2_mod_def_unaqu
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OnActivate - x2_mod_def_act
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*/
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////////////////////////////////////////////////////////////////////////////////
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// Created By: Georg Zoeller //
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// Created On: 2003-09-10 //
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// Modified By: Grimlar and Arikel Tolifen //
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// Modified On: July 2005 //
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////////////////////////////////////////////////////////////////////////////////
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#include "x2_inc_switches"
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void main()
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{
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int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
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object oPC; //The player character using the item
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object oItem; //The item being used
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object oSpellOrigin; //The origin of the spell
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object oSpellTarget; //The target of the spell
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int iSpell; //The Spell ID number
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effect eEffect;
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effect eVis;
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//Set the return value for the item event script
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// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
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// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
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int nResult = X2_EXECUTE_SCRIPT_END;
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switch (nEvent)
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{
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case X2_ITEM_EVENT_ACTIVATE:
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// * This code runs when the Unique Power property of the item is used or the item
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// * is activated. Note that this event fires for PCs only
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oPC = GetItemActivator(); // The player who activated the item
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oItem = GetItemActivated(); // The item that was activated
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//Your code goes here
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if (!GetIsPC(GetItemActivatedTarget())
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){
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SendMessageToPC(GetItemActivator(), "Improper use of item!");
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return;}
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eEffect = EffectSkillIncrease(SKILL_BLUFF, 6); //Increases Bluff Skill by 6
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
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eEffect = EffectSkillIncrease(SKILL_APPRAISE, 6); //Increases Appraise Skill by 6
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
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eEffect = EffectSkillIncrease(SKILL_INTIMIDATE, 6); //Increases Intimidate Skill by 6
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
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eEffect = EffectSkillIncrease(SKILL_PERSUADE, 6); //Increases Persuade Skill by 6
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
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eEffect = EffectSkillIncrease(SKILL_PERFORM, 6); //Increases Perform Skill by 6
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
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eVis = EffectVisualEffect(VFX_DUR_ETHEREAL_VISAGE); //Applies Etheral Visage Effect for 1 hour
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 60.0f);
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break;
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}
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//Pass the return value back to the calling script
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SetExecutedScriptReturnValue(nResult);
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}
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