//////////////////////////////////////////////////////////////////////////////// // The Giving Star Script // // 10% of casting Cure Light Wounds on caster // // and raising strength 1 point for 5 rounds // // Copyright (c) 2003 Bioware Corp. // //////////////////////////////////////////////////////////////////////////////// /* This is an example of how to use the new default module events for NWN to have all code concerning one item in a single file. Note that this system only works if the following scripts are set in your module events OnEquip - x2_mod_def_equ (or mi_zep_onequip) OnUnEquip - x2_mod_def_unequ OnAcquire - x2_mod_def_aqu OnUnAcqucire - x2_mod_def_unaqu OnActivate - x2_mod_def_act */ //////////////////////////////////////////////////////////////////////////////// // Created By: Georg Zoeller // // Created On: 2003-09-10 // // Modified By: Grimlar and Arikel Tolifen // // Modified On: July 2005 // //////////////////////////////////////////////////////////////////////////////// #include "inc_utility" #include "x2_inc_switches" #include "prc_inc_spells" void main() { int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this object oPC; //The player character using the item object oItem; //The item being used object oSpellOrigin; //The origin of the spell object oSpellTarget; //The target of the spell int iSpell; //The Spell ID number //Set the return value for the item event script // * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done // * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done int nResult = X2_EXECUTE_SCRIPT_END; switch (nEvent) { case X2_ITEM_EVENT_ONHITCAST: // * This code runs when the item has the 'OnHitCastSpell: Unique power' property // * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor) // * Note that this event fires for non PC creatures as well. oItem = PRCGetSpellCastItem(); // The item triggering this spellscript oPC = OBJECT_SELF; // The player triggering it oSpellOrigin = OBJECT_SELF ; // Where the spell came from oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at //Your code goes here if (d100()<=10) { AssignCommand(oItem, ActionCastSpellAtObject(SPELL_CURE_LIGHT_WOUNDS, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE)); effect eEffect = EffectAbilityIncrease(ABILITY_STRENGTH, 1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 30.0f); } break; } //Pass the return value back to the calling script SetExecutedScriptReturnValue(nResult); }