//////////////////////////////////////////////////////////////////////////////// // Tint'eina Petals // // Adds 6 to bluff, intimidate, appraise, persuade and perform skills // // The effects last one hour // // 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 "x2_inc_switches" 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 effect eEffect; effect eVis; //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_ACTIVATE: // * This code runs when the Unique Power property of the item is used or the item // * is activated. Note that this event fires for PCs only oPC = GetItemActivator(); // The player who activated the item oItem = GetItemActivated(); // The item that was activated //Your code goes here if (!GetIsPC(GetItemActivatedTarget()) ){ SendMessageToPC(GetItemActivator(), "Improper use of item!"); return;} eEffect = EffectSkillIncrease(SKILL_BLUFF, 6); //Increases Bluff Skill by 6 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eEffect = EffectSkillIncrease(SKILL_APPRAISE, 6); //Increases Appraise Skill by 6 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eEffect = EffectSkillIncrease(SKILL_INTIMIDATE, 6); //Increases Intimidate Skill by 6 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eEffect = EffectSkillIncrease(SKILL_PERSUADE, 6); //Increases Persuade Skill by 6 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eEffect = EffectSkillIncrease(SKILL_PERFORM, 6); //Increases Perform Skill by 6 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eVis = EffectVisualEffect(VFX_DUR_ETHEREAL_VISAGE); //Applies Etheral Visage Effect for 1 hour ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 60.0f); break; } //Pass the return value back to the calling script SetExecutedScriptReturnValue(nResult); }