//////////////////////////////////////////////////////////////////////////////// // Halfling Leaf Script // // Adds +1 to Cha for 1 hour. // // Non Halflings must make DC(24), or get -1 to Int and effect dazed for dur. // // 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 "prc_inc_racial" #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 //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()) || (GetObjectType(GetItemActivatedTarget())!=OBJECT_TYPE_CREATURE) ){ SendMessageToPC(GetItemActivator(), "You can't smoke right now!"); return;} if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_HALFLING)) { effect eVis = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); //Sets up Visual Effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC); eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1); eEffect = ExtraordinaryEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); } else if (FortitudeSave(oPC, 24)) { effect eVis = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); //Sets up Visual Effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC); eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); } else { effect eVis = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); //Sets up Visual Effect ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC); eEffect = EffectAbilityDecrease(ABILITY_INTELLIGENCE, 1); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f); eEffect = EffectDazed(); eEffect = ExtraordinaryEffect(eEffect); effect eVis1 = EffectVisualEffect(VFX_IMP_DAZED_S); //Sets up Visual Effect effect eLink = EffectLinkEffects(eEffect, eVis1); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, 60.0f); } break; } //Pass the return value back to the calling script SetExecutedScriptReturnValue(nResult); }