//////////////////////////////////////////////////////////////////////////////// // Ney'thala Berries // // Grants immunity to negative level drain for 2 hours // // // // 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 effect eEffect; effect eVis; 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 break; 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(), "Improper use of item!"); return;} eEffect = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL); eEffect = ExtraordinaryEffect(eEffect); eVis = EffectVisualEffect(VFX_DUR_PROTECTION_EVIL_MINOR); //Applies the Cold Aura Effect ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 240.0f); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 240.0f); break; case X2_ITEM_EVENT_EQUIP: // * This code runs when the item is equipped // * Note that this event fires for PCs only oPC = GetPCItemLastEquippedBy(); // The player who equipped the item oItem = GetPCItemLastEquipped(); // The item that was equipped //Your code goes here break; case X2_ITEM_EVENT_UNEQUIP: // * This code runs when the item is unequipped // * Note that this event fires for PCs only oPC = GetPCItemLastUnequippedBy(); // The player who unequipped the item oItem = GetPCItemLastUnequipped(); // The item that was unequipped //Your code goes here break; case X2_ITEM_EVENT_ACQUIRE: // * This code runs when the item is acquired // * Note that this event fires for PCs only oPC = GetModuleItemAcquiredBy(); // The player who acquired the item oItem = GetModuleItemAcquired(); // The item that was acquired //Your code goes here break; case X2_ITEM_EVENT_UNACQUIRE: // * This code runs when the item is unacquired // * Note that this event fires for PCs only oPC = GetModuleItemLostBy(); // The player who dropped the item oItem = GetModuleItemLost(); // The item that was dropped //Your code goes here break; case X2_ITEM_EVENT_SPELLCAST_AT: //* This code runs when a PC or DM casts a spell from one of the //* standard spellbooks on the item oPC = OBJECT_SELF; // The player who cast the spell oItem = PRCGetSpellTargetObject(); // The item targeted by the spell iSpell = PRCGetSpellId(); // The id of the spell that was cast // See the list of SPELL_* constants //Your code goes here //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the spell that was //cast on the item from taking effect nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; } //Pass the return value back to the calling script SetExecutedScriptReturnValue(nResult); }