//////////////////////////////////////////////////////////////////////////////// // Arbane's Sword // // On use, haste for 12 seconds, once per day. // // // // 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 //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_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 if (GetAbilityScore(oPC, ABILITY_STRENGTH)>= 8) //Determines Minimum Str to wield or carry { } else { AssignCommand(oPC, ActionUnequipItem(GetObjectByTag("mi_shswd001"))); //If unable to carry, unequips item AssignCommand(oPC, ActionSpeakString("I'm not strong enough to wield this!")); } 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 //Applies the effect, Haste, for 12 seconds effect eEffect = EffectHaste(); effect eVis = EffectVisualEffect(VFX_IMP_HASTE); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis,oPC, 12.0f); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 12.0f); break; } //Pass the return value back to the calling script SetExecutedScriptReturnValue(nResult); }