Files
HeroesStone_PRC8/_module/nss/mi_armed32.nss
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

70 lines
3.3 KiB
Plaintext

////////////////////////////////////////////////////////////////////////////////
// Mail of Life Script //
// Adds 10 Hit Points on Equip. //
// //
// 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"
#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
//Note that I've moved this declaration out of the case event
effect eEffect;
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
ExecuteScript("temp_hp_equip", oPC);
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
ExecuteScript("temp_hp_unequip", oPC);
break;
}
//Pass the return value back to the calling script
SetExecutedScriptReturnValue(nResult);
}