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HeroesStone_PRC8/_module/nss/mi_mace00.nss
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////////////////////////////////////////////////////////////////////////////////
// The Giving Star Script //
// 10% of casting Cure Light Wounds on caster //
// and raising strength 1 point for 5 rounds //
// 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
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
if (d100()<=10)
{
AssignCommand(oItem, ActionCastSpellAtObject(SPELL_CURE_LIGHT_WOUNDS, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE));
effect eEffect = EffectAbilityIncrease(ABILITY_STRENGTH, 1);
eEffect = SupernaturalEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 30.0f);
}
break;
}
//Pass the return value back to the calling script
SetExecutedScriptReturnValue(nResult);
}