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HeroesStone_PRC8/_module/nss/mi_bracr33.nss
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//::///////////////////////////////////////////////
//:: Short Sword of Mask Script
//:: mi_shswd009
//:: 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
OnUnEquip - x2_mod_def_unequ
OnAcquire - x2_mod_def_aqu
OnUnAcqucire - x2_mod_def_unaqu
OnActivate - x2_mod_def_act
*/
#include "inc_utility"
#include "x2_inc_switches"
#include "nw_i0_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
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
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
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;
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);
}