generated from Jaysyn/ModuleTemplate
131 lines
5.2 KiB
Plaintext
131 lines
5.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Short Sword of Mask Script
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//:: mi_shswd009
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//:: Copyright (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This is an example of how to use the
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new default module events for NWN to
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have all code concerning one item in
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a single file.
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Note that this system only works if
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the following scripts are set in your
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module events
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OnEquip - x2_mod_def_equ
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OnUnEquip - x2_mod_def_unequ
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OnAcquire - x2_mod_def_aqu
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OnUnAcqucire - x2_mod_def_unaqu
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OnActivate - x2_mod_def_act
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*/
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#include "inc_utility"
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#include "x2_inc_switches"
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#include "nw_i0_spells"
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void main()
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{
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int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
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object oPC; //The player character using the item
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object oItem; //The item being used
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object oSpellOrigin; //The origin of the spell
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object oSpellTarget; //The target of the spell
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int iSpell; //The Spell ID number
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//Set the return value for the item event script
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// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
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// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
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int nResult = X2_EXECUTE_SCRIPT_END;
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switch (nEvent)
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{
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case X2_ITEM_EVENT_ONHITCAST:
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// * This code runs when the item has the 'OnHitCastSpell: Unique power' property
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// * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
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// * Note that this event fires for non PC creatures as well.
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oItem = PRCGetSpellCastItem(); // The item triggering this spellscript
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oPC = OBJECT_SELF; // The player triggering it
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oSpellOrigin = OBJECT_SELF ; // Where the spell came from
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oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
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//Your code goes here
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break;
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case X2_ITEM_EVENT_ACTIVATE:
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// * This code runs when the Unique Power property of the item is used or the item
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// * is activated. Note that this event fires for PCs only
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oPC = GetItemActivator(); // The player who activated the item
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oItem = GetItemActivated(); // The item that was activated
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//Your code goes here
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break;
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case X2_ITEM_EVENT_EQUIP:
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// * This code runs when the item is equipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
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oItem = GetPCItemLastEquipped(); // The item that was equipped
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//Your code goes here
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ExecuteScript("temp_hp_equip", oPC);
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break;
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case X2_ITEM_EVENT_UNEQUIP:
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// * This code runs when the item is unequipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastUnequippedBy(); // The player who unequipped the item
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oItem = GetPCItemLastUnequipped(); // The item that was unequipped
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//Your code goes here
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ExecuteScript("temp_hp_unequip", oPC);
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break;
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case X2_ITEM_EVENT_ACQUIRE:
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// * This code runs when the item is acquired
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// * Note that this event fires for PCs only
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oPC = GetModuleItemAcquiredBy(); // The player who acquired the item
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oItem = GetModuleItemAcquired(); // The item that was acquired
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//Your code goes here
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break;
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case X2_ITEM_EVENT_UNACQUIRE:
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// * This code runs when the item is unacquired
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// * Note that this event fires for PCs only
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oPC = GetModuleItemLostBy(); // The player who dropped the item
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oItem = GetModuleItemLost(); // The item that was dropped
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//Your code goes here
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break;
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case X2_ITEM_EVENT_SPELLCAST_AT:
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//* This code runs when a PC or DM casts a spell from one of the
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//* standard spellbooks on the item
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oPC = OBJECT_SELF; // The player who cast the spell
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oItem = PRCGetSpellTargetObject(); // The item targeted by the spell
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iSpell = PRCGetSpellId(); // The id of the spell that was cast
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// See the list of SPELL_* constants
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//Your code goes here
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//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
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//X2_EXECUTE_SCRIPT_END if you want to prevent the spell that was
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//cast on the item from taking effect
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nResult = X2_EXECUTE_SCRIPT_CONTINUE;
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break;
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}
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//Pass the return value back to the calling script
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SetExecutedScriptReturnValue(nResult);
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}
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