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HeroesStone_PRC8/_module/nss/mi_misc07.nss
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////////////////////////////////////////////////////////////////////////////////
// Halfling Leaf Script //
// Adds +1 to Cha for 1 hour. //
// Non Halflings must make DC(24), or get -1 to Int and effect dazed for dur. //
// 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 "prc_inc_racial"
#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
effect eEffect; // Effect
//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_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
if (!GetIsPC(GetItemActivatedTarget())
|| (GetObjectType(GetItemActivatedTarget())!=OBJECT_TYPE_CREATURE)
){
SendMessageToPC(GetItemActivator(), "You can't smoke right now!");
return;}
if ((MyPRCGetRacialType(oPC)==RACIAL_TYPE_HALFLING))
{
effect eVis = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); //Sets up Visual Effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1);
eEffect = ExtraordinaryEffect(eEffect);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
}
else if (FortitudeSave(oPC, 24))
{
effect eVis = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); //Sets up Visual Effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
}
else
{
effect eVis = EffectVisualEffect(VFX_FNF_SMOKE_PUFF); //Sets up Visual Effect
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC);
eEffect = EffectAbilityDecrease(ABILITY_INTELLIGENCE, 1);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 60.0f);
eEffect = EffectDazed();
eEffect = ExtraordinaryEffect(eEffect);
effect eVis1 = EffectVisualEffect(VFX_IMP_DAZED_S); //Sets up Visual Effect
effect eLink = EffectLinkEffects(eEffect, eVis1);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, 60.0f);
}
break;
}
//Pass the return value back to the calling script
SetExecutedScriptReturnValue(nResult);
}