Werewolf merges monk gloves if equipped. Added more switches to the Switch conversation. Increased summoned Huge Beholder eye ray uses to 99.
154 lines
5.8 KiB
Plaintext
154 lines
5.8 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Example XP2 OnItemEquipped
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//:: x2_mod_def_equ
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//:: (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Put into: OnEquip Event
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-07-16
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//:://////////////////////////////////////////////
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#include "prc_inc_function"
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#include "prc_inc_wpnrest"
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#include "inc_timestop"
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#include "prc_inc_itmrstr"
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#include "prc_inc_template"
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//Added hook into EvalPRCFeats event
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// Aaon Graywolf - 6 Jan 2004
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//Added delay to EvalPRCFeats event to allow module setup to take priority
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// Aaon Graywolf - Jan 6, 2004
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//Removed the delay. It was messing up evaluation scripts that use GetItemLastEquipped(By)
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// Ornedan - 07.03.2005
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void main()
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{
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object oItem = GetItemLastEquipped();
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object oPC = GetItemLastEquippedBy();
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if(!GetIsObjectValid(oPC))
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return;
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//:: Use with bioware polymorphs
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DetectMonkGloveEquip(oItem);
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//if(DEBUG) DoDebug("Running OnEquip, creature = '" + GetName(oPC) + "' is PC: " + DebugBool2String(GetIsPC(oPC)) + "; Item = '" + GetName(oItem) + "' - '" + GetTag(oItem) + "'");
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SetLocalInt(oPC, "ONEQUIP", 2); // Ugly hack to work around event detection in CheckPRCLimitations() - Ornedan
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// Handle custom limitation itemproperties and other itemproperties that trigger when equipped, like PnP Holy Avenger and speed modifications
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if(!CheckPRCLimitations(oItem, oPC))
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{
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// "You cannot equip " + GetName(oItem)
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SendMessageToPC(oPC, ReplaceChars(GetStringByStrRef(16828407), "<itemname>", GetName(oItem)));
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int i;
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object oTest;
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for(i = 0; i < NUM_INVENTORY_SLOTS; i++)
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{
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oTest = GetItemInSlot(i, oPC);
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if(oTest == oItem)
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{
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DelayCommand(0.3f, ForceUnequip(oPC, oItem, i));
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return;
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}
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}
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}
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EvalPRCFeats(oPC);
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DeleteLocalInt(oPC, "ONEQUIP");
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//Handle lack of fingers/hands
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if(GetPersistantLocalInt(oPC, "LEFT_HAND_USELESS"))
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{
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//Force unequip
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ForceUnequip(oPC, GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC), INVENTORY_SLOT_LEFTHAND);
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SendMessageToPC(oPC, "You cannot use your left hand");
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}
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if(GetPersistantLocalInt(oPC, "RIGHT_HAND_USELESS"))
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{
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//Force unequip
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ForceUnequip(oPC, GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC), INVENTORY_SLOT_RIGHTHAND);
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SendMessageToPC(oPC, "You cannot use your right hand");
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}
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if (GetHasSpellEffect(SPELL_LUMINOUS_ARMOR, oPC) || GetHasSpellEffect(SPELL_GREATER_LUMINOUS_ARMOR, oPC))
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{
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object oArmour = GetItemInSlot(INVENTORY_SLOT_CHEST, oPC);
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if (GetBaseAC(oArmour) > 0)
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{
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ForceUnequip(oPC, oArmour, INVENTORY_SLOT_CHEST);
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SendMessageToPC(oPC, "You cannot wear armor while under the effects of Luminous Armour");
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}
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}
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DelayCommand(0.2, DoWeaponsEquip(oPC));
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//timestop noncombat equip
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DoTimestopEquip(oPC, oItem);
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//:: Saint / Holy Touch doesn't work w/ ranged weapons
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if (GetHasTemplate(TEMPLATE_SAINT, oPC))
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{
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//:: Setup Holy Touch extra damage vs evil
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effect eEffect1 = VersusAlignmentEffect(EffectDamageIncrease(7, DAMAGE_TYPE_DIVINE), 0, ALIGNMENT_EVIL);
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effect eEffect2 = VersusAlignmentEffect(EffectDamageIncrease(DAMAGE_BONUS_2, DAMAGE_TYPE_DIVINE), 0, ALIGNMENT_EVIL);
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eEffect2 = VersusRacialTypeEffect(eEffect2, RACIAL_TYPE_OUTSIDER);
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effect eEffect3 = VersusAlignmentEffect(EffectDamageIncrease(DAMAGE_BONUS_2, DAMAGE_TYPE_DIVINE), 0, ALIGNMENT_EVIL);
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eEffect3 = VersusRacialTypeEffect(eEffect3, RACIAL_TYPE_UNDEAD);
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effect eLink = EffectLinkEffects(eEffect1, eEffect2);
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eLink = EffectLinkEffects(eLink, eEffect3);
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eLink = SupernaturalEffect(eLink);
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eLink = TagEffect(eLink, "EffectHolyTouch");
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//:: Clear the effect to be safe and prevent stacking
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effect eCheckEffect = GetFirstEffect(oPC);
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while (GetIsEffectValid(eCheckEffect))
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{
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if (GetEffectTag(eCheckEffect) == "EffectHolyTouch")
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{
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RemoveEffect(oPC, eCheckEffect);
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}
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eCheckEffect = GetNextEffect(oPC);
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}
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//:: Check if equipped with a ranged weapon and apply effect again if not
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if (!GetWeaponRanged(oItem))
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, oPC);
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}
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//:: Clear Echoblade effect if weapon is changed
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int nBaseItem = GetBaseItemType(oItem);
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effect eEffect = GetFirstEffect(oPC);
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if (nBaseItem == BASE_ITEM_AMULET || nBaseItem == BASE_ITEM_ARMOR || nBaseItem == BASE_ITEM_ARROW || nBaseItem == BASE_ITEM_BELT || nBaseItem == BASE_ITEM_BOLT || nBaseItem == BASE_ITEM_BOOTS
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|| nBaseItem == BASE_ITEM_BRACER || nBaseItem == BASE_ITEM_BULLET || nBaseItem == BASE_ITEM_CBLUDGWEAPON || nBaseItem == BASE_ITEM_CLOAK || nBaseItem == BASE_ITEM_CPIERCWEAPON
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|| nBaseItem == BASE_ITEM_CREATUREITEM || nBaseItem == BASE_ITEM_CSLASHWEAPON || nBaseItem == BASE_ITEM_CSLSHPRCWEAP || nBaseItem == BASE_ITEM_GLOVES || nBaseItem == BASE_ITEM_HELMET
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|| nBaseItem == BASE_ITEM_RING || nBaseItem == BASE_ITEM_LARGESHIELD || nBaseItem == BASE_ITEM_RING || nBaseItem == BASE_ITEM_SMALLSHIELD || nBaseItem == BASE_ITEM_TOWERSHIELD)
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{
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return;
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}
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else
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{
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while(GetIsEffectValid(eEffect))
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{
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if(GetEffectTag(eEffect) == "Echoblade")
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RemoveEffect(oPC, eEffect);
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eEffect = GetNextEffect(oPC);
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}
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}
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//:: Execute scripts hooked to this event for the creature and item triggering it
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ExecuteAllScriptsHookedToEvent(oPC, EVENT_ONPLAYEREQUIPITEM);
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ExecuteAllScriptsHookedToEvent(oItem, EVENT_ITEM_ONPLAYEREQUIPITEM);
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// Tag-based scripting hook for PRC items
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SetUserDefinedItemEventNumber(X2_ITEM_EVENT_EQUIP);
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ExecuteScript("is_"+GetTag(oItem), OBJECT_SELF);
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} |