Changed folder name.
Changed folder name.
This commit is contained in:
324
_module/nss/godlipot.nss
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324
_module/nss/godlipot.nss
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//Script Name: godlipot
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//////////////////////////////////////////
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// Created By: Genisys (Guile)
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// Created On: 8/13/08
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//
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// (TABASED ITEM SCRIPT TEMPLATE)
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/////////////////////////////////////////
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/*
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This potion temporarially bestows the
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PC or DM with God Like Powers, they are
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invincible and can kill any creature
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rather quickly!
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*/
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////////////////////////////////////////
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#include "x2_inc_switches"
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//Main Script
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void main()
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{
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//All Major Variables Declared (Commonly used variables as well)
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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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object oTarget; //Define oTarget below
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object oObject; //Define oObject below
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int nInt; //A commonly used intergal (Must be defined)
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int nLvl; //Commonly used intergal for levels (ie. GetHitDice(oTarget); etc.)
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string sTag; //Used to define a tagname of something
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string sResref; //Used to define a resref name of something
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string sMsg; //Used to define a message
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effect eEffect; //Used to define an effect to be applied to an object or location
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effect eVis; //Used to define a visual effect to be applied to an object or location
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location lTarget; //The Target Location of the PC ONLY! (USE - Getlocation(oPC);)
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location lway; //The Target location for the Activated Item's Target only! (See below)
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effect eGod;
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effect eVis2;
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int nDmg;
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////////////////////////////////////////////////////////////////////////////////////////////////
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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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///////////////////////////////////////////////////////////////////////////////////////////////
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//Deterimine which event has fired for the item...
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switch (nEvent)
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{
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////////////////////////////////////////////////////////////////////////////
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///////The Item has the property: On-Hit Cast Spell: Unique Power/////////
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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 = GetSpellCastItem(); // 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 = GetSpellTargetObject(); // What the spell is aimed at
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//Your code goes here
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break;
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///////////////////////////////////////////////////////////////////////////
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/////////////Cast Spell: Unique Power /or/ Activate Item//////////////////
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//I seperated this cause it's more commonly used..
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case X2_ITEM_EVENT_ACTIVATE:
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{
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// * This code runs when the Unique Power property of the item is used
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// * or the item 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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oTarget = GetItemActivatedTarget(); //The target of the item's power
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lway = GetItemActivatedTargetLocation(); //To get the location of the target!
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nLvl = GetHitDice(oPC);
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//Determine how many bonus attacks / round they get..
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if(nLvl<=10)
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{
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nInt = 4;
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}
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else if(nLvl>=11 && nLvl <=20)
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{
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nInt = 3;
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}
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else
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{
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nInt = 2;
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}
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//If it's a monk adjust the attacks down by 1..
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if(GetLevelByClass(CLASS_TYPE_MONK,oPC)>=10)
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{ nInt -=1; }
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//Make it show that they are under the effects of godliness..
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eVis = EffectVisualEffect(VFX_DUR_GHOSTLY_PULSE, FALSE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 300.0f);
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eVis = EffectVisualEffect(VFX_DUR_IOUNSTONE_YELLOW, FALSE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 300.0f);
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eVis = EffectVisualEffect(VFX_DUR_MAGIC_RESISTANCE, FALSE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 300.0f);
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//AB Bonus
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eGod = EffectAttackIncrease(10, ATTACK_BONUS_MISC);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Make them invisible (They cannot be seen or dispelled!)
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eGod = EffectInvisibility(INVISIBILITY_TYPE_IMPROVED);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Bonus Attacks (Based Upon Level)
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eGod = EffectModifyAttacks(nInt);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//AC Bonus
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eGod = EffectACIncrease(20, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectACIncrease(20, AC_NATURAL_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectACIncrease(20, AC_DEFLECTION_BONUS, AC_VS_DAMAGE_TYPE_ALL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Damage Increase
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eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_MAGICAL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_DIVINE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_POSITIVE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_SONIC);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Resistance
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eGod = EffectDamageResistance(DAMAGE_TYPE_ACID, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_COLD, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_DIVINE, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_FIRE, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_MAGICAL, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_NEGATIVE, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_PIERCING, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_POSITIVE, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_SLASHING, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectDamageResistance(DAMAGE_TYPE_SONIC, 50, 0); //No Limit!
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Damage Reduction
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eGod = EffectDamageReduction(50, DAMAGE_POWER_PLUS_TWENTY, 0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Massive Regeneration!
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eGod = EffectRegenerate(80, 3.0);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Massive Concealment
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eGod = EffectConcealment(80, MISS_CHANCE_TYPE_NORMAL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Pretty much immune to magic!
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eGod = EffectSpellResistanceIncrease(77);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Give them a lot of hit points (temp)
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eGod = EffectTemporaryHitpoints(888);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Haste
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eGod = EffectHaste();
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//True Seeing..
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eGod = EffectTrueSeeing();
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Immunity to Misc.
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eGod = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_DEATH);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_PARALYSIS);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_DISEASE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_FEAR);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_POISON);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_SLOW);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_SAVING_THROW_DECREASE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_ATTACK_DECREASE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_AC_DECREASE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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eGod = EffectImmunity(IMMUNITY_TYPE_DEAFNESS);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//+10 to all saves..
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eGod = EffectSavingThrowIncrease(SAVING_THROW_ALL, 10, SAVING_THROW_TYPE_ALL);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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//Powerful Damage Shield! 82 - 92 dmg per hit!
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eGod = EffectDamageShield(80, DAMAGE_BONUS_2d12,DAMAGE_TYPE_DIVINE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
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} break;
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///////////////////////////////////////////////////////////////////////////
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///////////When the User Equips this item////////////////////////////////
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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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break;
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////////////////////////////////////////////////////////////////////////////
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/////////////When the User Unequips this item//////////////////////////////
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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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break;
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////////////////////////////////////////////////////////////////////////////
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////////////Everytime ANYONE Acquires this item////////////////////////////
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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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////////////////////////////////////////////////////////////////////////////
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//////////Everytime ANYONE Loses this item/////////////////////////////////
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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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////////////////////////////////////////////////////////////////////////////
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/////Everytime ANYONE Cast a spell at this item////////////////////////////
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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 = GetSpellTargetObject();// The item targeted by the spell
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iSpell = GetSpellId(); // 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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Reference in New Issue
Block a user