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