//Script Name: ac_speedcaster ////////////////////////////////////////// // Created By: Genisys (Guile) // Created On: 8/12/08 // Modified On: 4/01/09 ///////////////////////////////////////// /* When the PC activates the Speed Cast Wand, This script fires the script "exc_speedcast" on the PC, I did this to keep this code lower. */ //////////////////////////////////////// #include "x2_inc_switches" #include "prc_inc_spells" //////////////////////////////////////// //////////////////////////////////////////// //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) int nSpellId; int nSpell; int i; int nGs; //////////////////////////////////////////////////////////////////////////////////////////////// //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 = PRCGetSpellCastItem(); // The item triggering this spellscript oPC = OBJECT_SELF; // The player triggering it oSpellOrigin = OBJECT_SELF ; // Where the spell came from oSpellTarget = PRCGetSpellTargetObject(); // 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! //Disable use in combat if(GetIsInCombat(oPC)) { FloatingTextStringOnCreature("You cannot use this while in combat!", oPC, FALSE); return; } //Speed Cast the Caster... ExecuteScript("exc_speedcast", oPC); } 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 = PRCGetSpellTargetObject();// 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); //Main Script End }