325 lines
14 KiB
Plaintext
325 lines
14 KiB
Plaintext
//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);
|
|
}
|
|
|