#include "x2_inc_switches" void main() { 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 // 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; switch (nEvent) { case X2_ITEM_EVENT_ONHITCAST: { // * This code runs when the item has the 'OnHitCastSpell: Unique power' property // * and it hits a target (if it's a weapon) or is being hit (if it's 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; } 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 object oTarget; location lTarget; oTarget = GetWaypointByTag("WP_TOWNPORT"); lTarget = GetLocation(oTarget); //only do the jump if the location is valid. //though not flawless, we just check if it is in a valid area. //the script will stop if the location isn't valid - meaning that //nothing put after the teleport will fire either. //the current location won't be stored, either if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return; AssignCommand(oPC, ClearAllActions()); DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget))); oTarget = oPC; //Visual effects can't be applied to waypoints, so if it is a WP //apply to the WP's location instead int nInt; nInt = GetObjectType(oTarget); if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget); else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget)); break; } 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; } 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; } 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; } 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; } 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); }