//:://///////////////////////////////////////////// //:: Example Item Event Script //:: x2_it_example //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* This is an example of how to use the new default module events for NWN to have all code concerning one item in a single file. Note that this system only works if the following scripts are set in your module events OnEquip - x2_mod_def_equ OnUnEquip - x2_mod_def_unequ OnAcquire - x2_mod_def_aqu OnUnAcqucire - x2_mod_def_unaqu OnActivate - x2_mod_def_act */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-09-10 //:: Modified By: Grimlar //:: Modified On: March 2004 //::////////////////////////////////////////////// #include "prc_inc_racial" #include "x2_inc_switches" #include "prc_inc_spells" 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 = 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 // Necromantic death effect: // If the wand touches any non-outsider, or an outsider with less than 15 HD, // the target must succeed on a DC 25 Fortitude save or be instantly slain. if (GetObjectType(oSpellTarget) == OBJECT_TYPE_CREATURE) { // Check if target is non-outsider OR an outsider with fewer than 15 HD. if ((MyPRCGetRacialType(oSpellTarget) != RACIAL_TYPE_OUTSIDER) || ((MyPRCGetRacialType(oSpellTarget) == RACIAL_TYPE_OUTSIDER) && (GetHitDice(oSpellTarget) < 15))) { // Call the FortitudeSave function. // If the save fails, apply the death effect. if (!FortitudeSave(oSpellTarget, 25, SAVING_THROW_TYPE_DEATH, oSpellOrigin)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oSpellTarget); } } } 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 // Your code goes here 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 // Apply a negative level effect to any good creature wielding this weapon. // The effect bestows one negative level (without actual level loss) // that persists as long as the item is wielded and cannot be removed by any restoration. int nAlignment = GetAlignmentGoodEvil(oPC); if (nAlignment == ALIGNMENT_GOOD) { effect eNegLevel = EffectNegativeLevel(1); eNegLevel = UnyieldingEffect(eNegLevel); eNegLevel = TagEffect(eNegLevel, "NegLevelOnWield"); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eNegLevel, oPC); } 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 // Remove any negative level effect with the tag "NegLevelOnWield". effect eEffect = GetFirstEffect(oPC); while (GetIsEffectValid(eEffect)) { if (GetEffectTag(eEffect) == "NegLevelOnWield") RemoveEffect(oPC, eEffect); eEffect = GetNextEffect(oPC); } 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 = PRCGetSpellTargetObject(); // The item targeted by the spell iSpell = PRCGetSpellId(); // 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); }