Initial upload
Initial upload
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37
_module/nss/ac_artmech44.nss
Normal file
37
_module/nss/ac_artmech44.nss
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//This is the default header for most items converted to the new
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//tagbased system.
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//Remember to create 2 scripts, one using the template, and name this
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//script ac_"tagnameofitemgoeshere" (without the "")
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#include "x2_inc_switches"
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void main()
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{
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// Check if we have the correct event firing the script
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if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return;
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//Define Variables
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object oItem=GetItemActivated();
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object oActivator=GetItemActivator();
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object oPlayer = GetItemActivator();
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object target = GetItemActivatedTarget();
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string tag = GetTag(oItem);
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//You main script function goes under this line.
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{
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object oPC;
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oPC = GetItemActivatedTarget();
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AssignCommand(oPC, TakeGoldFromCreature(5000, oPC, TRUE));
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DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectRegenerate(33, 2.0), oActivator, 500.0));
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DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment (90), oActivator, 500.0));
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DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectSpellResistanceIncrease(90), oActivator, 500.0));
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DelayCommand(0.4, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_SPELLTURNING), oActivator, 500.0));
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DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_SANCTUARY), oActivator, 500.0));
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DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PROT_PREMONITION), oActivator, 500.0));
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}
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}
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