Initial upload
Initial upload
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64
_module/nss/ac_grtelementpot.nss
Normal file
64
_module/nss/ac_grtelementpot.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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object oPC;
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oPC = GetItemActivator();
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object oTarget;
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oTarget = oPC;
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effect eEffect;
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eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 40);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
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eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 40);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
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eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 40);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
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eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 40);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
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eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 40);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f);
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//Visual effects can't be applied to waypoints, so if it is a WP
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//the VFX will be applied to the WP's location instead
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DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD), oActivator, 60.0));
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}
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