//Script Name: (Save it under the Tagname of the item!) ////////////////////////////////////////// // Created By: Genisys (Guile) // Created On: 4/13/09 ///////////////////////////////////////// /* This is a TEMPLATE for creating Tagbased Item Scripts for your tagbased items! NOTE: You must initilize the variables by placing them where the variables are declared BEFORE you define them in the section where code is executed! (Do not define the variables where they are declared!) */ //////////////////////////////////////// #include "x2_inc_switches" #include "prc_inc_spells" //Main Script void main() { //All Major Variables Declared (Do not define them here!) 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) //////////////////////////////////////////////////////////////////////////////////////////////// //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 = 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 //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! //Have the PC start the conversation.... AssignCommand(oTarget, ActionStartConversation(oPC, "vfx_conv", TRUE, TRUE)); } 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 = 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); }