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