//Script Name: ammo_maker ////////////////////////////////////////// // Created By: Genisys (Guile) // Created On: 4/19/09 ///////////////////////////////////////// /* This tagbased item script is for an item with a Unique Power, which will allow the PC to create a 2 duplications of any stacksize of ammunition at X% of it's original cost! (Set X Below..) */ //////////////////////////////////////// //Required Include! #include "x2_inc_switches" #include "prc_inc_spells" ///////////////////////////////////////////////////////////////////////// //PROTOTYPE int GetTrueValue(object oItem) { int i = 0; //Get the state of the item before altering int c = GetItemCursedFlag(oItem); int n = GetIdentified(oItem); int p = GetPlotFlag(oItem); if(c==TRUE) { SetItemCursedFlag(oItem, FALSE);} if(n==FALSE) { SetIdentified(oItem, TRUE); } if(p==TRUE) { SetPlotFlag(oItem, FALSE); } i = GetGoldPieceValue(oItem); SetItemCursedFlag(oItem, c); SetIdentified(oItem, n); SetPlotFlag(oItem, n); return i; } //PROTOTYPE void FlagCopies(object oPC) { object oItem = GetFirstItemInInventory(oPC); string sP; while(GetIsObjectValid(oItem)) { sP = GetTag(oItem); if(sP=="REPLICATED") { SetPlotFlag(oItem, TRUE); SetItemCursedFlag(oItem, TRUE); } oItem = GetNextItemInInventory(oPC); } } //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) int nType; int nCost; int nPlot; int nID; int nCursed; int nGP; int a, b, c; location lPC; //////////////////////////////////////////////////////////////////////////////////////////////// //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! nType = GetBaseItemType(oTarget); lPC = GetLocation(oPC); nGP = GetGold(oPC); b = 0; //initialize! //If the user is targeting ammunition! if(nType == BASE_ITEM_ARROW || nType == BASE_ITEM_BOLT || nType == BASE_ITEM_BULLET || nType == BASE_ITEM_DART || nType == BASE_ITEM_SHURIKEN || nType == BASE_ITEM_THROWINGAXE) { //Get the identified cost of the item! a = GetTrueValue(oTarget); if(a==0) b=100; else if(a>=100) b = a/80; //80% of it's original value! else b= 100; if(nGP>=b) { TakeGoldFromCreature(b, oPC, TRUE); sMsg = IntToString(b) + " - Gold was used in the crafting of this ammunition!"; FloatingTextStringOnCreature(sMsg, oPC, FALSE); //Create 2 copies of the ammunition... CopyObject(oTarget, lPC, oPC, "REPLICATED"); CopyObject(oTarget, lPC, oPC, "REPLICATED"); DelayCommand(0.5, FlagCopies(oPC)); } else { sMsg = "You do not have enough gold to make more ammunition!"; FloatingTextStringOnCreature(sMsg, oPC, FALSE); return; } } else { sMsg = "You must target ammunition only!"; FloatingTextStringOnCreature(sMsg, oPC, FALSE); return; } } 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); }