Updated to PRC8. Further function integration. Fixed NPC onDeath script. Full compile. Updated release archive.
280 lines
8.8 KiB
Plaintext
280 lines
8.8 KiB
Plaintext
//Script Name: ammo_maker
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//////////////////////////////////////////
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// Created By: Genisys (Guile)
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// Created On: 4/19/09
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/////////////////////////////////////////
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/*
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This tagbased item script is for an item
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with a Unique Power, which will allow the
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PC to create a 2 duplications of any stacksize
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of ammunition at X% of it's original cost!
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(Set X Below..)
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*/
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////////////////////////////////////////
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//Required Include!
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#include "x2_inc_switches"
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#include "prc_inc_spells"
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/////////////////////////////////////////////////////////////////////////
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//PROTOTYPE
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int GetTrueValue(object oItem)
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{
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int i = 0;
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//Get the state of the item before altering
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int c = GetItemCursedFlag(oItem);
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int n = GetIdentified(oItem);
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int p = GetPlotFlag(oItem);
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if(c==TRUE)
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{ SetItemCursedFlag(oItem, FALSE);}
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if(n==FALSE)
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{ SetIdentified(oItem, TRUE); }
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if(p==TRUE)
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{ SetPlotFlag(oItem, FALSE); }
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i = GetGoldPieceValue(oItem);
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SetItemCursedFlag(oItem, c);
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SetIdentified(oItem, n);
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SetPlotFlag(oItem, n);
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return i;
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}
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//PROTOTYPE
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void FlagCopies(object oPC)
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{
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object oItem = GetFirstItemInInventory(oPC);
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string sP;
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while(GetIsObjectValid(oItem))
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{
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sP = GetTag(oItem);
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if(sP=="REPLICATED")
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{
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SetPlotFlag(oItem, TRUE);
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SetItemCursedFlag(oItem, TRUE);
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}
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oItem = GetNextItemInInventory(oPC);
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}
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}
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//Main Script
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void main()
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{
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//All Major Variables Declared (Do not define them here!)
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int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
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object oPC; //The player character using the item
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object oItem; //The item being used
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object oSpellOrigin; //The origin of the spell
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object oSpellTarget; //The target of the spell
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int iSpell; //The Spell ID number
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object oTarget; //Define oTarget below
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object oObject; //Define oObject below
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int nInt; //A commonly used intergal (Must be defined)
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int nLvl; //Commonly used intergal for levels (ie. GetHitDice(oTarget); etc.)
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string sTag; //Used to define a tagname of something
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string sResref; //Used to define a resref name of something
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string sMsg; //Used to define a message
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effect eEffect; //Used to define an effect to be applied to an object or location
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effect eVis; //Used to define a visual effect to be applied to an object or location
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location lTarget; //The Target Location of the PC ONLY! (USE - Getlocation(oPC);)
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location lway; //The Target location for the Activated Item's Target only! (See below)
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int nType;
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int nCost;
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int nPlot;
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int nID;
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int nCursed;
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int nGP;
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int a, b, c;
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location lPC;
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////////////////////////////////////////////////////////////////////////////////////////////////
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//Set the return value for the item event script
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// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
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// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
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int nResult = X2_EXECUTE_SCRIPT_END;
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///////////////////////////////////////////////////////////////////////////////////////////////
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//Deterimine which event has fired for the item...
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switch (nEvent)
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{
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////////////////////////////////////////////////////////////////////////////
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///////The Item has the property: On-Hit Cast Spell: Unique Power/////////
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case X2_ITEM_EVENT_ONHITCAST:
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{ // * This code runs when the item has the 'OnHitCastSpell: Unique power' property
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// * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
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// * Note that this event fires for non PC creatures as well.
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oItem = PRCGetSpellCastItem(); // The item triggering this spellscript
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oPC = OBJECT_SELF; // The player triggering it
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oSpellOrigin = OBJECT_SELF ; // Where the spell came from
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oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
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//Your code goes here
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}
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break;
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///////////////////////////////////////////////////////////////////////////
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/////////////Cast Spell: Unique Power /or/ Activate Item//////////////////
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//I seperated this cause it's more commonly used..
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case X2_ITEM_EVENT_ACTIVATE:
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{// * This code runs when the Unique Power property of the item is used
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// * or the item is activated. Note that this event fires for PCs only.
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oPC = GetItemActivator(); // The player who activated the item
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oItem = GetItemActivated(); // The item that was activated
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oTarget = GetItemActivatedTarget(); //The target of the item's power
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lway = GetItemActivatedTargetLocation(); //To get the location of the target!
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nType = GetBaseItemType(oTarget);
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lPC = GetLocation(oPC);
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nGP = GetGold(oPC);
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b = 0; //initialize!
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//If the user is targeting ammunition!
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if(nType == BASE_ITEM_ARROW || nType == BASE_ITEM_BOLT ||
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nType == BASE_ITEM_BULLET || nType == BASE_ITEM_DART ||
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nType == BASE_ITEM_SHURIKEN || nType == BASE_ITEM_THROWINGAXE)
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{
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//Get the identified cost of the item!
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a = GetTrueValue(oTarget);
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if(a==0)
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b=100;
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else if(a>=100)
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b = a/80; //80% of it's original value!
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else
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b= 100;
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if(nGP>=b)
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{
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TakeGoldFromCreature(b, oPC, TRUE);
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sMsg = IntToString(b) + " - Gold was used in the crafting of this ammunition!";
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FloatingTextStringOnCreature(sMsg, oPC, FALSE);
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//Create 2 copies of the ammunition...
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CopyObject(oTarget, lPC, oPC, "REPLICATED");
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CopyObject(oTarget, lPC, oPC, "REPLICATED");
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DelayCommand(0.5, FlagCopies(oPC));
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}
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else
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{
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sMsg = "You do not have enough gold to make more ammunition!";
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FloatingTextStringOnCreature(sMsg, oPC, FALSE);
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return;
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}
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}
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else
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{
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sMsg = "You must target ammunition only!";
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FloatingTextStringOnCreature(sMsg, oPC, FALSE);
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return;
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}
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}
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break;
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///////////////////////////////////////////////////////////////////////////
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///////////When the User Equips this item////////////////////////////////
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case X2_ITEM_EVENT_EQUIP:
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{// * This code runs when the item is equipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
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oItem = GetPCItemLastEquipped(); // The item that was equipped
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//Your code goes here
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}
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break;
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////////////////////////////////////////////////////////////////////////////
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/////////////When the User Unequips this item//////////////////////////////
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case X2_ITEM_EVENT_UNEQUIP:
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{// * This code runs when the item is unequipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastUnequippedBy();// The player who unequipped the item
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oItem = GetPCItemLastUnequipped(); // The item that was unequipped
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//Your code goes here
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}
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break;
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////////////////////////////////////////////////////////////////////////////
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////////////Everytime ANYONE Acquires this item////////////////////////////
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case X2_ITEM_EVENT_ACQUIRE:
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{// * This code runs when the item is acquired
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// * Note that this event fires for PCs only
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oPC = GetModuleItemAcquiredBy(); // The player who acquired the item
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oItem = GetModuleItemAcquired(); // The item that was acquired
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//Your code goes here
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}
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break;
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////////////////////////////////////////////////////////////////////////////
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//////////Everytime ANYONE Loses this item/////////////////////////////////
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case X2_ITEM_EVENT_UNACQUIRE:
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{// * This code runs when the item is unacquired
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// * Note that this event fires for PCs only
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oPC = GetModuleItemLostBy(); // The player who dropped the item
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oItem = GetModuleItemLost(); // The item that was dropped
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//Your code goes here
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}
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break;
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////////////////////////////////////////////////////////////////////////////
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/////Everytime ANYONE Cast a spell at this item////////////////////////////
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case X2_ITEM_EVENT_SPELLCAST_AT:
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{//* This code runs when a PC or DM casts a spell from one of the
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//* standard spellbooks on the item
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oPC = OBJECT_SELF; // The player who cast the spell
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oItem = PRCGetSpellTargetObject();// The item targeted by the spell
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iSpell = PRCGetSpellId(); // The id of the spell that was cast
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// See the list of SPELL_* constants
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//Your code goes here
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//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
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//X2_EXECUTE_SCRIPT_END if you want to prevent the spell that was
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//cast on the item from taking effect
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nResult = X2_EXECUTE_SCRIPT_CONTINUE;
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}
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break;
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}
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//Pass the return value back to the calling script
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SetExecutedScriptReturnValue(nResult);
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}
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