UW2_PRC8/_module/nss/ammo_maker.nss
Jaysyn904 2bb2c470e0 Updated to PRC8
Updated to PRC8.  Further function integration.  Fixed NPC onDeath script.   Full compile.  Updated release archive.
2024-02-20 22:24:11 -05:00

280 lines
8.8 KiB
Plaintext

//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);
}