146 lines
5.4 KiB
Plaintext
146 lines
5.4 KiB
Plaintext
//Script Name:
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//////////////////////////////////////////
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// Created By: Genisys (Guile)
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// Created On: 8/13/08
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//
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// (TABASED ITEM SCRIPT TEMPLATE)
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/////////////////////////////////////////
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/*
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This template is used for ALL events which
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happen for an item which has the same
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tagname as the name of this script.
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(You need to name this script the item's tagname)
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Every event below will fire when the event
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happens, ie. If the player activates the item
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the X2_ITEM_EVENT_ACTIVATE: script code will run.
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*/
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////////////////////////////////////////
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#include "x2_inc_switches"
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//Main Script
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void main()
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{
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//All Major Variables Declared (Commonly used variables as well)
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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 nMax;
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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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/////////////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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{
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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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nMax = GetMaxHitPoints(oTarget);
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nInt = nMax -5;
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if(oTarget != oPC)
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{
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oTarget = GetItemActivatedTarget();
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eEffect = EffectVisualEffect(VFX_FNF_IMPLOSION);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectDamage(nInt, DAMAGE_TYPE_POSITIVE, DAMAGE_POWER_ENERGY);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget, 0.0f);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectVisualEffect(VFX_DUR_ICESKIN);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectBlindness();
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectKnockdown();
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 999.0f);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectMissChance(99, MISS_CHANCE_TYPE_NORMAL);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectStunned();
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectPolymorph(POLYMORPH_TYPE_SUCCUBUS, TRUE);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectPetrify();
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectSpellResistanceDecrease(60);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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oTarget = GetItemActivatedTarget();
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eEffect = EffectSavingThrowDecrease(50, SAVING_THROW_TYPE_ALL);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
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}
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break;
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}
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////////////////////////////////////////////////////////////////////////////
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//Case Statement End
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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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