UW2_PRC8/_module/nss/speedcaster.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

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//Script Name: ac_speedcaster
//////////////////////////////////////////
// Created By: Genisys (Guile)
// Created On: 8/12/08
// Modified On: 4/01/09
/////////////////////////////////////////
/*
When the PC activates the Speed Cast Wand,
This script fires the script "exc_speedcast"
on the PC, I did this to keep this code lower.
*/
////////////////////////////////////////
#include "x2_inc_switches"
#include "prc_inc_spells"
////////////////////////////////////////
////////////////////////////////////////////
//Main Script
void main()
{
//All Major Variables Declared (Commonly used variables as well)
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 nSpellId;
int nSpell;
int i;
int nGs;
////////////////////////////////////////////////////////////////////////////////////////////////
//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!
//Disable use in combat
if(GetIsInCombat(oPC))
{
FloatingTextStringOnCreature("You cannot use this while in combat!", oPC, FALSE);
return;
}
//Speed Cast the Caster...
ExecuteScript("exc_speedcast", oPC);
}
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);
//Main Script End
}