//Create a potion that has the same tag as this script and give it a unique power self only (single use) #include "x2_inc_switches" #include "prc_inc_spells" const float fSwimTime = 480.0;//<--how long the potion will last void main() { int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this object oPC; object oItem; object oSpellOrigin; object oSpellTarget; location lSpellLocation; int iSpell; int nRand; int nResult = X2_EXECUTE_SCRIPT_END; effect eEffect; switch (nEvent) { /* 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 = GetSpellCastItem(); // The item triggering this spellscript oPC = OBJECT_SELF; // The player triggering it oSpellOrigin = OBJECT_SELF ; // Where the spell came from oSpellTarget = GetSpellTargetObject(); // What the spell is aimed at //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the //code after the execute is done nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; */ case X2_ITEM_EVENT_ACTIVATE: // * This code runs when the Unique Power property of the item is used // * Note that this event fires for PCs only oPC = GetItemActivator(); // The player who activated the item oItem = GetItemActivated(); // The item that was activated lSpellLocation = GetItemActivatedTargetLocation();// The target creature SetLocalInt(oPC, "WSPOTION",TRUE); // Tells the vg_water_enter script the PC has used a potion SendMessageToPC(oPC,"** Your have grown fin-like features that will help you swim faster. **"); if(GetLocalInt(oPC, "UNDERWATER") == 1) { // Remove movement rate decreases eEffect = GetFirstEffect(oPC); while(GetIsEffectValid(eEffect)) { if(GetEffectType(eEffect) == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE) { RemoveEffect(oPC, eEffect); } eEffect = GetNextEffect(oPC); } } DelayCommand(fSwimTime-10,SendMessageToPC(oPC,"Your swimming potion is about to wear off.")); DelayCommand(fSwimTime,AssignCommand(oPC, DeleteLocalInt(oPC, "WSPOTION"))); //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the //code after the execute is done nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; case X2_ITEM_EVENT_EQUIP: // * This code runs when the item is equipped // * Note that this event fires PCs only oPC = GetPCItemLastEquippedBy(); // The player who equipped the item oItem = GetPCItemLastEquipped(); // The item that was equipped if((GetLocalInt(oPC, "UNDERWATER") == 1)&&(GetLocalInt(oPC, "WSPOTION") == 0)) { // Remove movement rate decreases eEffect = GetFirstEffect(oPC); while(GetIsEffectValid(eEffect)) { if(GetEffectType(eEffect) == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE) { RemoveEffect(oPC, eEffect); } eEffect = GetNextEffect(oPC); } } //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the //code after the execute is done nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; case X2_ITEM_EVENT_UNEQUIP: // * This code runs when the item is unequipped // * Note that this event fires PCs only oPC = GetPCItemLastUnequippedBy(); // The player who unequipped the item oItem = GetPCItemLastUnequipped(); // The item that was unequipped if((GetLocalInt(oPC, "UNDERWATER") == 1)&&(GetLocalInt(oPC, "WSPOTION") == 0)) { // Reduce the entering objects movement speed ApplyEffectToObject(2, EffectMovementSpeedDecrease(75), oPC); } //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the //code after the execute is done nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; /* case X2_ITEM_EVENT_ACQUIRE: // * This code runs when the item is acquired // * Note that this event fires PCs only oPC = GetModuleItemAcquiredBy(); // The player who acquired the item oItem = GetModuleItemAcquired(); // The item that was acquired //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the //code after the execute is done nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; case X2_ITEM_EVENT_UNACQUIRE: // * This code runs when the item is unacquired // * Note that this event fires PCs only oPC = GetModuleItemLostBy(); // The player who dropped the item oItem = GetModuleItemLost(); // The item that was dropped //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to //X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the //code after the execute is done nResult = X2_EXECUTE_SCRIPT_CONTINUE; break; 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 = GetSpellTargetObject(); // The item targeted by the spell iSpell = GetSpellId(); // The id of the spell that was cast //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; */ } // * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done // * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done SetExecutedScriptReturnValue(nResult); }