Modified some areas, items, creatures

Added a forge to make a weapon into another weapon of a different base type.
This commit is contained in:
EpicValor
2023-09-25 18:15:41 -05:00
parent 0b236318c4
commit 7770601b3e
213 changed files with 60047 additions and 3650 deletions

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "abastardsword";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "abattleaxe";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "adagger";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "adoubleaxe";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "adoublescimitar";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "adiremace";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "adwarvenwaraxe";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aeagleclaw";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aelvencourtblade";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aelvenlightblade";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aelventhinblade";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "afalchion";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "agauntlet";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "agoad";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "agreataxe";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "agreatsword";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ahalberd";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ahandaxe";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aheavyflail";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aheavymace";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aheavypick";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aheavycrossbow";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aheavycrossbow2";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "akama";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "akatana";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "akatar";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "akukri";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alance";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alightflail";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alightpick";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alightcrossbow";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alightcrossbow2";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alongbow";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alongbow2";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "alongsword";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "amace";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "amaul";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "amorningstar";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "anunchaku";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aquarterstaff";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "arapier";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

45
_module/nss/createsai.nss Normal file
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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "asai";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

45
_module/nss/createsap.nss Normal file
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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "asap";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ascimitar";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ascythe";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ashortbow";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ashortbow2";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "ashortsword";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "asickle";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "asling";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "asling2";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "aspear";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "atrident";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1500000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "atwobladedsword";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "awarhammer";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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#include "x2_inc_itemprop"
#include "x3_inc_string"
void main()
{
ActionPauseConversation();
object oPC = GetPCSpeaker();
TakeGoldFromCreature(1000000, oPC, TRUE);
object oForge = GetNearestObjectByTag ("WeaponForge", OBJECT_SELF, 1);
object oOldWeapon = GetFirstItemInInventory(oForge);
string sItemTemplate1 = "awhip";
effect eVis = EffectVisualEffect(VFX_IMP_LIGHTNING_M);
effect eVis2 = EffectVisualEffect(VFX_IMP_DIVINE_STRIKE_FIRE);
effect eVis3 = EffectVisualEffect(VFX_IMP_FROST_L);
string sOldWeapon = GetName(oOldWeapon);
string sNewWeaponName = StringToRGBString(sOldWeapon+" Reforged", "730");
if (!GetIsObjectValid(oOldWeapon)) return;
AssignCommand (oForge, ActionLockObject (oForge));
//Get the first itemproperty on the weapon
itemproperty ipLoop=GetFirstItemProperty(oOldWeapon);
object oNewWeapon = CreateItemOnObject (sItemTemplate1, oForge, 1);
//object oNewWeapon = GetNextItemInInventory (oForge);
//Loop for as long as the ipLoop variable is valid
while (GetIsItemPropertyValid(ipLoop))
{
//Add itemprops to new weapon
IPSafeAddItemProperty(oNewWeapon, ipLoop);
//Next itemproperty on the list...
ipLoop=GetNextItemProperty(oOldWeapon);
}
SetName(oNewWeapon, sNewWeaponName);
DestroyObject (oOldWeapon);
ActionPlayAnimation(ANIMATION_LOOPING_CONJURE2, 1.0, 5.5);
DelayCommand(1.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oForge));
DelayCommand(3.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis2, oForge));
DelayCommand(5.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis3, oForge));
DelayCommand(6.5, ActionSpeakString("It is done"));
AssignCommand(oForge, DelayCommand (8.0, ActionUnlockObject (oForge)));
ActionResumeConversation();
}

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int StartingConditional()
{
// Get the PC who is involved in this conversation
object oPC = GetPCSpeaker();
// The PC must have at least 1000000 gold.
if ( GetGold(oPC) < 1000000 )
return FALSE;
// If we make it this far, we have passed all tests.
return TRUE;
}

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int StartingConditional()
{
// Get the PC who is involved in this conversation
object oPC = GetPCSpeaker();
// The PC must have at least 1000000 gold.
if ( GetGold(oPC) < 1500000 )
return FALSE;
// If we make it this far, we have passed all tests.
return TRUE;
}

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void main()
{
DelayCommand (30.0, ActionLockObject (OBJECT_SELF));
}

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void main()
{
object oForge = GetNearestObjectByTag("WeaponForge", OBJECT_SELF, 1);
ActionUnlockObject (oForge);
}