//Script Name: horsekey3 ////////////////////////////////////////// // Created By: Genisys (Guile) // Created On: 9/17/08 ///////////////////////////////////////// /* This script handles the Horse Items a player can buy from a store to spawn in a mount, the item in destroyed after a single use! */ //////////////////////////////////////// #include "x2_inc_switches" //Required Horse Include #include "x3_inc_horse" //Main Script void main() { //All Major Variables Declared (Commonly used variables as well) int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this object oPC; //The player character using the item object oItem; //The item being used object oSpellOrigin; //The origin of the spell object oSpellTarget; //The target of the spell int iSpell; //The Spell ID number object oTarget; //Define oTarget below object oObject; //Define oObject below int nInt; //A commonly used intergal (Must be defined) int nLvl; //Commonly used intergal for levels (ie. GetHitDice(oTarget); etc.) string sTag; //Used to define a tagname of something string sResref; //Used to define a resref name of something string sMsg; //Used to define a message effect eEffect; //Used to define an effect to be applied to an object or location effect eVis; //Used to define a visual effect to be applied to an object or location location lTarget; //The Target Location of the PC ONLY! (USE - Getlocation(oPC);) location lway; //The Target location for the Activated Item's Target only! (See below) object oSpawn; //////////////////////////////////////////////////////////////////////////////////////////////// //Set the return value for the item event script // * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done // * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done int nResult = X2_EXECUTE_SCRIPT_END; /////////////////////////////////////////////////////////////////////////////////////////////// //Deterimine which event has fired for the item... switch (nEvent) { /////////////////////////////////////////////////////////////////////////// /////////////Cast Spell: Unique Power /or/ Activate Item////////////////// //I seperated this cause it's more commonly used.. case X2_ITEM_EVENT_ACTIVATE: // * This code runs when the Unique Power property of the item is used // * or the item is activated. Note that this event fires for PCs only. { oPC = GetItemActivator(); // The player who activated the item oItem = GetItemActivated(); // The item that was activated oTarget = GetItemActivatedTarget(); //The target of the item's power lway = GetItemActivatedTargetLocation(); //To get the location of the target! lTarget = GetLocation(oTarget); oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "x3_hvywarhorse6", lTarget); HorseSetOwner(oSpawn, oPC, TRUE); DestroyObject(oItem, 0.0f); break; } //Switch Statment End } //Pass the return value back to the calling script SetExecutedScriptReturnValue(nResult); }