PoA_PRC8/_module/nss/horsekey.nss
Jaysyn904 8d97886c3f Changed folder name.
Changed folder name.
2022-10-07 21:08:37 -04:00

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//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_horse001", lTarget);
HorseSetOwner(oSpawn, oPC, TRUE);
DestroyObject(oItem, 0.0f);
break;
}
//Switch Statment End
}
//Pass the return value back to the calling script
SetExecutedScriptReturnValue(nResult);
}