Reorganized hak files & removed duplicates. Added @rafhot's PRC spell & ability level scaling expansion. Further script integration. Full compile.
242 lines
8.8 KiB
Plaintext
242 lines
8.8 KiB
Plaintext
//Script Name:
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//////////////////////////////////////////
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// Created By: Genisys (Guile)
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// Created On: 8/13/08
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//
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// (TABASED ITEM SCRIPT TEMPLATE)
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/////////////////////////////////////////
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/*
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This template is used for ALL events which
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happen for an item which has the same
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tagname as the name of this script.
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(You need to name this script the item's tagname)
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Every event below will fire when the event
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happens, ie. If the player activates the item
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the X2_ITEM_EVENT_ACTIVATE: script code will run.
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*/
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////////////////////////////////////////
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#include "x2_inc_switches"
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#include "prc_inc_spells"
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//Main Script
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void main()
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{
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//All Major Variables Declared (Commonly used variables as well)
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int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
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object oPC; //The player character using the item
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object oItem; //The item being used
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object oSpellOrigin; //The origin of the spell
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object oSpellTarget; //The target of the spell
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int iSpell; //The Spell ID number
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object oTarget; //Define oTarget below
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object oObject; //Define oObject below
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int nInt; //A commonly used intergal (Must be defined)
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int nLvl; //Commonly used intergal for levels (ie. GetHitDice(oTarget); etc.)
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string sTag; //Used to define a tagname of something
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string sResref; //Used to define a resref name of something
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string sMsg; //Used to define a message
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effect eEffect; //Used to define an effect to be applied to an object or location
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effect eVis; //Used to define a visual effect to be applied to an object or location
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location lTarget; //The Target Location of the PC ONLY! (USE - Getlocation(oPC);)
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location lway; //The Target location for the Activated Item's Target only! (See below)
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int nWLvl;
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int nSLvl;
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int nCLvl;
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int nRDC;
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int nCDmg;
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int nDDmg;
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////////////////////////////////////////////////////////////////////////////////////////////////
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//Set the return value for the item event script
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// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
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// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
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int nResult = X2_EXECUTE_SCRIPT_END;
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///////////////////////////////////////////////////////////////////////////////////////////////
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//Deterimine which event has fired for the item...
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switch (nEvent)
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{
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////////////////////////////////////////////////////////////////////////////
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///////The Item has the property: On-Hit Cast Spell: Unique Power/////////
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case X2_ITEM_EVENT_ONHITCAST:
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// * This code runs when the item has the 'OnHitCastSpell: Unique power' property
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// * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
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// * Note that this event fires for non PC creatures as well.
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oItem = PRCGetSpellCastItem(); // The item triggering this spellscript
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oPC = OBJECT_SELF; // The player triggering it
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oSpellOrigin = OBJECT_SELF ; // Where the spell came from
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oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at
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//Your code goes here
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break;
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///////////////////////////////////////////////////////////////////////////
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/////////////Cast Spell: Unique Power /or/ Activate Item//////////////////
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//I seperated this cause it's more commonly used..
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case X2_ITEM_EVENT_ACTIVATE:
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// * This code runs when the Unique Power property of the item is used
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// * or the item is activated. Note that this event fires for PCs only.
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oPC = GetItemActivator(); // The player who activated the item
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oItem = GetItemActivated(); // The item that was activated
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oTarget = GetItemActivatedTarget(); //The target of the item's power
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lway = GetItemActivatedTargetLocation(); //To get the location of the target!
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nWLvl = GetLevelByClass(CLASS_TYPE_WIZARD, oPC);
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nSLvl = GetLevelByClass(CLASS_TYPE_SORCERER, oPC)
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+GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC)
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+GetLevelByClass(CLASS_TYPE_WARMAGE, oPC)
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+GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oPC)
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+GetLevelByClass(CLASS_TYPE_WARLOCK, oPC)
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+GetLevelByClass(CLASS_TYPE_DRAGONFIRE_ADEPT, oPC);
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//Determine effects...
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if(nWLvl >=21)
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{
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nRDC = nWLvl + 10;
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nCDmg = d12(1) * nRDC;
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nDDmg = d6(1) * nRDC;
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}
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else if(nSLvl >=21)
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{
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nRDC = nSLvl + 10;
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nCDmg = d12(1) * nRDC;
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nDDmg = d6(1) * nRDC;
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}
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else {nRDC = 0;}
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if(nRDC ==0)
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{
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FloatingTextStringOnCreature("You must be at least a level 21 Wizard or Sorcerer to use this item!", oPC);
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return;
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}
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if(WillSave(oPC, nRDC, SAVING_THROW_TYPE_NONE)==0)
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{
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//If Spell Resistance is not high enough! (50 SR max it can beat)
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if(GetSpellResistance(oPC)<=nRDC)
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{
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eVis = EffectVisualEffect(VFX_BEAM_DISINTEGRATE, TRUE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget);
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eEffect = EffectDeath(TRUE, FALSE);
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eEffect = SupernaturalEffect(eEffect);
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DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget));
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}
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else
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{
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eVis = EffectVisualEffect(VFX_BEAM_DISINTEGRATE, TRUE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget);
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eEffect = EffectDamage(nCDmg, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_ENERGY);
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eEffect = SupernaturalEffect(eEffect);
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DelayCommand(2.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget));
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}
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}
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//No Matter what they will take damage!
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else
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{
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eVis = EffectVisualEffect(VFX_BEAM_DISINTEGRATE, TRUE);
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ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, 3.0f);
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eEffect = EffectDamage(nDDmg, DAMAGE_TYPE_MAGICAL, DAMAGE_POWER_ENERGY);
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eEffect = SupernaturalEffect(eEffect);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget, 3.0f);
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}
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break;
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///////////////////////////////////////////////////////////////////////////
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///////////When the User Equips this item////////////////////////////////
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case X2_ITEM_EVENT_EQUIP:
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// * This code runs when the item is equipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
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oItem = GetPCItemLastEquipped(); // The item that was equipped
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//Your code goes here
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break;
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////////////////////////////////////////////////////////////////////////////
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/////////////When the User Unequips this item//////////////////////////////
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case X2_ITEM_EVENT_UNEQUIP:
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// * This code runs when the item is unequipped
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// * Note that this event fires for PCs only
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oPC = GetPCItemLastUnequippedBy();// The player who unequipped the item
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oItem = GetPCItemLastUnequipped(); // The item that was unequipped
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//Your code goes here
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break;
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////////////////////////////////////////////////////////////////////////////
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////////////Everytime ANYONE Acquires this item////////////////////////////
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case X2_ITEM_EVENT_ACQUIRE:
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// * This code runs when the item is acquired
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// * Note that this event fires for PCs only
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oPC = GetModuleItemAcquiredBy(); // The player who acquired the item
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oItem = GetModuleItemAcquired(); // The item that was acquired
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//Your code goes here
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break;
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////////////////////////////////////////////////////////////////////////////
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//////////Everytime ANYONE Loses this item/////////////////////////////////
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case X2_ITEM_EVENT_UNACQUIRE:
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// * This code runs when the item is unacquired
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// * Note that this event fires for PCs only
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oPC = GetModuleItemLostBy(); // The player who dropped the item
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oItem = GetModuleItemLost(); // The item that was dropped
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//Your code goes here
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break;
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////////////////////////////////////////////////////////////////////////////
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/////Everytime ANYONE Cast a spell at this item////////////////////////////
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case X2_ITEM_EVENT_SPELLCAST_AT:
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//* This code runs when a PC or DM casts a spell from one of the
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//* standard spellbooks on the item
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oPC = OBJECT_SELF; // The player who cast the spell
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oItem = PRCGetSpellTargetObject();// The item targeted by the spell
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iSpell = GetSpellId(); // The id of the spell that was cast
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// See the list of SPELL_* constants
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//Your code goes here
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//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
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//X2_EXECUTE_SCRIPT_END if you want to prevent the spell that was
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//cast on the item from taking effect
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nResult = X2_EXECUTE_SCRIPT_CONTINUE;
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break;
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}
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//Pass the return value back to the calling script
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SetExecutedScriptReturnValue(nResult);
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}
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