2021-08-29 23:34:48 -04:00
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2025-03-07 09:12:04 -05:00
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#include "x2_inc_switches"
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void main()
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{
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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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// 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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switch (nEvent)
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{
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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's a weapon) or is being hit (if it's a piece of armor)
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// * Note that this event fires for non PC creatures as well.
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oItem = GetSpellCastItem(); // 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 = GetSpellTargetObject(); // What the spell is aimed at
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// Your code goes here
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break;
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case X2_ITEM_EVENT_ACTIVATE:
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{
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// * This code runs when the Unique Power property of the item is used or the item
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// * 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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object oTarget;
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location lTarget;
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oTarget = GetWaypointByTag("grezport");
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lTarget = GetLocation(oTarget);
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//only do the jump if the location is valid.
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//though not flawless, we just check if it is in a valid area.
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//the script will stop if the location isn't valid - meaning that
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//nothing put after the teleport will fire either.
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//the current location won't be stored, either
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if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
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AssignCommand(oPC, ClearAllActions());
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DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
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oTarget = oPC;
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//Visual effects can't be applied to waypoints, so if it is a WP
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//apply to the WP's location instead
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int nInt;
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nInt = GetObjectType(oTarget);
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if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
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else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
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break;
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}
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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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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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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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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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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 = GetSpellTargetObject(); // 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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}
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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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