RATDOG/_module/nss/grezneckteleport.nss

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#include "x2_inc_switches"
void main()
{
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
// 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;
switch (nEvent)
{
case X2_ITEM_EVENT_ONHITCAST:
// * This code runs when the item has the 'OnHitCastSpell: Unique power' property
// * and it hits a target (if it's a weapon) or is being hit (if it's a piece of armor)
// * Note that this event fires for non PC creatures as well.
oItem = GetSpellCastItem(); // The item triggering this spellscript
oPC = OBJECT_SELF; // The player triggering it
oSpellOrigin = OBJECT_SELF ; // Where the spell came from
oSpellTarget = GetSpellTargetObject(); // What the spell is aimed at
// Your code goes here
break;
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
object oTarget;
location lTarget;
oTarget = GetWaypointByTag("grezport");
lTarget = GetLocation(oTarget);
//only do the jump if the location is valid.
//though not flawless, we just check if it is in a valid area.
//the script will stop if the location isn't valid - meaning that
//nothing put after the teleport will fire either.
//the current location won't be stored, either
if (GetAreaFromLocation(lTarget)==OBJECT_INVALID) return;
AssignCommand(oPC, ClearAllActions());
DelayCommand(3.0, AssignCommand(oPC, ActionJumpToLocation(lTarget)));
oTarget = oPC;
//Visual effects can't be applied to waypoints, so if it is a WP
//apply to the WP's location instead
int nInt;
nInt = GetObjectType(oTarget);
if (nInt != OBJECT_TYPE_WAYPOINT) ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), oTarget);
else ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), GetLocation(oTarget));
break;
}
case X2_ITEM_EVENT_EQUIP:
{ // * This code runs when the item is equipped
// * Note that this event fires for PCs only
oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
oItem = GetPCItemLastEquipped(); // The item that was equipped
// Your code goes here
break;
}
case X2_ITEM_EVENT_UNEQUIP:
{ // * This code runs when the item is unequipped
// * Note that this event fires for PCs only
oPC = GetPCItemLastUnequippedBy(); // The player who unequipped the item
oItem = GetPCItemLastUnequipped(); // The item that was unequipped
// Your code goes here
break;
}
case X2_ITEM_EVENT_ACQUIRE:
{ // * This code runs when the item is acquired
// * Note that this event fires for PCs only
oPC = GetModuleItemAcquiredBy(); // The player who acquired the item
oItem = GetModuleItemAcquired(); // The item that was acquired
// Your code goes here
break;
}
case X2_ITEM_EVENT_UNACQUIRE:
{ // * This code runs when the item is unacquired
// * Note that this event fires for PCs only
oPC = GetModuleItemLostBy(); // The player who dropped the item
oItem = GetModuleItemLost(); // The item that was dropped
// Your code goes here
break;
}
case X2_ITEM_EVENT_SPELLCAST_AT:
{ //* This code runs when a PC or DM casts a spell from one of the
//* standard spellbooks on the item
oPC = OBJECT_SELF; // The player who cast the spell
oItem = GetSpellTargetObject(); // The item targeted by the spell
iSpell = GetSpellId(); // The id of the spell that was cast
// See the list of SPELL_* constants
// Your code goes here
// Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
// X2_EXECUTE_SCRIPT_END if you want to prevent the spell that was
// cast on the item from taking effect
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
break;
}
}
// Pass the return value back to the calling script
SetExecutedScriptReturnValue(nResult);
}