//This is the default header for most items converted to the new //tagbased system. //Remember to create 2 scripts, one using the template, and name this //script ac_"tagnameofitemgoeshere" (without the "") #include "x2_inc_switches" #include "prc_class_const" void main() { // Check if we have the correct event firing the script if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return; //Define Variables object oItem=GetItemActivated(); object oActivator=GetItemActivator(); object oPlayer = GetItemActivator(); object target = GetItemActivatedTarget(); string tag = GetTag(oItem); //You main script function goes under this line. //Define Variables object oPC; effect eEffect; if (GetIsObjectValid(GetItemActivatedTarget())) { SendMessageToPC(GetItemActivator(), "Improper use of item!"); return; } if ((GetLevelByClass(CLASS_TYPE_BARD, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_SORCERER, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_BEGUILER, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_DUSKBLADE, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_HEXBLADE, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_WARMAGE, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_WARLOCK, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_DRAGONFIRE_ADEPT, oPC)>0)|| (GetLevelByClass(CLASS_TYPE_WIZARD, oPC)>0)) { } else if (GetHitDice(oPC) >= 20) { oPC = GetItemActivator(); eEffect = EffectSummonCreature("dancingscimit001", VFX_IMP_HARM, 1.0); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oPC, 5000.0); } }