//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" 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); object oPC; oPC = GetItemActivator(); object oTarget; oTarget = oPC; effect eEffect; eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID, 40); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD, 40); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL, 40); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE, 40); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_SONIC, 40); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget, 60.0f); //Visual effects can't be applied to waypoints, so if it is a WP //the VFX will be applied to the WP's location instead DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_ELEMENTAL_SHIELD), oActivator, 60.0)); }