//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); //You main script function goes under this line. { DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PARALYZED), oActivator)); DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectAttackIncrease(12), oActivator, 200.0)); DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectModifyAttacks(2), oActivator, 200.0)); DelayCommand(0.4, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PROT_PREMONITION), oActivator)); DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectSpellResistanceIncrease(40), oActivator, 200.0)); DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment (60), oActivator, 200.0)); ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectDamageReduction(10, DAMAGE_POWER_PLUS_FIFTEEN),oActivator, 200.0); } }