168 lines
7.1 KiB
Plaintext
168 lines
7.1 KiB
Plaintext
|
//Create a potion that has the same tag as this script and give it a unique power self only (single use)
|
||
|
|
||
|
#include "x2_inc_switches"
|
||
|
#include "prc_inc_spells"
|
||
|
|
||
|
const float fSwimTime = 480.0;//<--how long the potion will last
|
||
|
void main()
|
||
|
{
|
||
|
int nEvent = GetUserDefinedItemEventNumber(); //Which event triggered this
|
||
|
object oPC;
|
||
|
object oItem;
|
||
|
object oSpellOrigin;
|
||
|
object oSpellTarget;
|
||
|
location lSpellLocation;
|
||
|
int iSpell;
|
||
|
int nRand;
|
||
|
int nResult = X2_EXECUTE_SCRIPT_END;
|
||
|
effect eEffect;
|
||
|
|
||
|
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 is a weapon) or is being hit (if it is 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
|
||
|
|
||
|
//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
|
||
|
//X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the
|
||
|
//code after the execute is done
|
||
|
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
|
||
|
break;
|
||
|
|
||
|
*/
|
||
|
case X2_ITEM_EVENT_ACTIVATE:
|
||
|
// * This code runs when the Unique Power property of the item is used
|
||
|
// * Note that this event fires for PCs only
|
||
|
|
||
|
oPC = GetItemActivator(); // The player who activated the item
|
||
|
oItem = GetItemActivated(); // The item that was activated
|
||
|
lSpellLocation = GetItemActivatedTargetLocation();// The target creature
|
||
|
|
||
|
SetLocalInt(oPC, "WSPOTION",TRUE); // Tells the vg_water_enter script the PC has used a potion
|
||
|
SendMessageToPC(oPC,"** Your have grown fin-like features that will help you swim faster. **");
|
||
|
|
||
|
if(GetLocalInt(oPC, "UNDERWATER") == 1)
|
||
|
{
|
||
|
// Remove movement rate decreases
|
||
|
eEffect = GetFirstEffect(oPC);
|
||
|
while(GetIsEffectValid(eEffect))
|
||
|
{
|
||
|
if(GetEffectType(eEffect) == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE)
|
||
|
{
|
||
|
RemoveEffect(oPC, eEffect);
|
||
|
}
|
||
|
eEffect = GetNextEffect(oPC);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DelayCommand(fSwimTime-10,SendMessageToPC(oPC,"Your swimming potion is about to wear off."));
|
||
|
DelayCommand(fSwimTime,AssignCommand(oPC, DeleteLocalInt(oPC, "WSPOTION")));
|
||
|
|
||
|
//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
|
||
|
//X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the
|
||
|
//code after the execute is done
|
||
|
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
|
||
|
break;
|
||
|
|
||
|
case X2_ITEM_EVENT_EQUIP:
|
||
|
// * This code runs when the item is equipped
|
||
|
// * Note that this event fires PCs only
|
||
|
|
||
|
oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
|
||
|
oItem = GetPCItemLastEquipped(); // The item that was equipped
|
||
|
|
||
|
|
||
|
if((GetLocalInt(oPC, "UNDERWATER") == 1)&&(GetLocalInt(oPC, "WSPOTION") == 0))
|
||
|
{
|
||
|
// Remove movement rate decreases
|
||
|
eEffect = GetFirstEffect(oPC);
|
||
|
while(GetIsEffectValid(eEffect))
|
||
|
{
|
||
|
if(GetEffectType(eEffect) == EFFECT_TYPE_MOVEMENT_SPEED_DECREASE)
|
||
|
{
|
||
|
RemoveEffect(oPC, eEffect);
|
||
|
}
|
||
|
eEffect = GetNextEffect(oPC);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
|
||
|
//X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the
|
||
|
//code after the execute is done
|
||
|
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
|
||
|
break;
|
||
|
|
||
|
case X2_ITEM_EVENT_UNEQUIP:
|
||
|
// * This code runs when the item is unequipped
|
||
|
// * Note that this event fires PCs only
|
||
|
|
||
|
oPC = GetPCItemLastUnequippedBy(); // The player who unequipped the item
|
||
|
oItem = GetPCItemLastUnequipped(); // The item that was unequipped
|
||
|
|
||
|
if((GetLocalInt(oPC, "UNDERWATER") == 1)&&(GetLocalInt(oPC, "WSPOTION") == 0))
|
||
|
{
|
||
|
// Reduce the entering objects movement speed
|
||
|
ApplyEffectToObject(2, EffectMovementSpeedDecrease(75), oPC);
|
||
|
}
|
||
|
|
||
|
//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
|
||
|
//X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the
|
||
|
//code after the execute is done
|
||
|
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
|
||
|
break;
|
||
|
|
||
|
/*
|
||
|
case X2_ITEM_EVENT_ACQUIRE:
|
||
|
// * This code runs when the item is acquired
|
||
|
// * Note that this event fires PCs only
|
||
|
|
||
|
oPC = GetModuleItemAcquiredBy(); // The player who acquired the item
|
||
|
oItem = GetModuleItemAcquired(); // The item that was acquired
|
||
|
|
||
|
//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
|
||
|
//X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the
|
||
|
//code after the execute is done
|
||
|
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
|
||
|
break;
|
||
|
|
||
|
case X2_ITEM_EVENT_UNACQUIRE:
|
||
|
|
||
|
// * This code runs when the item is unacquired
|
||
|
// * Note that this event fires PCs only
|
||
|
|
||
|
oPC = GetModuleItemLostBy(); // The player who dropped the item
|
||
|
oItem = GetModuleItemLost(); // The item that was dropped
|
||
|
|
||
|
//Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
|
||
|
//X2_EXECUTE_SCRIPT_END if you want to prevent the calling of the
|
||
|
//code after the execute is done
|
||
|
nResult = X2_EXECUTE_SCRIPT_CONTINUE;
|
||
|
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
|
||
|
|
||
|
//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;
|
||
|
*/
|
||
|
}
|
||
|
// * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
|
||
|
// * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
|
||
|
SetExecutedScriptReturnValue(nResult);
|
||
|
}
|