While adapting some Magic Item Compendium items to my mod I came across the Boots of the Battle Charger.
Even when that effect couldn’t be played in NWN, I decided it was a good chance to do something in that way.
So here’s the script for the Boots of the Battle Rager:
//::///////////////////////////////////////////////
//:: Boots of the Battle Rager
//:://////////////////////////////////////////////
//:: Created By: Baireswolf
//:: Created On: 2023-11-02
//:://////////////////////////////////////////////
#include "x2_inc_switches"
#include "x2_i0_spells"
void main()
{
object oItem = GetItemActivated();
object oPC = GetItemActivator();
int nEvent = GetUserDefinedItemEventNumber();
if ( nEvent == X2_ITEM_EVENT_ACTIVATE )
{
int nIncrease = d4(1);
int nSave = d4(1);
//check nw_s1_barbrage
PlayVoiceChat(VOICE_CHAT_BATTLECRY1);
//Determine the duration by getting the con modifier after being modified
int nCon = 3 + GetAbilityModifier(ABILITY_CONSTITUTION) + nIncrease;
effect eCon = EffectAbilityIncrease(ABILITY_CONSTITUTION, nIncrease);
effect eStr = EffectAbilityIncrease(ABILITY_STRENGTH, nIncrease);
effect eSave = EffectSavingThrowIncrease(SAVING_THROW_WILL, nSave);
effect eAC = EffectACDecrease(2, AC_DODGE_BONUS);
effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
effect eLink = EffectLinkEffects(eCon, eStr);
eLink = EffectLinkEffects(eLink, eSave);
eLink = EffectLinkEffects(eLink, eAC);
eLink = EffectLinkEffects(eLink, eDur);
SignalEvent(OBJECT_SELF, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_BARBARIAN_RAGE, FALSE));
//Make effect extraordinary
eLink = ExtraordinaryEffect(eLink);
effect eVis = EffectVisualEffect(VFX_IMP_IMPROVE_ABILITY_SCORE); //Change to the Rage VFX
if (nCon > 0)
{
//Apply the VFX impact and effects
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, RoundsToSeconds(nCon));
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oPC) ;
}
}
}
It just mimics Barbarian Rage, with an 1d4 bonus to STR, CON and SAVES, -2 to AC.
The rage duration equal CON modifier (without the rage) + 3 rounds.
Remember to give the boots (or item) the Cast Spell: On Activation property.
Tagged based scripting has to be set in the module, and then save the script with the same tag as the boot model.
Enjoy, modify, whatever you like.
B.