¿Could you help me in this script, please? :D

Hello, I made this scrit for “only power only” to invocate a Z. :nauseated_face: :nauseated_face:


void main()
{
object oPC;

if (GetIsObjectValid(GetItemActivatedTarget()))

{

SendMessageToPC(GetItemActivator(), “Esto no se usa así…”);
return;} ;

object oTarget;
object oSpawn;
location lTarget;
oPC = GetItemActivator();

lTarget = GetItemActivatedTargetLocation();

oSpawn = CreateObject(OBJECT_TYPE_CREATURE, “zombie1_f”, lTarget);
(ect…, ect…)


And i would like insert this code: a condicion for necromancy feat

if (!GetHasFeat(FEAT_SPELL_FOCUS_NECROMANCY, oPC)) return FALSE;

return TRUE;


Thanks :smile:

Am… other question:

  1. an equiped objet: +1 AC undead (for example) or 5 fire restistence (for example)
  2. other equiped objet: +1 AC undead ((for example) or 5 fire restistence (for example)

= +2 AC undead or 10 fire resistence?

Not sure what the end result is, but here’s your script with the feat addition:

void main()
{
    object oPC = GetItemActivator();

    if (GetIsObjectValid(GetItemActivatedTarget()))
    {
        SendMessageToPC(oPC, “Esto no se usa así…”);
        return;
    }

    if (!GetHasFeat(FEAT_SPELL_FOCUS_NECROMANCY, oPC))
        return;
    
    location lTarget = GetItemActivatedTargetLocation();
    object oSpawn = CreateObject(OBJECT_TYPE_CREATURE, “zombie1_f”, lTarget);
}

@Red_Prince You can’t return a value from a main() function. If getting a value (e.g. TRUE/FALSE) is important you will have to use a local variable to store it for later retrieval.

TR

thanks , guy :smiley:

aam… thanks, guy :smiley:

The armor class will only stack, if it’s a different type, i.e shield modificator +1 vs. X + deflection modificator (a ring etc) +1 vs. X will result in a +2 vs. X .Two rings with +1 will result in a +1 total.

Damage resistance of the same type (i.e. two times 5/- fire) will never stack, but it will be added to damage reduction (i.e. 5/+1) if it’s blunt, piercing or slashing.