henesua,
Thank you. Worked just fine. Had to add the, && oVictim!=oActivator. Lvl 40 Rouge, went down like a sack of spuds. I'm very happy that these forums are continuing. The help you and others give is valuable to us noobs. Thank you again.
I have included my complete script, for anyone who wishes to see.
Saved under a new ref.
//::///////////////////////////////////////////////
//:: Example XP2 OnActivate Script Script
//:: x2_mod_def_act
//:: © 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Put into: OnItemActivate Event
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-07-16
//:://////////////////////////////////////////////
#include "x2_inc_switches"
void main()
{
object oItem = GetItemActivated();
//////////Added Variables, Ed/////////////////////////////////////////////////
object oUser = GetItemActivator();
object oArea = GetArea(oUser);
object oVictim = GetFirstObjectInArea(oArea);
string sTag = GetTag(oItem);
int nType = OBJECT_TYPE_CREATURE;
effect eKill = EffectDeath(TRUE,TRUE);
// * Generic Item Script Execution Code
// * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
// * it will execute a script that has the same name as the item's tag
// * inside this script you can manage scripts for all events by checking against
// * GetUserDefinedItemEventNumber(). See x2_it_example.nss
if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
{
SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACTIVATE);
int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
if (nRet == X2_EXECUTE_SCRIPT_END)
{
return;
}
}
////////Ed Modifications Begin Here///////////////////////////////////////////
if(sTag == "HelmofUltima")
{
while(GetIsObjectValid(oVictim))
{
if(GetObjectType(oVictim) == nType && oVictim!=oUser)
{
ApplyEffectToObject(DURATION_TYPE_INSTANT,eKill,oVictim);
GiveXPToCreature(GetFirstPC(),1000);
}
oVictim = GetNextObjectInArea(oArea);
}
}
}