//:://///////////////////////////////////////////// //:: Example XP2 OnItemEquipped //:: x2_mod_def_unequ //:: (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* Put into: OnUnEquip Event */ //::////////////////////////////////////////////// //:: Created By: Georg Zoeller //:: Created On: 2003-07-16 //::////////////////////////////////////////////// #include "x2_inc_switches" #include "x2_inc_intweapon" void main() { ExecuteScript("vcs_onunequip", OBJECT_SELF); object oItem = GetPCItemLastUnequipped(); object oPC = GetPCItemLastUnequippedBy(); // ------------------------------------------------------------------------- // Intelligent Weapon System // ------------------------------------------------------------------------- if (IPGetIsIntelligentWeapon(oItem)) { IWSetIntelligentWeaponEquipped(oPC,OBJECT_INVALID); IWPlayRandomUnequipComment(oPC,oItem); } // ------------------------------------------------------------------------- // 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) == FALSE) { SetUserDefinedItemEventNumber(X2_ITEM_EVENT_UNEQUIP); int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF); if (nRet == X2_EXECUTE_SCRIPT_END) { return; } //:://///////////////////////////////////////////// //:: torch_OnUnEquip Rev. 2 //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* See "loc_inc_torches" for usage details and author's info */ { object oItem = GetPCItemLastUnequipped(); if (GetTag(oItem) == "NW_IT_TORCH001") // check if a torch was just unequipped { SetLocalInt(oItem, "TorchInHands", 0); } } } }