generated from Jaysyn/ModuleTemplate
32 lines
1.2 KiB
Plaintext
32 lines
1.2 KiB
Plaintext
// If your module doesn't have an OnPlayerEquipItem script, use this.
|
|
// Otherwise, merge this with your existing script.
|
|
|
|
#include "tk_hips_inc"
|
|
|
|
void main()
|
|
{
|
|
TK_HiPS_OnFeatChange(GetPCItemLastEquippedBy());
|
|
}
|
|
|
|
// For those who don't know how to merge:
|
|
//
|
|
// 1) Copy line 4 (begins with #include) to the beginning of your existing
|
|
// script, before any functions.
|
|
//
|
|
// 2) Copy line 8 (begins with TK_HiPS_) to the end of the main() function
|
|
// in your existing script.
|
|
//
|
|
// For the more advanced:
|
|
// The TK_HiPS_ function should be called after any possible way for a
|
|
// character to acquire feats because of equipping; it doesn't need to
|
|
// be dead last. It is OK if this function call is followed by something
|
|
// that causes another OnPlayerEquipItem event to fire (such as when equipping
|
|
// one item causes another item to be equipped, if that's done in a way that
|
|
// fires a new event).
|
|
// Naturally, "GetPCItemLastEquippedBy()" can be replaced by a variable that
|
|
// stores the return value of that function.
|
|
// As of HotU, the default OnPlayerEquipItem script is x2_mod_def_equ.nss,
|
|
// which contains code for intelligent weapons and tag-based scripting. If
|
|
// you use neither of these (double-check!), you don't need the default
|
|
// script.
|