/// /// /// /// /// /// /// /// /// /// /// /// /// witchseeds /// OnActivateItem script for witchgrass seeds. /// Will create a new witchgrass plant wherever activated. /// You can limit the areas that new plants will grow /// by uncommenting the 4 lines below, and changing the /// names to the tags of the areas in your mod. /// /// Created by Gilgon Avalrock /// /// /// /// /// /// /// /// /// /// /// /// #include "lib_witchgrass" void main() { object oMaster = GetItemActivator(); object oItem = GetItemActivated(); location lLoc = GetItemActivatedTargetLocation(); if(GetIsObjectValid(oItem)) { if(GetIsObjectValid(oMaster)) { string sAreaTag = GetTag(GetArea(oMaster)); if (sAreaTag == "Drylands" || sAreaTag == "Ayla" || sAreaTag == "Not Defined" || sAreaTag == "Not Defined Either"){ AssignCommand(oMaster,ClearAllActions()); AssignCommand(oMaster,ActionMoveToLocation(lLoc,TRUE)); DelayCommand(3.f,CreateNewPlant(oMaster)); DestroyObject(oItem,3.f); }else{ AssignCommand(oMaster,ActionSpeakString("You can't plant Witch Grass in this area.")); } } } }