////////////////////////////////////////////////////////// /* Item Appearance Modification Conversation Cancel Conversation Script */ // created/updated 2003-06-24 Georg Zoeller, Bioware Corp ////////////////////////////////////////////////////////// #include "x2_inc_craft" void main() { object oPC = GetPCSpeaker(); //GetLocalObject(OBJECT_SELF, "X2_TAILOR_OBJ"); if (CIGetCurrentModMode(GetPCSpeaker()) != X2_CI_MODMODE_INVALID ) { object oBackup = CIGetCurrentModBackup(oPC); object oItem = CIGetCurrentModItem(oPC); DeleteLocalInt(oPC,"X2_TAILOR_CURRENT_COST"); DeleteLocalInt(oPC,"X2_TAILOR_CURRENT_DC"); //Give Backup to Player object oNew = CopyItem(oBackup, oPC,TRUE); DestroyObject(oItem); DestroyObject(oBackup); AssignCommand(oPC,ClearAllActions(TRUE)); if (CIGetCurrentModMode(oPC) == X2_CI_MODMODE_ARMOR) { AssignCommand(oPC, ActionEquipItem(oNew,INVENTORY_SLOT_CHEST)); } else if (CIGetCurrentModMode(oPC) == X2_CI_MODMODE_WEAPON) { AssignCommand(oPC, ActionEquipItem(oNew,INVENTORY_SLOT_RIGHTHAND)); } CISetCurrentModMode(oPC,X2_CI_MODMODE_INVALID ); } else { ClearAllActions(); } // Remove custscene immobilize from player effect eEff = GetFirstEffect(oPC); while (GetIsEffectValid(eEff)) { if (GetEffectType(eEff) == EFFECT_TYPE_CUTSCENEIMMOBILIZE && GetEffectCreator(eEff) == oPC && GetEffectSubType(eEff) == SUBTYPE_EXTRAORDINARY ) { RemoveEffect(oPC,eEff); } eEff = GetNextEffect(oPC); } RestoreCameraFacing(); }