Added PnP Dire Rat.
Added PnP Dire Rat.
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80
nwn_dark_sun/ar_mod_onequip.nss
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80
nwn_dark_sun/ar_mod_onequip.nss
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//::///////////////////////////////////////////////
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//:: Example XP2 OnItemEquipped
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//:: x2_mod_def_equ
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//:: (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Put into: OnEquip Event
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-07-16
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//:://////////////////////////////////////////////
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//:: Modified By: Deva Winblood
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//:: Modified On: April 15th, 2008
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//:: Added Support for Mounted Archery Feat penalties
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//:://////////////////////////////////////////////
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#include "x2_inc_switches"
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#include "x2_inc_intweapon"
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#include "x3_inc_horse"
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void main()
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{
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object oItem = GetPCItemLastEquipped();
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object oPC = GetPCItemLastEquippedBy();
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// -------------------------------------------------------------------------
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// Intelligent Weapon System
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// -------------------------------------------------------------------------
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if (IPGetIsIntelligentWeapon(oItem))
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{
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IWSetIntelligentWeaponEquipped(oPC,oItem);
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// prevent players from reequipping their weapon in
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if (IWGetIsInIntelligentWeaponConversation(oPC))
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{
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object oConv = GetLocalObject(oPC,"X2_O_INTWEAPON_SPIRIT");
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IWEndIntelligentWeaponConversation(oConv, oPC);
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}
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else
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{
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//------------------------------------------------------------------
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// Trigger Drain Health Event
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//------------------------------------------------------------------
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if (GetLocalInt(oPC,"X2_L_ENSERRIC_ASKED_Q3")==1)
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{
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ExecuteScript ("x2_ens_dodrain",oPC);
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}
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else
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{
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IWPlayRandomEquipComment(oPC,oItem);
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}
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}
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}
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// -------------------------------------------------------------------------
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// Mounted benefits control
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// -------------------------------------------------------------------------
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if (GetWeaponRanged(oItem))
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{
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SetLocalInt(oPC,"bX3_M_ARCHERY",TRUE);
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HORSE_SupportAdjustMountedArcheryPenalty(oPC);
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}
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// -------------------------------------------------------------------------
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// Generic Item Script Execution Code
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// If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
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// it will execute a script that has the same name as the item's tag
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// inside this script you can manage scripts for all events by checking against
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// GetUserDefinedItemEventNumber(). See x2_it_example.nss
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// -------------------------------------------------------------------------
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if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
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{
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SetUserDefinedItemEventNumber(X2_ITEM_EVENT_EQUIP);
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int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
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if (nRet == X2_EXECUTE_SCRIPT_END)
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{
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return;
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}
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}
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}
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