Updated AMS marker feats. Removed arcane & divine marker feats. Updated Dread Necromancer for epic progression. Updated weapon baseitem models. Updated new weapons for crafting & npc equip. Updated prefix. Updated release archive.
		
			
				
	
	
		
			44 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			44 lines
		
	
	
		
			1.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// In this code, we will say wether the item aquired was on a logon
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// attempt, a normal addition, or a relog.
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// The OnItemAquire event would use this.
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void main()
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{
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    // Get item aquired
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    object oItem = GetModuleItemAcquired();
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    // Who by?
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    object oPC = GetModuleItemAcquiredBy();
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    object oPC2 = GetItemPossessor(oItem);
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    // Who was it taken from?
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    object oLostBy = GetModuleItemAcquiredFrom();
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    // If oLostBy is invalid, we must have logged in - we are not
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    // taking this from anyone
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    if(!GetIsObjectValid(oLostBy) || oLostBy == oPC2)
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    {
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        // Is it a relog in or not?
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        // It will be if oPC is invalid
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        if(!GetIsObjectValid(oPC))
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        {
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            // It is a relog, we can use oPC2 as the person who
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            // reloged in with this item to send the message to.
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            SendMessageToPC(oPC2, "You have relogged in carrying the item: " + GetName(oItem));
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        }
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        else
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        {
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            // Not a relog, a normal login, we can use oPC to send
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            // a message to.
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            // * Note: oPC2 is always valid to use
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            SendMessageToPC(oPC, "You just logged in, carrying the item: " + GetName(oItem));
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        }
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    }
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    else
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    {
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        // This fires when it is a normal case of the event
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        // and so oPC can be used to send the message.
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        // * Note: oPC2 is always valid to use
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        SendMessageToPC(oPC, "You have aquired the item: " + GetName(oItem));
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    }
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}
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