//:://///////////////////////////////////////////// //:: x2_act_ws_makeit //:: Copyright (c) 2003 Bioware Corp. //::////////////////////////////////////////////// /* Modifies the current item with the currently selected item property. */ //::////////////////////////////////////////////// //:: Created By: Brent //:: Created On: September 2003 //::////////////////////////////////////////////// #include "x2_inc_ws_smith" void CopyUpgradeItem(object oItem, object oPC); void MakeNewWeapon(object oPC); void main() { object oPC = GetPCSpeaker(); object oItem = GetRightHandWeapon(oPC); // * Oct 15: If the player has unequipped his item for some bizarre reason just // * abort the entire thing if (GetIsObjectValid(oItem) == FALSE) { return; } } void CopyUpgradeItem(object oItem, object oPC) { object oNewItem = CopyItem(oItem, oPC, TRUE); //--------------------------------------------------------------------------- // GZ: Bugfix for #35259 - Item properties staying around //--------------------------------------------------------------------------- IPRemoveAllItemProperties(oNewItem,DURATION_TYPE_TEMPORARY); DelayCommand(1.0, AssignCommand(oPC, ActionEquipItem(oNewItem, INVENTORY_SLOT_RIGHTHAND))); } void MakeNewWeapon(object oPC) { wsEnhanceItem(oPC, oPC); AssignCommand(oPC, ActionPlayAnimation(ANIMATION_FIREFORGET_VICTORY2)); PlaySound("sim_bonholy"); location lPC = GetLocation(oPC); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_BREACH), lPC); }