#include "x2_inc_switches" #include "dcy_include" void main() { if(GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_EQUIP || GetLocalInt(GetModule(), DEBUG_MODE)) return; object oPC = GetPCItemLastEquippedBy(); object oItem = GetPCItemLastEquipped(); int iDurability = DCY_GetItemDurability(oItem); // Can't equip a broken item if(iDurability == 0) { AssignCommand(oPC, ClearAllActions()); AssignCommand(oPC, ActionUnequipItem(oItem)); FloatingTextStringOnCreature(ColorTokenRed() + "That item is broken and must be repaired before you can use it." + ColorTokenEnd(), oPC, FALSE); } }