//Author Unknown.. //Edited By Genisys (guile) - 4/19/09 #include "x2_inc_switches" /////////////////////////////////////////////////////////////////////// //PROTOTYPE DEFINED //This returns the Massive Critical Damage to be applied to the weapon int GetIsAmmo(int nType) { int n; n = FALSE; if(nType == BASE_ITEM_ARROW || nType == BASE_ITEM_BOLT || nType == BASE_ITEM_BULLET || nType == BASE_ITEM_DART || nType == BASE_ITEM_SHURIKEN || nType == BASE_ITEM_THROWINGAXE) { n = TRUE; } return n; } //Main Script void main() { // Check if we have the correct event firing the script if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return; //Define Variables object oItem=GetItemActivated(); object oActivator=GetItemActivator(); object oPlayer = GetItemActivator(); object target = GetItemActivatedTarget(); string tag = GetTag(oItem); //You main script function goes under this line. { object oPC = GetItemActivator(); object oTarget = GetItemActivatedTarget(); if(GetObjectType(oTarget) != OBJECT_TYPE_ITEM) return; if(!GetIsObjectValid(oTarget)) return; if(GetPlotFlag(oTarget) == TRUE) return; int iValue = GetGoldPieceValue(oTarget); int nType = GetBaseItemType(oTarget); int iAssess = iValue/20; if(iAssess>=400000) { iAssess = 400000; } if(GetIsAmmo(nType)) { FloatingTextStringOnCreature("Ammunition cannot be sold!", oPC, FALSE); return; } GiveGoldToCreature(oPC, iAssess); DestroyObject(oTarget); } }