WoR_PRC8/_module/nss/rhun_mod_onunaqu.nss
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//::///////////////////////////////////////////////
//:: Example XP2 OnItemUnAcquireScript
//:: x2_mod_def_unaqu
//:: (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Put into: OnItemUnAcquire Event
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-07-16
//:://////////////////////////////////////////////
#include "x2_inc_switches"
void main()
{
object oItem = GetModuleItemLost();
// * Generic Item Script Execution Code
// * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
// * it will execute a script that has the same name as the item's tag
// * inside this script you can manage scripts for all events by checking against
// * GetUserDefinedItemEventNumber(). See x2_it_example.nss
/* object oPC = GetModuleItemLostBy();
if(GetIsInCombat(oPC))
{
string oItemTag = GetTag(oItem);
string oResref = GetResRef(oItem);
object oDropped = GetNearestObjectByTag(oItemTag, oPC);
if(!GetIsObjectValid(oDropped))
{ return; }
//Destroy the dropped item.
SendMessageToPC(oPC, "You were disarmed!");
ActionGiveItem(oDropped, oPC);
DelayCommand(0.1, AssignCommand(oPC, ActionEquipItem(oDropped, INVENTORY_SLOT_RIGHTHAND)));
} */
if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
{
SetUserDefinedItemEventNumber(X2_ITEM_EVENT_UNACQUIRE);
int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
if (nRet == X2_EXECUTE_SCRIPT_END)
{
return;
}
}
}