Stop Swap simulates real time PnP style fighting by stopping players swapping out certain items during combat for enhanced realism, similar to armour which is already covered by Bioware.
If the player is at a safe distance from the nearest enemy, this is set by the builder, then they can swap items as normal.
Items include amulets, belts, boots, cloaks, bracers, gloves, helmets & shields(armour is already covered by Bioware).
There is also the optional AOO toggle. If switched on and a player equips a new weapon, while in combat, and they are not outside the safe item swapping distance it will cause an attack of opportunity, similar to drinking a potion during combat(This also stops the known weapon swapping exploit).
Special thanks to Sunjammer for helping to revamp the old code.
v1.3 adds support for tag based scripting plus I added a small demo module
Posted by dsabrae at 2008-07-31 10:21:12 Voted 9.50 on 07/31/08
This is one of the must haves in a PW to really cut out some of the cheese factor with no DM I have used it in 3 now and been happy each time. It does what it says its easy to implement and i've never had a problem with its function.
I do have a suggestion that while its not exactly core to the script seems liek it could fit and that would be like swapping a weapon provokes a AOO how about using a bioware medkit provokes a AOO, Since people tend to look like walking mummies during bad combats on a lot of servers adn ignore potions if they can in favor.
That's a bug with your video card not displaying correctly.
The original is definately re-equiped, to check open and close the inventory to refresh the inventory display.
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Thanks, I've added that in just before the last line of your script (the delayed coment removal) and it seems to work OK.
One bug though, if you try and drop something on a slot (eg replacing an amulet) it wont let you, but the original one disapears! It seems to be a graphical bug though, because if after combat you then try again the missing item appears in your inventory and the swap succeeds.
I couldnt tell in my quick test whether the original item stayed in effect though.
Thanks, I've added that in just before the last line of your script (the delayed coment removal) and it seems to work OK.
One bug though, if you try and drop something on a slot (eg replacing an amulet) it wont let you, but the original one disapears! It seems to be a graphical bug though, because if after combat you then try again the missing item appears in your inventory and the swap succeeds.
I couldnt tell in my quick test whether the original item stayed in effect though.
The default one is just an example of how the event can be used. If you want that one to run too then just add the line... ExecuteScript("x2_mod_def_equ", oPC); ...in the void main of my script.
HTH
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