This is a simple little set of things in an .erf, included: are 3 scripts that store what a charcter is wearing as local objects. an item activate script to merge with whatever you have there already. a re-equip script that re-equips the propper equipment stored as local objects based on a naming convention 3 wands that re-equip the 3 included sets a wand that opens a conversation that stores their current equipment into one of three sets a conversation (for the above wand) This was made as my means of filling the idea to be able to keep any two peices of equipment in a quickslot. Now you simply use the wand to store your current equipment to a set (#1, 2, or 3) and then when you use the approriate re-equip wand your character re-equips the objects stored in that set. This basically allows you to store an entire set of equipment (including ammunition) to a single quickslot. This is easy to expand, even non scripters should be able to expand it.
This is a compilation of the old system into a single score. There were 2 that made this score of 9.50 then rounded to 10.
Posted by TGSofGC ( ..xxx.xxx ) at 2003-04-25 10:40:00
Thanks for the praise, DoA!
Anyways yup your right, everything is included in the download, it is actually multiple wands. I did it like this so they could be used as quick as possible to change your equipment set. So one wand sets things to either one of three sets via a conversation, then you canuse one of the other three wands to re-equip whatever is assigned to that set.
Note however that unless you change bioware's combat coding characters still can't change their armor in combat.
Also for anyone wondering, if you no longer have an item or can't equip a particular item any longer and you use the re-equip wand it will simply skip over that peice of equipment. Similarly if you had it set for a half-plate and you lost that half plate but bought another you will have to re-cue the set because it uses local objects. Namely it remembers the set you had on not the new set that looks just like it.
Posted by Den of Assassins ( ..xxx.xxx ) at 2003-04-24 11:32:00
I'm sure you probably just forgot to leave this out, but you will need another script to requip the items. If this is going in an onActivateItem script, you could get away with one item and have target self=save the info and target anything else=reequip.
The block I'm using to reequip looks like this:
oTemp = GetLocalObject(oPC, "weapon_l"+Set); if (oTemp != OBJECT_INVALID && GetItemPossessor(oTemp) == oPC) AssignCommand(oPC, ActionEquipItem(oTemp, INVENTORY_SLOT_LEFTHAND));
...etc
Posted by Den of Assassins ( ..xxx.xxx ) at 2003-04-23 23:49:00
You make the cleverest scripts, TGSoGC!
I know I've seen this in other MORPGs, but don't know how I lived without it in NWN. :)
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