78 lines
2.5 KiB
Plaintext
78 lines
2.5 KiB
Plaintext
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//////////////////////////////////////////////////////////
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/*
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Item Appearance Modification Conversation
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Finish Conversation Script
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*/
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// created/updated 2003-06-24 Georg Zoeller, Bioware Corp
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//////////////////////////////////////////////////////////
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#include "prc_x2_craft"
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#include "jw_inc_craft"
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void main()
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{
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object oPC = GetPCSpeaker();
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if (CIGetCurrentModMode(GetPCSpeaker()) != X2_CI_MODMODE_INVALID )
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{
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object oBackup = CIGetCurrentModBackup(oPC);
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int nCost = GetLocalInt(oPC,"X2_TAILOR_CURRENT_COST");
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int nDC = GetLocalInt(oPC,"X2_TAILOR_CURRENT_DC");
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object oNew = CIGetCurrentModItem(oPC);
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// remove the death int
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DeleteLocalInt(oNew,"jw_craft_copy");
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AssignCommand(oPC,ClearAllActions(TRUE));
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if (CIGetCurrentModMode(oPC) == X2_CI_MODMODE_ARMOR)
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{
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AssignCommand(oPC, ActionEquipItem(oNew,INVENTORY_SLOT_CHEST));
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}
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else if (CIGetCurrentModMode(oPC) == X2_CI_MODMODE_WEAPON)
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{
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AssignCommand(oPC, ActionEquipItem(oNew,INVENTORY_SLOT_RIGHTHAND));
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}
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else if (CIGetCurrentModMode(oPC) == X2_CI_MODMODE_HELMET)
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{
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AssignCommand(oPC, ActionEquipItem(oNew,INVENTORY_SLOT_HEAD));
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}
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else if (CIGetCurrentModMode(oPC) == X2_CI_MODMODE_SHIELD)
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{
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AssignCommand(oPC, ActionEquipItem(oNew,INVENTORY_SLOT_LEFTHAND));
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}
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///----------------------------------------------------------------------
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// This is to work around a problem with temporary item properties
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// sometimes staying around when they are on a cloned item.
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//----------------------------------------------------------------------
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IPRemoveAllItemProperties(oNew,DURATION_TYPE_TEMPORARY);
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DeleteLocalInt(oPC,"X2_TAILOR_CURRENT_COST");
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DeleteLocalInt(oPC,"X2_TAILOR_CURRENT_DC");
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CISetCurrentModMode(oPC,X2_CI_MODMODE_INVALID );
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// remove backup
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DestroyObject(oBackup);
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}
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else
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{
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ClearAllActions();
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}
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// Remove custscene immobilize from player
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effect eEff = GetFirstEffect(oPC);
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while (GetIsEffectValid(eEff))
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{
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if (GetEffectType(eEff) == EFFECT_TYPE_CUTSCENEIMMOBILIZE
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&& GetEffectCreator(eEff) == oPC
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&& GetEffectSubType(eEff) == SUBTYPE_EXTRAORDINARY )
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{
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RemoveEffect(oPC,eEff);
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}
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eEff = GetNextEffect(oPC);
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}
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RestoreCameraFacing() ;
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ExportSingleCharacter(oPC);
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}
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