Added "Removed Files" folder
Added "Removed Files" folder in case we needed to review any of them.
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96
_removed files/everpcunequip.nss
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96
_removed files/everpcunequip.nss
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//:: Script Name: everpcunequip
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//::///////////////////////////////////////////////
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//:: Example XP2 OnItemEquipped
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//:: x2_mod_def_unequ
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//:: (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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// Put into the: OnUnEquip Module Event
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//:://////////////////////////////////////////////
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//:: Created By: Georg Zoeller
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//:: Created On: 2003-07-16
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//:://////////////////////////////////////////////
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//Modified By Guile 3/24/08 (Updated 8/10/08)
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//This modifcation stops a weapon switching exploit
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//Which gives the makes the PC never miss!!!
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///////////////////////////////////////////////////
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//Required Includes
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#include "x2_inc_switches"
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#include "x2_inc_intweapon"
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//Main Script
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void main()
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{
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object oItem = GetPCItemLastUnequipped();
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object oPC = GetPCItemLastUnequippedBy();
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if (!GetIsPC(oPC)) return;
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//This is my weapon swap pvp exploit fix
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//Lets make sure they are actually fighting someone
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if(GetIsInCombat(oPC))
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{
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//Lets make sure it's a weapon or shield they are unequipping
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if(GetBaseItemType(oItem) != BASE_ITEM_AMULET)
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{if(GetBaseItemType(oItem) != BASE_ITEM_ARROW)
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{if(GetBaseItemType(oItem) != BASE_ITEM_BELT)
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{if(GetBaseItemType(oItem) != BASE_ITEM_BOLT)
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{if(GetBaseItemType(oItem) != BASE_ITEM_BOOTS)
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{if(GetBaseItemType(oItem) != BASE_ITEM_BRACER)
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{if(GetBaseItemType(oItem) != BASE_ITEM_CLOAK)
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{if(GetBaseItemType(oItem) != BASE_ITEM_HELMET)
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{if(GetBaseItemType(oItem) != BASE_ITEM_BULLET)
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{if(GetBaseItemType(oItem) != BASE_ITEM_RING)
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{
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DelayCommand(0.5, AssignCommand(oPC, ClearAllActions()));
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}}}}}}}}}}
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//Exploit Fix END
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}
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///////////////////////////////////////////////////////////////////////////
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//Your Code Goes here..
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///////////////////////////////////////////////////////////////////////////
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///////////////////BIOWARE XP2 FUNCTIONS///////////////////////////////////
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//Commented out because I am not using it...
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/* Delete this line to activate
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// -------------------------------------------------------------------------
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// Intelligent Weapon System
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// -------------------------------------------------------------------------
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if (IPGetIsIntelligentWeapon(oItem))
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{
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IWSetIntelligentWeaponEquipped(oPC,OBJECT_INVALID);
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IWPlayRandomUnequipComment(oPC,oItem);
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}
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// DO NOT TOUCH THIS LINE! */
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///////////////////////XP2 TAGBASED SCRIPTING CODE///////////////////////////
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// -------------------------------------------------------------------------
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// Generic Item Script Execution Code
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// If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
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// it will execute a script that has the same name as the item's tag
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// inside this script you can manage scripts for all events by checking against
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// GetUserDefinedItemEventNumber(). See x2_it_example.nss
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// -------------------------------------------------------------------------
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if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
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{
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SetUserDefinedItemEventNumber(X2_ITEM_EVENT_UNEQUIP);
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int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
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if (nRet == X2_EXECUTE_SCRIPT_END)
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{
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return;
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}
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}
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//Main Script End
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}
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