Changed folder name.
Changed folder name.
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47
_module/nss/onactivateitem.nss
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47
_module/nss/onactivateitem.nss
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//::///////////////////////////////////////////////
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//:: Example XP2 OnActivate Script Script
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//:: x2_mod_def_act
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//:: (c) 2003 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Put into: OnItemActivate Event
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*/
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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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#include "x2_inc_switches"
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void main()
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{
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ExecuteScript("prc_onactivate", OBJECT_SELF);
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object oItem = GetItemActivated();
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object oPC = GetItemActivator();
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///////////////////////////////////////////////////////////////////////////////
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//Handle Jail...
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//NO ITEMS WORK IN JAIL!!!
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if(GetLocalInt(GetArea(oPC), "JAIL")==1)
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{
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AssignCommand(oPC, ClearAllActions());
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return;
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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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if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
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{
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SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACTIVATE);
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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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}
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