case THIEF_PICK2_SUCCESSFUL:
{
// Unequip Nancine's sword
oTarg = UT_GetNearestCreatureByTag(oPC, DEN_CR_PICK2_NANCINE);
object oItem = GetItemInEquipSlot(INVENTORY_SLOT_MAIN, oTarg);
UnequipItem(oItem, oTarg);
Since neither UT_RemoveItemFromInventory or RemoveItem seem suitable (both seem to work only on the player's inventory.... I eventually found an instance of RemoveItem in another script, and it only took the item as a parameter, so I'm guessing that's the case anyway). But I did find uses of RemoveItemsByTag that seem to allow for an object to be passed to it, so I tried it:
case THIEF_PICK2_SUCCESSFUL:
{
string sItemTag;
// Unequip Nancine's sword
oTarg = UT_GetNearestCreatureByTag(oPC, DEN_CR_PICK2_NANCINE);
object oItem = GetItemInEquipSlot(INVENTORY_SLOT_MAIN, oTarg);
UnequipItem(oItem, oTarg);
// Qwinn: Removing sword so it can't be pickpocketed afterwards
sItemTag = GetTag(oItem);
RemoveItemsByTag (oTarg, sItemTag);Unfortunately, that didn't work. I can still pickpocket a second copy off of her after I've already acquired one via dialogue.
Any hints or help?
Qwinn
Modifié par Qwinn1234, 01 avril 2010 - 06:20 .





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