- void main()
- {
- object oBoundArmor;
- effect eFX;
- object oPC = GetItemActivator();
- if ( GetLocalInt(oPC, "BoundArmorOn") == 1 )
- {
- FloatingTextStringOnCreature("Your Bound Armor is already active.", oPC);
- return;
- }
- else
- {
- CreateItemOnObject("boundarmor_s", oPC);
- ClearAllActions(TRUE);
- DelayCommand(0.1f,AssignCommand(oPC, ActionEquipItem(GetItemPossessedBy(OBJECT_SELF, "boundarmor_s"), INVENTORY_SLOT_CHEST)));
- SetLocalInt(oPC, "BoundArmorOn", 1);
- //Get rid of the armor
- eFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
- oBoundArmor = GetItemPossessedBy(oPC, "boundarmor_s");
- DelayCommand(900.0, ApplyEffectToObject(DURATION_TYPE_INSTANT, eFX, oBoundArmor));
- DelayCommand(900.0, DestroyObject(oBoundArmor));
- DelayCommand(900.0, SetLocalInt(oPC, "BoundArmorOn", 0));
- DelayCommand(900.0, AssignCommand(oPC,ClearAllActions()));
- DelayCommand(900.2, AssignCommand(oPC,ActionEquipMostEffectiveArmor()));
- }
- }
Anyone have any ideas that might help?





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