I really don't want to go through making a custom merchant when he is already there.
Thanks in advance for any help you can provide.
// All module events
#include "utility_h"
#include "plt_nez_bodahn_shd_plot"
void main()
{
if ( WR_GetPlotFlag( PLT_NEZ_BODAHN_SHD_PLOT, NEZ_BODAHN_CHECK_FLAG ) == TRUE )
return;
int nEvent = GetEventType(GetCurrentEvent());
if (nEvent == EVENT_TYPE_MODULE_LOAD || nEvent == 2000)
{
object oBodahn = GetObjectByTag("store_camp_bodahn");
if (IsObjectValid(oBodahn))
{
object oShield = CreateItemOnObject(R"nez_im_arm_shd_twr_wrd.uti", oBodahn, 1, "", TRUE);
WR_SetPlotFlag( PLT_NEZ_BODAHN_SHD_PLOT, NEZ_BODAHN_CHECK_FLAG, TRUE );
}
}
}GetObjectByTag("store_camp_bodahn") call only works if you are actually in the Party Camp area; otherwise he is not an active asset and you cannot add the item. After some trial and error and a lot of floaty messages, I found that event # 2000 seems to fire reliably upon entering a new area. This may be the EVENT_TYPE_FINISH_TRAVEL event that is listed on the wiki but is missing from the toolset constants (though it does have EVENT_TYPE_BEGIN_TRAVEL).Modifié par nezroy, 28 janvier 2010 - 01:07 .
Modifié par libbykino, 30 janvier 2010 - 11:59 .
Modifié par libbykino, 31 janvier 2010 - 06:37 .
Modifié par Craig Graff, 31 janvier 2010 - 09:01 .
Modifié par midnightgeek, 19 juin 2010 - 02:27 .
Modifié par darrenr22, 19 juin 2010 - 06:45 .
Modifié par Ael, 16 septembre 2010 - 04:21 .