Example:
1. You have ITEMTOBEDESTROYED Equipped ("hf_body_aca_test");
2. Now you equip Chainmail Chest Piece.
* Now I want to destroy the ITEMTOBEDESTROYED piece that was previously equipped.
Problem:
The following doesn't work!! wtf?!
It seems like I simply have no access to the item automatically being de-equipped.
case EVENT_TYPE_EQUIP:
{
bEventHandled = HandleEvent_Equip(ev);
object oMorrigan = GetObjectByTag("gen00fl_morrigan");
object oMorriganChestSlot = GetItemInEquipSlot(INVENTORY_SLOT_CHEST, oMorrigan);
RemoveItemsByTag(oMorrigan, "hf_body_aca_test");
RemoveItemsByTag(GetHero(), "hf_body_aca_test");
UT_RemoveItemFromInventory(R"hf_body_aca_test.uti",99);
break;
}
case EVENT_TYPE_UNEQUIP:
{
bEventHandled = HandleEvent_UnEquip(ev);
object oMorrigan = GetObjectByTag("gen00fl_morrigan");
object oMorriganChestSlot = GetItemInEquipSlot(INVENTORY_SLOT_CHEST, oMorrigan);
RemoveItemsByTag(oMorrigan, "hf_body_aca_test");
RemoveItemsByTag(GetHero(), "hf_body_aca_test");
UT_RemoveItemFromInventory(R"hf_body_aca_test.uti",99);
break;
}
Is there some kind of temporary container I don't know about where items get stored temporarily during the auto equip/deequip process?
Modifié par JackFuzz, 14 janvier 2010 - 05:07 .





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