#include "x0_i0_anims"
after #include "x2_inc_switches"
SetCombatCondition(X0_COMBAT_FLAG_~);
woah guys, dont everyone make suggestions at once[snapback]24866[/snapback]
// x1_itemactivate
//:://////////////////////////////////////////////////
/*
Common script to be used as OnActivateItem script for
all modules. Executes the script with a name matching
the tag of the item being activated. Functions like
GetItemActivator() and GetItemActivatedTarget() will
work in these scripts, since they are being executed
from the perspective of the module itself. ???
Credit for this idea belongs to tjm, who posted it to
nwvault.ign.com.
*/
//:://////////////////////////////////////////////////
//:: Created By: Naomi Novik
//:: Created On: 09/27/2002
//:://////////////////////////////////////////////////
void main()
{
ExecuteScript(GetTag(GetItemActivated()), OBJECT_SELF);
}
Now, what this script does, is makes it so you may have multiple unique powers, which crappy ol' bioware doesn't seem to know how to account for. Bascially, what you do is take the tag of the item with the unique power(See pic below), and use that tag as the name of the script for the Unique Power.thx man... and um...... the lvler..... thats the mosti mportant LOL the duel manager is almost last :S heh... but i need it anyway people are randoming on my server like crazy -.-........as i said, i'm too lazy to get all the scripts together atm
<_< :angry: Freakin randomers..... :angry: <_<[snapback]26128[/snapback]
um my dm client wont work on my server....[snapback]26130[/snapback]