Aye...one thing at a time, especially since the Duel Manager script is so complex.
The first thing you need to have for all this is the proper Module OnActivate script.
Go to Edit>Module Properties, go to the events tab, and replace the crappy default script with this:
// 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.
[attachmentid=526][attachmentid=527]
Now you are ready to start working on the Duel Manager Script; however, since it is so long, I'll put it in a zipped folder with instructions in there
[attachmentid=528]
Thats the most I can give you now, because I'm too lazy to go and do the Leveler(thats 40 different scripts you know!), or the Alignment changer(9more scripts to add!), and I haven't put in an item giver into my module anyway.
All of these scripts originally came to me from the Scripting Guru 420, although I have edited some of them for the purposes of my module, and this post.-Elessar
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