Assuming you have tag based scripting turned on as it is by default. Then you don't do anything at all with your OnActivateItem script. Just leave it the way it was. What you do want to do is make the changes noted above to your "ts_fishing" script. And then make sure to change the tag of the item you are using to activate this fishing script to "ts_fishing".
One of the problems with some older systems is that they predate the tag based scripting system so they always want to gunk up your OnActivateItem script.
However since tag based scripting was implemented, what happens when you use/activate(via the spell "unique power"), pick up, drop, equip/unequip an item , it automatically runs the script that has the same name as the tag of the item you just used. So you don't need to put any extra lines in your OnActivateItem script. But you do still need to add that check, that I posted above, into the fishing script so that it knows that it needs to fire because someone ACTIVATED and item. Otherwise it will fire everytime someone picks up, drops, etc.. the fishing item as well.
Hope that makes sense. IMO It's just better not to have to mess around with your module scripts if you don't have to.
EDIT: However if you want to do it the old fashioned way then you would add something like:
if( GetTag( oItem ) == "TsFishingBait" ) ExecuteScript( "ts_fishing", oItem );
just above the very last ending curly bracket of your OnActivateItem script "}".
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Modifié par GhostOfGod, 19 août 2010 - 04:29 .