Okay here is one of the scripts that I mean
//::///////////////////////////////////////////////
//:: Example XP2 OnActivate Script Script
//:: x2_mod_def_act
//:: © 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Put into: OnItemActivate Event
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-07-16
//:://////////////////////////////////////////////
#include "x2_inc_switches"
void main()
{
object oItem = GetItemActivated();
// * Generic Item Script Execution Code
// * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
// * it will execute a script that has the same name as the item's tag
// * inside this script you can manage scripts for all events by checking against
// * GetUserDefinedItemEventNumber(). See x2_it_example.nss
if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
{
SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACTIVATE);
int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
if (nRet == X2_EXECUTE_SCRIPT_END)
{
ExecuteScript(GetTag(GetItemActivated()),
OBJECT_SELF); }
{
return;
}
}
}
The underlined section is what I was trying to add. Seems to be the function the Tag Based Script wants to call on. Technically its just about the same thing as what is already there, but the Tag script does not utilize it. So whats the proper way to add the extra lines in?
Modifié par Foregone_Conclusion, 07 janvier 2012 - 06:33 .