TakeStoryItem

From NWN Lexicon



Contents

[edit] TakeStoryItem(object)

Removes the plot related item from a player's inventory.

void TakeStoryItem(
    object oPC
);

[edit] Parameters

oPC

The player to remove the item from.


[edit] Description

Gets the Tag name of the complex item from a local object called NW_J_STORY_MYGLOBALS on the calling creature then searches the target's inventory and equiped items for any item with that the returned Tag name and destroys it.



[edit] Remarks

Function can be found in nw_j_story.nss on line 146.

It seems this set of functions are centered around storing plot item related information on NPCs for simple fetch related quests. This particular function only utilizes 2 out of the 7 other functions available. All of these functions are relatively straight forward and easy to understand at a glance. There are two other sets very much similiar to this one where the only difference is in the function naming scheme. See the "See Also" for links.

---
You'll probably never need to call this function in normal scripting, since it is very specific to BioWare's plot handling system.


[edit] Requirements

#include " nw_j_story "

[edit] Version

1.61

[edit] Example

// OnSpawn of the NPC to give the quest out.
#include "NW_J_STORY"
    SetGlobal(OBJECT_SELF,OBJECT_SELF);
    SetStoryItem("STORY_ITEM02");
    SetPlotTag("NW_DRAGONHUNT_PLOT"); //Matches Journal Entry that has experience to be rewarded for this quest
 
//Conversation Conditional of the NPC to reward the player for returning the item.
#include "NW_I0_PLOT"
#include "NW_J_STORY"
 
int StartingConditional()
{
    if (PlayerHasStoryItem(GetPCSpeaker()) == TRUE)
    {
        ActionPauseConversation();
        TakeStoryItem(GetPCSpeaker()); //Destroys the item from the players inventory.
        RewardXP(GetPlotTag(),100,GetPCSpeaker());
        ActionResumeConversation();
    }
    return FALSE;
}

[edit] See Also

functions: 

TakeFetchItem



 author: John Shuell, editor: Lilac Soul
 

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