TakeStoryItem
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.
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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: |
author: John Shuell, editor: Lilac Soul