fourtylashes Posted December 2, 2012 Share Posted December 2, 2012 (edited) #include "utility_h" #include "events_h" #include "global_objects_h" #include "effects_h" #include "ability_h" #include "stats_core_h" void main() { event ev = GetCurrentEvent(); int nEventType = GetEventType(ev); object oPC = GetHero(); object oParty = GetParty(oPC); int nEventHandled = FALSE; switch ( nEventType ) { case EVENT_TYPE_MODULE_START: { break; } case EVENT_TYPE_MODULE_LOAD: { break; } case EVENT_TYPE_EQUIP: { nEventHandled = TRUE; object oItem = GetEventCreator(ev); // the item being equipped AddItemProperty(oItem,8,4); AddCreatureMoney(30000, oPC, TRUE); break; } case EVENT_TYPE_INVENTORY_ADDED: { AddCreatureMoney(30000, oPC, TRUE); nEventHandled = TRUE; break; } case EVENT_TYPE_UNEQUIP: { AddCreatureMoney(50000, oPC, TRUE); int nInventorySlot = GetEventInteger(ev, 0); object oItem = GetEventObject(ev, 0); break; } default: break; } if (!nEventHandled) //If this event wasn't handled by this script, let the core script try { HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE); } } I've got a very basic module here. I know it loads and starts fine. The main issue is that the inventory added and unequip functions are not being handled. I'm confused why I'm not getting money increases when I pick up things or unequip things. Any advice? Edited December 2, 2012 by fourtylashes Link to comment Share on other sites More sharing options...
Thandal Posted December 2, 2012 Share Posted December 2, 2012 @fourtylashes; The above post isn't a problem, but when things get more lengthy, (and they will) you might want to think about using... the [ spoiler] tag so that your posts don't take several screens to display for those who aren't inspecting each line of code in detail. Just a fellow-member-friendly tip. :thumbsup: Link to comment Share on other sites More sharing options...
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