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@LaughingLeader
Created November 3, 2019 01:12
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Checks for equipped weapon types and sends out a corresponding character event when one is found (for Divinity: Original Sin 2 - Definitive Edition).
INIT
EVENTS
EVENT MyMod_CheckWeaponTypes
VARS
CHARACTER:_Char
INT:_FoundType
ON
OnCharacterEvent(_Char, "MyMod_CheckWeaponType")
ACTIONS
Set(_FoundType, 0)
IF "c1"
CharacterHasWeaponType(_Char, Axe, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Axe")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Bow, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Bow")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Club, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Club")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Crossbow, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Crossbow")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Knife, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Knife")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Spear, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Spear")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Staff, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Staff")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Sword, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Sword")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Wand, 1)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Wand")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Arrow, 1) // ??
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Arrow")
Set(_FoundType, 1)
ENDIF
IF "c1"
CharacterHasWeaponType(_Char, Sentinel, 1) // Wtf is this?
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Sentinel")
Set(_FoundType, 1)
ENDIF
IF "c1"
IsEqual(_FoundType, 0)
THEN
CharacterEvent(_Char, "MyMod_WeaponTypeFound_Unarmed")
ENDIF
CharacterEvent(_Char, "MyMod_CheckWeaponType_Done")
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