I have a custom made item with an activate script, using the item activate template in the script assist. However, when the item is activated it disappears/gets destroyed, even though I have not stated that it should be destroyed in the script. Is this some kind of hardcoded function perhaps? I guess I could get around the whole thing by creating a new item once the item is activated, but it would be nice to don’t have to do that.
// i_temp_ac
/*
Template for an Activate item script.
This script will run each time an item's "custom activation" is used.
How to use this script:
Item needs an item property that will cause a custom activation such as Cast Spell:Unique Power
Replace the word "temp" (in line 1) with the tag of the item. Rename the script with this name.
Additional Info:
In general, all the item "tag-based" scripts will be named as follows:
- a prefix ("i_" by defualt)
- the tag of the item
- a postfix indicating the item event.
This script will be called automatically (by defualt) whether it exists or not. If if does not exist, nothing happens.
Note: this script runs on the module object, an important consideration for assigning actions.
-ChazM
*/
// Name_Date
void main()
{
object oPC = GetItemActivator();
object oItem = GetItemActivated();
object oTarget = GetItemActivatedTarget();
location lTarget = GetItemActivatedTargetLocation();
object oPC1 = GetFirstPC();
AddJournalQuestEntry("q_quest",21,oPC1);//Your code goes here
}