Difference between revisions of "Event override"

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How to override an event?
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== How to override an event? ==
  
 
'''Its pretty simple:'''
 
'''Its pretty simple:'''
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In this case i used the "EVENT_TYPE_INVENTORY_ADDED" Event and Handle it in my custom Event-Handler-Script: my_event_override
 
In this case i used the "EVENT_TYPE_INVENTORY_ADDED" Event and Handle it in my custom Event-Handler-Script: my_event_override
  
Now just handle the event in your script as you like:
+
'''Now just handle the event in your script as you like:'''
  
 
For example i want to have a screen-message every time i pick up an item (or steal one):
 
For example i want to have a screen-message every time i pick up an item (or steal one):

Revision as of 03:07, 17 November 2009

How to override an event?

Its pretty simple:

Create a Events M2DA File:

Events.png

In this case i used the "EVENT_TYPE_INVENTORY_ADDED" Event and Handle it in my custom Event-Handler-Script: my_event_override

Now just handle the event in your script as you like:

For example i want to have a screen-message every time i pick up an item (or steal one):

// --- script start ---

#include "utility_h"
#include "wrappers_h"
#include "events_h"
void main()
{
    event ev   = GetCurrentEvent();
    int nEvent = GetEventType(ev);
    object oOwner = GetEventCreator(ev);

    switch (nEvent)
    {
         case EVENT_TYPE_INVENTORY_ADDED:
        {
            object oItem = GetEventObject(ev, 0);
            DisplayFloatyMessage(oOwner, GetName(oItem) + " added", FLOATY_MESSAGE, 14654488, 10.0);
            break;
        }

    }
}

// --- script end ---