Difference between revisions of "Osiris/Shared/DB HasStoryEvent"
From Divinity Engine Wiki
(DB_HasStoryEvent) |
m (clarify that the flag gets removed when the item is removed) |
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* '''DB_HasStoryEvent'''(''(ITEMGUID)'''''_Item''',''(STRING)'''''_HasItemEvent''') | * '''DB_HasStoryEvent'''(''(ITEMGUID)'''''_Item''',''(STRING)'''''_HasItemEvent''') | ||
===== Description ===== | ===== Description ===== | ||
− | Defining this database will result in the character/object flag '''_HasItemEvent''' to be set on a character | + | Defining this database will result in the character/object flag '''_HasItemEvent''' to be set on a character while '''_Item''' is in its inventory. |
===== Notes ===== | ===== Notes ===== | ||
* This is useful to check in a dialog whether a character actually still has an item before you give it to a player. Note that you should perform the check and give action on the same dialog node, as otherwise the item could still be pick-pocketed in between the check and the transfer. | * This is useful to check in a dialog whether a character actually still has an item before you give it to a player. Note that you should perform the check and give action on the same dialog node, as otherwise the item could still be pick-pocketed in between the check and the transfer. |
Revision as of 13:24, 8 October 2017
Full Definition(s)
- DB_HasStoryEvent((ITEMGUID)_Item,(STRING)_HasItemEvent)
Description
Defining this database will result in the character/object flag _HasItemEvent to be set on a character while _Item is in its inventory.
Notes
- This is useful to check in a dialog whether a character actually still has an item before you give it to a player. Note that you should perform the check and give action on the same dialog node, as otherwise the item could still be pick-pocketed in between the check and the transfer.