There's a "self" keyword.
Event OnInit() if Game.GetPlayer().IsEquipped(self) Game.GetPlayer().EquipItem(NewArmor,false,true) Game.GetPlayer().RemoveItem(self,1,true) Game.GetPlayer().AddItem(self,1,true) endif GotoState("Initialized")EndEvent
Event OnInit() if Game.GetPlayer().IsEquipped(self.GetBaseObject()) Game.GetPlayer().EquipItem(NewArmor,false,true) Game.GetPlayer().RemoveItem(self.GetBaseObject(),1,true) Game.GetPlayer().AddItem(self.GetBaseObject(),1,true) endif GotoState("Initialized")EndEvent
PMreturn = MessageA.Show(Points)If (PMreturn == 0 || 1 || 2 || 3 || 4 || 5) Game.GetPlayer().AddPerk(AListOfPerks.GetAt(PMreturn) as Perk) RefundPoints.SetValue(Points - 1) Show = FalseElseIf PMreturn == 6 Show = falseEndIf
If (PMreturn == 0 || 1 || 2 || 3 || 4 || 5)
if (PMReturn < 6)
If (PMreturn == 0 || PMreturn == 1 || PMreturn == 2 || PMreturn == 3 || PMreturn == 4 || PMreturn == 5)
if (... || 1 || ...)
If (PMreturn == 0 || 1 || 2 || 3 || 4 || 5)That will always be true, as '1' is true. What you mean is...
If (PMreturn == 0 || PMreturn == 1 || PMreturn == 2 || etc. )or just...
if (PMreturn == -1) ; Show failed.ElseIf (PMreturn < 6) ; 0 to 5
(A AND B) OR (C AND D)
(A + B) X (C + D)
(A X C) + (A X D) + (B X C) + (B X D)
(A OR C) AND (A OR D) AND (B OR C) AND (B OR D)
A OR C AND A OR D AND B OR C AND B OR D
Event OnInit() if Game.GetPlayer().IsEquipped(self.GetBaseObject()) Game.GetPlayer().EquipItem(NewArmor,false,true) Game.GetPlayer().RemoveItem(self.GetBaseObject(),1,true) Game.GetPlayer().AddItem(self.GetBaseObject(),1,true) endif GotoState("Initialized")EndEvent
Debug.MessageBox(Self.GetBaseObject())