Event override
From Dragon Age Toolset Wiki
How to override an event?
still needs some polishing but the basics should be there
Its pretty simple:
Create a Events M2DA File:
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 --- // file: my_event_override.nss // author: Pheelon #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); if (IsPartyMember(oOwner)) // only show if the item went into the player's inventory { DisplayFloatyMessage(oOwner, GetName(oItem) + " added", FLOATY_MESSAGE, 14654488, 10.0); } //Now we didn't handle the event itself but just displayed a floaty --> let the original event handler take over. HandleEvent(ev); // this passes the event to the default handler of the event's target object break; } } } // --- script end ---