Scriptname defaultAddItemScript extends Actor {Adds an item to this reference in a Reset-safe way. Not directly usable, but extended by the defaultAddItemScripts} Form property ItemToAdd Auto Hidden {YOU CAN'T FILL THIS PROPERTY IN THE EDITOR. Use one of the defaultAddItem scripts instead.} int property count = 1 Auto {The number of instances of the item the actor should have. Defaults to 1.} bool property parentUnique = True Auto Hidden {If the player already has this item, don't give the actor another one. Defaults to True.} bool property shouldEquip = False Auto {ACTORS ONLY: Should we equip this item?} bool property forceEquip = False Auto {ACTORS ONLY: Should we force this item to stay equipped?} bool addedItem = False ;On load, add the item. Event OnLoad() if (!addedItem) addedItem = True AddItemIfNeeded() EndIf EndEvent ;On reset, add the item. Event OnReset() addedItem = True AddItemIfNeeded() EndEvent Function AddItemIfNeeded() ;If (parentUnique && Player has item), don't generate. if ((Game.GetForm(0x14) as Actor).GetItemCount(ItemToAdd) == 0 || !parentUnique) Self.AddItem(ItemToAdd, (count - Self.GetItemCount(ItemToAdd)), True) if (shouldEquip && (Self as Actor) != None) Self.EquipItem(ItemToAdd, forceEquip, True) EndIf EndIf EndFunction