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About This File

Surprise Equip

 

This mod behaves similarly to Deviously Cursed Loot; whenever the player opens a container, there is a random chance of an item equipping itself to the player, or a spell being cast on them. Unlike CursedLoot, however, this mod is extendable. Other mods are able to register their items or spells with Surprise Equip, and they will have a chance of appearing when a container is opened.

 

Surprise Equip is something of a framework, in that sense. On its own, no spells or items are included. You will need to install other mods that add their items/spells to this one. My other mod, Becoming Futanari, has the option to register some of its spells with Surprise Equip. (As soon as I can update it, that is. Just wait 5 or so minutes so I can upload it, okay?)

 

This mod is not a replacement for Deviously Cursed Loot, but a supplement. No longer are you limited to just bondage items

 

For modders

 

If you're a mod creator and want to add your own content to Surprise Equip, listen up! This mod uses ModEvents, so there is no need to list Surprise Equip as a dependency.

 

To register an item to be equipped, invoke the event "JBT_SurpriseEquipRegisterItem". It takes two parameters: a Form pointing to the item you want to register, and a float representing the relative chance for your item to be chosen (aka its weight). Here's an example of what that would look like:

Function RegisterSurpriseItem(Form akItem, float defaultWeight)			int handle = ModEvent.Create("JBT_SurpriseEquipRegisterItem")		if (handle)			ModEvent.PushForm(handle, akItem)			ModEvent.PushFloat(handle, defaultWeight)			ModEvent.Send(handle)		endif			EndFunction

Similarly, you can register a spell by invoking the event "JBT_SurpriseEquipRegisterSpell". Here's what that would look like:

Function RegisterSurpriseSpell(Spell spellRef, float defaultWeight)			int handle = ModEvent.Create("JBT_SurpriseEquipRegisterSpell")		if (handle)			ModEvent.PushForm(handle, spellRef as Form)			ModEvent.PushFloat(handle, defaultWeight)			ModEvent.Send(handle)		endif			EndFunction

Changelog

 

_____• 0.2.0
__________• All properties that were previously set in the creation kit are now filled using Game.GetFormFromFile
__________• Used SkyUI's versioning system to automatically re-fill the properties when an update has been detected
__________• Added two events: OnUnregisterItem and OnUnregisterSpell. These will allow other mods to un-register their items, for example if they're updating or uninstalling.
__________• OnRegisterItem() now updates the item's default weight, even if it's already been registered.



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