weapontypes.js
Posted: Mon Feb 27, 2012 1:49 am
I have added the ML weapon ids to the code. i think they are in the correct location as i went off uo.stratics.com where the should be placed in code.
I follewed how the script was made when i added them so the have the tag ML at the end showing what era they are from.
I follewed how the script was made when i added them so the have the tag ML at the end showing what era they are from.
// This is a generic script for determining weapon types based on item-ID,
// or combat skill based on equipped weapon type.
//
// To get weapon-type of the equipped weapon, use the following in an external script:
// TriggerEvent( 2500, "getWeaponType", pUser );
// var weaponType = pUser.GetTag( "weaponType" );
// pUser.SetTag( "weaponType", null );
//
// To get combat skill based on equipped weapon type, use the following in an external script:
// TriggerEvent( 2500, "getCombatSkill", pUser );
// var combatSkill = pUser.GetTag( "combatSkill" );
// pUser.SetTag( "combatSkill", null );
//
// List of potential weaponTypes returned:
// Unarmed:
// WRESTLING
// Swordsmanship-weapons:
// DEF_SWORDS
// SLASH_SWORDS
// ONEHND_LG_SWORDS
// TWOHND_LG_SWORDS
// BARDICHE
// ONEHND_AXES
// TWOHND_AXES
// Macefighting-weapons:
// DEF_MACES:
// LG_MACES:
// Fencing-weapons:
// DEF_FENCING:
// TWOHND_FENCING:
// DUAL_FENCING_SLASH:
// DUAL_FENCING_STAB:
// Archery-weapons:
// BOWS:
// XBOWS:
//
// List of combat skills returned by script:
// SWORDSMANSHIP
// MACEFIGHTING
// FENCING
// ARCHERY
// WRESTLING
function getWeaponType( pUser )
{
var weaponType;
// Check first layer1 then layer2 for equipped weapons on character
var tempItem = pUser.FindItemLayer( 1 );
if( tempItem == null )
tempItem = pUser.FindItemLayer( 2 );
// If no equipped item, weapontype is WRESTLING
if( tempItem == null )
pUser.SetTag( "weaponType", "WRESTLING" );
else
{
switch( tempItem.id )
{
// Slashing Swords
case 0x0EC4: //skinning knife
case 0x0EC5: //skinning knife
case 0x0F60: //longsword
case 0x0F61: //longsword
case 0x13B7: //long sword
case 0x13B8: //long sword
case 0x1440: //cutlass
case 0x1441: //cutlass
case 0x26BB: //bone harvester - AoS
case 0x26C5: //bone harvester - AoS
case 0x2573: //magic sword - LBR
case 0x2574: //magic sword - LBR
case 0x2575: //magic sword - LBR
case 0x2576: //magic sword - LBR
case 0x257E: //short sword - LBR
case 0x27A4: //wakizashi - SE
case 0x27EF: //wakizashi - SE
weaponType = "DEF_SWORDS"; break;
// Default Swords
case 0x13F6: //butcher knife
case 0x13F7: //butcher knife
case 0x13FE: //katana
case 0x13FF: //katana
case 0x13B5: //scimitar
case 0x13B6: //scimitar
case 0x13B9: //viking sword
case 0x13BA: //viking sword
case 0x255E: //ratman sword - LBR
case 0x2560: //skeleton scimitar - LBR
weaponType = "SLASH_SWORDS"; break;
// One-Handed Lg. Swords
case 0x0F5E: //broadsword
case 0x0F5F: //broadsword
case 0x257D: //longsword - LBR
case 0x26CE: //paladin sword - AoS
case 0x26CF: //paladin sword - AoS
case 0x2554: //daemon sword - LBR
case 0x2D33: //radiant scimitar - ML
case 0x2D27: //radiant scimitar - ML
case 0x2D35: //elven machete - ML
case 0x2D29: //elven machete - ML
weaponType = "ONEHND_LG_SWORDS"; break;
// Two-Handed Lg. Swords
case 0x143E: //halberd
case 0x143F: //halberd
case 0x26BD: //bladed staff - AoS
case 0x26C7: //bladed staff - AoS
case 0x26C1: //crescent blade - AoS
case 0x26CB: //crescent blade - AoS
case 0x2578: //no-dachi - LBR
case 0x27A2: //no-dachi - SE
case 0x27ED: //no-dachi - SE
case 0x27A8: //bokuto - SE
case 0x27F3: //bokuto - SE
case 0x2D32: //rune blade - ML
case 0x2D26: //rune blade - ML
weaponType = "TWOHND_LG_SWORDS"; break;
// Bardiche
case 0x0F4D: //bardiche
case 0x0F4E: //bardiche
case 0x26BA: //scythe - AoS
case 0x26C4: //scythe - AoS
case 0x255B: //ophidian bardiche - LBR
case 0x2577: //naginata - LBR
weaponType = "BARDICHE"; break;
// One-Handed Axes
case 0x0EC2: //cleaver
case 0x0EC3: //cleaver
case 0x0E85: //pickaxe
case 0x0E86: //pickaxe
case 0x2567: //orc lord battleaxe - LBR
case 0x2579: //pick - LBR
weaponType = "ONEHND_AXES"; break;
// Two-Handed Axes
case 0x13FA: //large battle axe
case 0x13FB: //large battle axe
case 0x1442: //two handed axe
case 0x1443: //two handed axe
case 0x0F43: //hatchet
case 0x0F44: //hatchet
case 0x0F45: //executioner's axe
case 0x0F46: //executioner's axe
case 0x0F47: //battle axe
case 0x0F48: //battle axe
case 0x0F49: //axe
case 0x0F4A: //axe
case 0x0F4B: //double axe
case 0x0F4C: //double axe
case 0x255F: //skeleton axe - LBR
case 0x255D: //ratman axe - LBR
case 0x2564: //troll axe - LBR
case 0x2570: //hatchet - LBR
case 0x2D28: //ornate axe - ML
case 0x2D34: //ornate axe - ML
weaponType = "TWOHND_AXES"; break;
// Default Maces
case 0x13E3: //smith's hammer
case 0x13E4: //smith's hammer
case 0x13B3: //club
case 0x13B4: //club
case 0x0FB4: //sledge hammer
case 0x0FB5: //sledge hammer
case 0x0F5C: //mace
case 0x0F5D: //mace
case 0x1406: //war mace
case 0x1407: //war mace
case 0x143C: //hammer pick
case 0x143D: //hammer pick
case 0x13AF: //war axe
case 0x13B0: //war axe
case 0x143A: //maul
case 0x143B: //maul
case 0x26BC: //scepter - AoS
case 0x26C6: //scepter - AoS
case 0x2557: //lizardman's mace - LBR
case 0x255C: //orc club - LBR
case 0x256F: //smyth's hammer - LBR
case 0x257F: //war mace - LBR
case 0x2D24: //diamond mace - ML
case 0x2D30: //diamond mace - ML
case 0x2D25: //wild staff - ML
case 0x2D31: //wild staff - ML
weaponType = "DEF_MACES"; break;
// Large Maces
case 0x13F4: //crook
case 0x13F5: //crook
case 0x13F8: //gnarled staff
case 0x13F9: //gnarled staff
case 0x0DF0: //black staff
case 0x0DF1: //black staff
case 0x0E81: //shepherd's crook
case 0x0E82: //shepherd's crook
case 0x0E89: //quarter staff
case 0x0E8A: //quarter staff
case 0x1438: //war hammer
case 0x1439: //war hammer
case 0x2555: //ettin hammer - LBR
case 0x2556: //liche's staff - LBR
case 0x2559: //ogre's club - LBR
case 0x255A: //ophidian staff - LBR
case 0x2561: //terathan staff - LBR
case 0x2565: //troll maul - LBR
case 0x2566: //frost troll club - LBR
case 0x2568: //orc mage staff - LBR
case 0x2569: //bone mage staff - LBR
case 0x256B: //magic staff - LBR
case 0x256C: //magic staff - LBR
case 0x256D: //magic staff - LBR
case 0x256E: //magic staff - LBR
case 0x27A3: //tessen - SE
case 0x27EE: //tessen - SE
case 0x27A6: //tetsubo - SE
case 0x27F1: //tetsubo - SE
case 0x27AE: //nunchako - SE
case 0x27F9: //nunchako - SE
weaponType = "LG_MACES"; break;
// Bows
case 0x13B1: //bow
case 0x13B2: //bow
case 0x26C2: //composite bow - AoS
case 0x26CC: //composite bow - AoS
case 0x2571: //horseman's bow - LBR
case 0x2D1E: //elven composite longbow - ML
case 0x2D2A: //elven composite longbow - ML
case 0x2D2B: //magical shortbow - ML
case 0x2D1F: //magical shortbow - ML
weaponType = "BOWS"; break;
// Crossbows
case 0x0F4F: //crossbow
case 0x0F50: //crossbow
case 0x13FC: //heavy crossbow
case 0x13FD: //heavy crossbow
case 0x26C3: //repeating crossbow - AoS
case 0x26CD: //repeating crossbow - AoS
case 0x27A5: //yumi - SE
case 0x27F0: //yumi - SE
//case 0x27AA: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
//case 0x27F5: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
weaponType = "XBOWS"; break;
// Normal Fencing Weapons
case 0x0F51: //dagger
case 0x0F52: //dagger
case 0x1400: //kryss
case 0x1401: //kryss
case 0x1402: //short spear
case 0x1403: //short spear
case 0x1404: //war fork
case 0x1405: //war fork
case 0x257C: //sword(rapier) - LBR
case 0x2D21: //assassin spike - ML
case 0x2D2D: //assassin spike - ML
case 0x2D20: //elven spellblade - ML
case 0x2D2C: //elven spellblade - ML
case 0x2D22: //leafblade - ML
case 0x2D2E: //leafblade - ML
case 0x2D2F: //war cleaver - ML
case 0x2D23: //war cleaver - ML
weaponType = "DEF_FENCING"; break;
// Stabbing Fencing Weapons
case 0x0E87: //pitchfork
case 0x0E88: //pitchfork
case 0x0F62: //spear
case 0x0F63: //spear
case 0x26BE: //pike - AoS
case 0x26C8: //pike - AoS
case 0x26BF: //double bladed staff - AoS
case 0x26C9: //double bladed staff - AoS
case 0x26C0: //lance - AoS
case 0x26CA: //lance - AoS
case 0x2558: //lizardman's spear - LBR
case 0x2562: //terathan spear - LBR
case 0x2572: //horseman's javelin - LBR
case 0x257A: //spear - LBR
case 0x257B: //spear - LBR
case 0x27A7: //lajatang - SE
case 0x27F2: //lajatang - SE
weaponType = "TWOHND_FENCING"; break;
case 0x27AF: //sai - SE
case 0x27FA: //sai - SE
weaponType = "DUAL_FENCING_STAB"; break;
case 0x27AB: //tekagi - SE
case 0x27F6: //tekagi - SE
case 0x27AD: //kama - SE
case 0x27F8: //kama - SE
weaponType = "DUAL_FENCING_SLASH"; break;
case 0x27A9: //daisho - SE
case 0x27F4: //daisho - SE
weaponType = "DUAL_SWORD"; break;
default: // Wrestling
weaponType = "WRESTLING"; break;
}
if( weaponType )
{
// Save weaponType-tag on character, to be read from external script
pUser.SetTag( "weaponType", weaponType );
}
}
return true;
}
function getCombatSkill()
{
var combatSkill;
// Call the getWeaponType() function and load the value of the tag it
// saves on character into weaponType variable.
getWeaponType( pUser );
var weaponType = pUser.GetTag( "weaponType" );
// Determine combatskill based on weaponType:
switch( weaponType )
{
case "DEF_SWORDS":
case "SLASH_SWORDS":
case "ONEHND_LG_SWORDS":
case "TWOHND_LG_SWORDS":
case "ONEHND_AXES":
case "TWOHND_AXES":
case "BARDICHE":
case "DUAL_SWORD":
combatSkill = "SWORDSMANSHIP"; break;
case "DEF_MACES":
case "LG_MACES":
combatSkill = "MACEFIGHTING"; break;
case "DEF_FENCING":
case "TWOHND_FENCING":
case "DUAL_FENCING_SLASH":
case "DUAL_FENCING_STAB":
combatSkill = "FENCING"; break;
case "BOWS":
case "XBOWS":
combatSkill = "ARCHERY"; break;
case "WRESTLING":
default:
combatSkill = "WRESTLING"; break;
}
if( combatSkill )
{
// Save combatSkill-tag on character, to be read from external script
pUser.SetTag( "combatSkill", combatSkill );
// Nullify the temporary tag that was set by calling getWeaponType function earlier
pUser.SetTag( "weaponType", null );
}
return true;
}
// or combat skill based on equipped weapon type.
//
// To get weapon-type of the equipped weapon, use the following in an external script:
// TriggerEvent( 2500, "getWeaponType", pUser );
// var weaponType = pUser.GetTag( "weaponType" );
// pUser.SetTag( "weaponType", null );
//
// To get combat skill based on equipped weapon type, use the following in an external script:
// TriggerEvent( 2500, "getCombatSkill", pUser );
// var combatSkill = pUser.GetTag( "combatSkill" );
// pUser.SetTag( "combatSkill", null );
//
// List of potential weaponTypes returned:
// Unarmed:
// WRESTLING
// Swordsmanship-weapons:
// DEF_SWORDS
// SLASH_SWORDS
// ONEHND_LG_SWORDS
// TWOHND_LG_SWORDS
// BARDICHE
// ONEHND_AXES
// TWOHND_AXES
// Macefighting-weapons:
// DEF_MACES:
// LG_MACES:
// Fencing-weapons:
// DEF_FENCING:
// TWOHND_FENCING:
// DUAL_FENCING_SLASH:
// DUAL_FENCING_STAB:
// Archery-weapons:
// BOWS:
// XBOWS:
//
// List of combat skills returned by script:
// SWORDSMANSHIP
// MACEFIGHTING
// FENCING
// ARCHERY
// WRESTLING
function getWeaponType( pUser )
{
var weaponType;
// Check first layer1 then layer2 for equipped weapons on character
var tempItem = pUser.FindItemLayer( 1 );
if( tempItem == null )
tempItem = pUser.FindItemLayer( 2 );
// If no equipped item, weapontype is WRESTLING
if( tempItem == null )
pUser.SetTag( "weaponType", "WRESTLING" );
else
{
switch( tempItem.id )
{
// Slashing Swords
case 0x0EC4: //skinning knife
case 0x0EC5: //skinning knife
case 0x0F60: //longsword
case 0x0F61: //longsword
case 0x13B7: //long sword
case 0x13B8: //long sword
case 0x1440: //cutlass
case 0x1441: //cutlass
case 0x26BB: //bone harvester - AoS
case 0x26C5: //bone harvester - AoS
case 0x2573: //magic sword - LBR
case 0x2574: //magic sword - LBR
case 0x2575: //magic sword - LBR
case 0x2576: //magic sword - LBR
case 0x257E: //short sword - LBR
case 0x27A4: //wakizashi - SE
case 0x27EF: //wakizashi - SE
weaponType = "DEF_SWORDS"; break;
// Default Swords
case 0x13F6: //butcher knife
case 0x13F7: //butcher knife
case 0x13FE: //katana
case 0x13FF: //katana
case 0x13B5: //scimitar
case 0x13B6: //scimitar
case 0x13B9: //viking sword
case 0x13BA: //viking sword
case 0x255E: //ratman sword - LBR
case 0x2560: //skeleton scimitar - LBR
weaponType = "SLASH_SWORDS"; break;
// One-Handed Lg. Swords
case 0x0F5E: //broadsword
case 0x0F5F: //broadsword
case 0x257D: //longsword - LBR
case 0x26CE: //paladin sword - AoS
case 0x26CF: //paladin sword - AoS
case 0x2554: //daemon sword - LBR
case 0x2D33: //radiant scimitar - ML
case 0x2D27: //radiant scimitar - ML
case 0x2D35: //elven machete - ML
case 0x2D29: //elven machete - ML
weaponType = "ONEHND_LG_SWORDS"; break;
// Two-Handed Lg. Swords
case 0x143E: //halberd
case 0x143F: //halberd
case 0x26BD: //bladed staff - AoS
case 0x26C7: //bladed staff - AoS
case 0x26C1: //crescent blade - AoS
case 0x26CB: //crescent blade - AoS
case 0x2578: //no-dachi - LBR
case 0x27A2: //no-dachi - SE
case 0x27ED: //no-dachi - SE
case 0x27A8: //bokuto - SE
case 0x27F3: //bokuto - SE
case 0x2D32: //rune blade - ML
case 0x2D26: //rune blade - ML
weaponType = "TWOHND_LG_SWORDS"; break;
// Bardiche
case 0x0F4D: //bardiche
case 0x0F4E: //bardiche
case 0x26BA: //scythe - AoS
case 0x26C4: //scythe - AoS
case 0x255B: //ophidian bardiche - LBR
case 0x2577: //naginata - LBR
weaponType = "BARDICHE"; break;
// One-Handed Axes
case 0x0EC2: //cleaver
case 0x0EC3: //cleaver
case 0x0E85: //pickaxe
case 0x0E86: //pickaxe
case 0x2567: //orc lord battleaxe - LBR
case 0x2579: //pick - LBR
weaponType = "ONEHND_AXES"; break;
// Two-Handed Axes
case 0x13FA: //large battle axe
case 0x13FB: //large battle axe
case 0x1442: //two handed axe
case 0x1443: //two handed axe
case 0x0F43: //hatchet
case 0x0F44: //hatchet
case 0x0F45: //executioner's axe
case 0x0F46: //executioner's axe
case 0x0F47: //battle axe
case 0x0F48: //battle axe
case 0x0F49: //axe
case 0x0F4A: //axe
case 0x0F4B: //double axe
case 0x0F4C: //double axe
case 0x255F: //skeleton axe - LBR
case 0x255D: //ratman axe - LBR
case 0x2564: //troll axe - LBR
case 0x2570: //hatchet - LBR
case 0x2D28: //ornate axe - ML
case 0x2D34: //ornate axe - ML
weaponType = "TWOHND_AXES"; break;
// Default Maces
case 0x13E3: //smith's hammer
case 0x13E4: //smith's hammer
case 0x13B3: //club
case 0x13B4: //club
case 0x0FB4: //sledge hammer
case 0x0FB5: //sledge hammer
case 0x0F5C: //mace
case 0x0F5D: //mace
case 0x1406: //war mace
case 0x1407: //war mace
case 0x143C: //hammer pick
case 0x143D: //hammer pick
case 0x13AF: //war axe
case 0x13B0: //war axe
case 0x143A: //maul
case 0x143B: //maul
case 0x26BC: //scepter - AoS
case 0x26C6: //scepter - AoS
case 0x2557: //lizardman's mace - LBR
case 0x255C: //orc club - LBR
case 0x256F: //smyth's hammer - LBR
case 0x257F: //war mace - LBR
case 0x2D24: //diamond mace - ML
case 0x2D30: //diamond mace - ML
case 0x2D25: //wild staff - ML
case 0x2D31: //wild staff - ML
weaponType = "DEF_MACES"; break;
// Large Maces
case 0x13F4: //crook
case 0x13F5: //crook
case 0x13F8: //gnarled staff
case 0x13F9: //gnarled staff
case 0x0DF0: //black staff
case 0x0DF1: //black staff
case 0x0E81: //shepherd's crook
case 0x0E82: //shepherd's crook
case 0x0E89: //quarter staff
case 0x0E8A: //quarter staff
case 0x1438: //war hammer
case 0x1439: //war hammer
case 0x2555: //ettin hammer - LBR
case 0x2556: //liche's staff - LBR
case 0x2559: //ogre's club - LBR
case 0x255A: //ophidian staff - LBR
case 0x2561: //terathan staff - LBR
case 0x2565: //troll maul - LBR
case 0x2566: //frost troll club - LBR
case 0x2568: //orc mage staff - LBR
case 0x2569: //bone mage staff - LBR
case 0x256B: //magic staff - LBR
case 0x256C: //magic staff - LBR
case 0x256D: //magic staff - LBR
case 0x256E: //magic staff - LBR
case 0x27A3: //tessen - SE
case 0x27EE: //tessen - SE
case 0x27A6: //tetsubo - SE
case 0x27F1: //tetsubo - SE
case 0x27AE: //nunchako - SE
case 0x27F9: //nunchako - SE
weaponType = "LG_MACES"; break;
// Bows
case 0x13B1: //bow
case 0x13B2: //bow
case 0x26C2: //composite bow - AoS
case 0x26CC: //composite bow - AoS
case 0x2571: //horseman's bow - LBR
case 0x2D1E: //elven composite longbow - ML
case 0x2D2A: //elven composite longbow - ML
case 0x2D2B: //magical shortbow - ML
case 0x2D1F: //magical shortbow - ML
weaponType = "BOWS"; break;
// Crossbows
case 0x0F4F: //crossbow
case 0x0F50: //crossbow
case 0x13FC: //heavy crossbow
case 0x13FD: //heavy crossbow
case 0x26C3: //repeating crossbow - AoS
case 0x26CD: //repeating crossbow - AoS
case 0x27A5: //yumi - SE
case 0x27F0: //yumi - SE
//case 0x27AA: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
//case 0x27F5: //fukiya - SE - Blowgun, uses Dart ammo (0x2806 or 0x2804)
weaponType = "XBOWS"; break;
// Normal Fencing Weapons
case 0x0F51: //dagger
case 0x0F52: //dagger
case 0x1400: //kryss
case 0x1401: //kryss
case 0x1402: //short spear
case 0x1403: //short spear
case 0x1404: //war fork
case 0x1405: //war fork
case 0x257C: //sword(rapier) - LBR
case 0x2D21: //assassin spike - ML
case 0x2D2D: //assassin spike - ML
case 0x2D20: //elven spellblade - ML
case 0x2D2C: //elven spellblade - ML
case 0x2D22: //leafblade - ML
case 0x2D2E: //leafblade - ML
case 0x2D2F: //war cleaver - ML
case 0x2D23: //war cleaver - ML
weaponType = "DEF_FENCING"; break;
// Stabbing Fencing Weapons
case 0x0E87: //pitchfork
case 0x0E88: //pitchfork
case 0x0F62: //spear
case 0x0F63: //spear
case 0x26BE: //pike - AoS
case 0x26C8: //pike - AoS
case 0x26BF: //double bladed staff - AoS
case 0x26C9: //double bladed staff - AoS
case 0x26C0: //lance - AoS
case 0x26CA: //lance - AoS
case 0x2558: //lizardman's spear - LBR
case 0x2562: //terathan spear - LBR
case 0x2572: //horseman's javelin - LBR
case 0x257A: //spear - LBR
case 0x257B: //spear - LBR
case 0x27A7: //lajatang - SE
case 0x27F2: //lajatang - SE
weaponType = "TWOHND_FENCING"; break;
case 0x27AF: //sai - SE
case 0x27FA: //sai - SE
weaponType = "DUAL_FENCING_STAB"; break;
case 0x27AB: //tekagi - SE
case 0x27F6: //tekagi - SE
case 0x27AD: //kama - SE
case 0x27F8: //kama - SE
weaponType = "DUAL_FENCING_SLASH"; break;
case 0x27A9: //daisho - SE
case 0x27F4: //daisho - SE
weaponType = "DUAL_SWORD"; break;
default: // Wrestling
weaponType = "WRESTLING"; break;
}
if( weaponType )
{
// Save weaponType-tag on character, to be read from external script
pUser.SetTag( "weaponType", weaponType );
}
}
return true;
}
function getCombatSkill()
{
var combatSkill;
// Call the getWeaponType() function and load the value of the tag it
// saves on character into weaponType variable.
getWeaponType( pUser );
var weaponType = pUser.GetTag( "weaponType" );
// Determine combatskill based on weaponType:
switch( weaponType )
{
case "DEF_SWORDS":
case "SLASH_SWORDS":
case "ONEHND_LG_SWORDS":
case "TWOHND_LG_SWORDS":
case "ONEHND_AXES":
case "TWOHND_AXES":
case "BARDICHE":
case "DUAL_SWORD":
combatSkill = "SWORDSMANSHIP"; break;
case "DEF_MACES":
case "LG_MACES":
combatSkill = "MACEFIGHTING"; break;
case "DEF_FENCING":
case "TWOHND_FENCING":
case "DUAL_FENCING_SLASH":
case "DUAL_FENCING_STAB":
combatSkill = "FENCING"; break;
case "BOWS":
case "XBOWS":
combatSkill = "ARCHERY"; break;
case "WRESTLING":
default:
combatSkill = "WRESTLING"; break;
}
if( combatSkill )
{
// Save combatSkill-tag on character, to be read from external script
pUser.SetTag( "combatSkill", combatSkill );
// Nullify the temporary tag that was set by calling getWeaponType function earlier
pUser.SetTag( "weaponType", null );
}
return true;
}