Tried a few other functions as well and everything's worked. Thanks again!

scn ARKArmourRepairKitEffectSCRIPT;Script adapted from Weapon Repair Kitfloat AugmentAmountfloat HeadHealthfloat HeadBaseHealthref HeadREFfloat UpperBodyHealthfloat UpperBodyBaseHealthref UpperBodyREFfloat HatHealthfloat HatBaseHealthref HatREFBEGIN ScriptEffectStart ;// get the current health values for each armour slot set HeadREF to player.GetEquippedObject 0 set HeadHealth to player.GetEquippedCurrentHealth 0 set HeadBaseHealth to GetHealth HeadREF set UpperBodyREF to player.GetEquippedObject 2 set UpperBodyHealth to player.GetEquippedCurrentHealth 2 set UpperBodyBaseHealth to GetHealth UpperBodyREF set HatREF to player.GetEquippedObject 10 set HatHealth to player.GetEquippedCurrentHealth 10 set HatBaseHealth to GetHealth HatREF ;// run through the player's repair skill and define augmentation amount appropriately IF ( player.getAV Repair < 25 ) set AugmentAmount to 0.1 ELSEIF ( player.getAV Repair >= 25 && player.getAV Repair < 50 ) set AugmentAmount to 0.15 ELSEIF ( player.getAV Repair >= 50 && player.getAV Repair < 75 ) set AugmentAmount to 0.2 ELSEIF ( player.getAV Repair >= 75 && player.getAV Repair < 100 ) set AugmentAmount to 0.25 ELSEIF ( player.getAV Repair >= 100 ) set AugmentAmount to 0.3 ENDIF ;// set the Head slot's new health set HeadHealth to HeadHealth + ( AugmentAmount * HeadBaseHealth ) if HeadHealth > HeadBaseHealth set HeadHealth to HeadBaseHealth endif player.SetEquippedCurrentHealth HeadHealth 0 ;// set the UpperBody slot's new health set UpperBodyHealth to UpperBodyHealth + ( AugmentAmount * UpperBodyBaseHealth ) if UpperBodyHealth > UpperBodyBaseHealth set UpperBodyHealth to UpperBodyBaseHealth endif player.SetEquippedCurrentHealth UpperBodyHealth 2 ;// set the Hat slot's new health set HatHealth to HatHealth + ( AugmentAmount * HatBaseHealth ) if HatHealth > HatBaseHealth set HatHealth to HatBaseHealth endif player.SetEquippedCurrentHealth HatHealth 10END
int nref itemint numItemsint handsint weaponTypeset numItems to player.GetNumItemsLabel 10set item to player.GetNthObject nif (GetType item = 40) set weaponType to GetWeaponType item if (weaponType = 1 || weaponType = 3 || weaponType = 4) set hands to hands + 1 elseif (weaponType = 2 || weaponType = 5 || weaponType = 6 || weaponType = 7 || weaponType = 8 || weaponType = 9) set hands to hands + 2 endifendifif (n < numItems) set n to n + 1 Goto 10endifif (hands > 6) printc "weapons hands found: %.0f" handsendif
ScriptName BagItemObjectScriptRef containerRefBegin GameMode Set containerRef to GetItemContainer If ( containerRef != Player ) ContainerPersistentRef.RemoveAllItems containerRef EndIfEnd
ScriptName BagItemObjectScriptRef containerRefBegin GameMode Set containerRef to GetItemContainer If ( containerRef != Player ) ContainerPersistentRef.RemoveAllItems containerRef EndIfEnd