Aantioch_Infernum/_module/nss/bank_on_close.nss
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//::///////////////////////////////////////////////
//:: bank_on_close.nss
//:: Bank Vault on Close file
//:: Version 1.7
//:://////////////////////////////////////////////
/*
1.0 Orginal Version
1.1 Fixed problem with multiple opens where items from
First opener where assign to Second, third, etc PC.
OnDisturb checks to see if PC Adding/Removing items
is the orginal Opener. Returns items if not.
1.2 Made workaround for Blank Template Problem. OnDistrub returns
any items or Containers that have or contain a blank Template
returned by GetResRef() function back to original PC.
Made workaround for Multiple PC problem. Any PC opening Chest
other then original PC will be teleported to the closest waypoint
(WP_BankLobby) and told to wait their turn. :)
1.3 Fixed Blank Template Bug. Items that are split or bought from
Merchants can now be placed into the Bank Vault.
Fixed problem where item were being listed as unidentified even though
they were list as ID when placed into Bank Vault.
1.4 Added a Storage Limit variable to limit items per PC that can be stored
into Bank Chest. Currently set to 20. Change the iStorageLimit variable
in the bank_inc.nss file to increase/decrease.
1.5 Fixed problem where gold was duplicating or dissapearing when adding more
then 50000 gold pieces to the Bank Chest. Changed Bank Chest so that you
don't need a WayPoint to transport any additonal PC's trying to access chest
after the first.
1.6 Added the ability to switch the Bank Chest(s) to be either Module wide Chests
(the same items appear no matter what Area you are in the Module), or Local
Chests (Items are stored in a Area can only be retrieved in that Area). These
options are controled by the "BankModule" variable in the Bank_inc.nss file.
Added a switch that will store all PC Bank Vault data into a single database,
(default "BankVault"), or create a seperate database for each Players's PC.
This should help in Persistent Worlds with cleaningup character data.
This is controlled with the "iSingleCamp" variable in the Bank_inc.nss file.
1.7 Added ablility to store unique objects that are not in the Module Pallette (aka no ResRef).
PC's can now store items from other modules into the BankVault. Added a
Anti-spam fixed to prevent users from duplicating items in BankVault.
*/
//:://////////////////////////////////////////////
//:: Created By: Clayten Gillis (a.k.a DragonsWake)
//:: Created On: December 17, 2002
//:://////////////////////////////////////////////
#include "bank_inc"
void main()
{
int iNumInv = 0;
int iConCount = 0;
int I = 0;
float fTime = 0.0;
string sBPName;
object oPC = GetLastClosedBy();
string PCKey = GetKey(oPC);
string UsingPC = GetCampaignString(sCampName, "PCUsingChest", OBJECT_SELF);
string sBPRef;
int iStackAmt = 0;
iCurUse = GetTimeMillisecond();
iLastUse = GetLocalInt(OBJECT_SELF, sEventTime);
SetLocalInt(OBJECT_SELF, sEventTime, iCurUse);
if ( (iCurUse == iLastUse))
{
ResetBank(OBJECT_SELF);
return;
}
if ( TestStringAgainstPattern(UsingPC, PCKey) == FALSE )
{
return;
}
if ( ! iSingleCamp )
{
sDataName = PCKey;
}
else
{
sDataName = sCampName;
}
if (! BankModule )
{
sBankKey = GetKey(OBJECT_SELF);
}
else
{
sBankKey = "";
}
//Debug
if (Debug)
{
SendMessageToPC(oPC, "On CLOSE ROUTINE");
SendMessageToPC(oPC, sBankKey);
}
oCurInvObj = GetFirstItemInInventory(OBJECT_SELF);
while ( GetIsObjectValid(oCurInvObj) == TRUE || GetResRef(oCurInvObj) == "nw_it_gold001") //Begin Processing Item in Inventory
{
iNumInv = iNumInv + 1;
sBPName = GetResRef(oCurInvObj);
if ( sBPName == "" )
{
//sBPName = GetTag(oCurInvObj);
//if ( sBPName == "")
//{
iUnique = 1;
sBPName = "UNIQUE";
//}
//else
//{
// iUnique = 0;
// }
}
else
{
iUnique = 0;
}
if ( sBPName == "nw_it_gold001")
{
iNumInv = EncodeGold(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey);
}
else
{
//Debug
if (Debug)
{
SendMessageToPC(oPC, "----------");
SendMessageToPC(oPC, "StackNum: "+IntToString(GetNumStackedItems(oCurInvObj)));
SendMessageToPC(oPC, "----------");
}
if (GetHasInventory(oCurInvObj) == TRUE )
{
iConCount = EncodeContainer(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey, iUnique);
//Debug
if (Debug)
{
SendMessageToPC(oPC, "iNumInv: "+IntToString(iNumInv));
SendMessageToPC(oPC, "iConCount: "+IntToString(iConCount));
}
while ( iNumInv < (iConCount - iHeaderCount) )
{
//Debug
if (Debug)
{
SendMessageToPC(oPC, "iNumInv: "+IntToString(iNumInv));
}
oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
iNumInv = iNumInv + 1;
}
iNumInv = iConCount;
}
else
{
if (GetNumStackedItems(oCurInvObj) > 1)
{
iNumInv = EncodeStackItem( oPC, oCurInvObj, iNumInv, sDataName, sBankKey, iUnique);
}
else
{
EncodeItem(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey, iUnique);
}
}
}
oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
}
//Debug
if (Debug)
{
SendMessageToPC(oPC, "BankCount: "+IntToString(iNumInv) );
}
SetCampaignInt(sDataName, "BankCount" + sBankKey, iNumInv, oPC);
//AssignCommand(oPC, ActionMoveAwayFromObject(OBJECT_SELF, FALSE, 5.0));
// Clean UP Items in Bank Chest
oCurInvObj = GetFirstItemInInventory(OBJECT_SELF);
while ( GetIsObjectValid(oCurInvObj) == TRUE ) //Begin Processing Item in Inventory
{
DestroyObject(oCurInvObj, fTime);
//Debug
if (Debug)
{
SendMessageToPC(oPC, "Item Destroyed" );
}
oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
}
SetCampaignInt(sCampName, "ChestNotOpen", 1, OBJECT_SELF);
//iBankChestNotOpen = 1;
//sPCUsingChest = "";
}