Initial Commit
Initial Commit [v1.01]
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66
_module/nss/henchmanshow.nss
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66
_module/nss/henchmanshow.nss
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//::///////////////////////////////////////////////
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//:: FileName henchmanshow
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//:://////////////////////////////////////////////
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//:: This script will cause the henchman to tell the PC
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//:: the full contents of his inventory.
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//:://////////////////////////////////////////////
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//:: Created By: Pausanias
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//:: Created On: 6/28/2002 20:43:15
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//:://////////////////////////////////////////////
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#include "hench_i0_ident"
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#include "hench_i0_strings"
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// Pausanias's modification: correct for bard lore.
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void main()
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{
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int i, nItem=0;
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int iMaxGPIdentify = HenchGetMaxGPToIdentify();
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object oItem;
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// First go through all the equipped slots
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for (i = 0; i < NUM_INVENTORY_SLOTS; ++i)
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{
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oItem = GetItemInSlot(i);
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if (oItem != OBJECT_INVALID)
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//We don't want to report any creature items; that would be odd
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switch (GetBaseItemType(oItem))
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{
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case BASE_ITEM_CREATUREITEM:
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case BASE_ITEM_CBLUDGWEAPON:
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case BASE_ITEM_CSLASHWEAPON:
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case BASE_ITEM_CSLSHPRCWEAP:
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case BASE_ITEM_CPIERCWEAPON:
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break;
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default:
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// GetName doesn't care whether the object is identified, so
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// we have to check ourselves.
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if(HenchIdentifyItem(oItem, iMaxGPIdentify))
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SpeakString(GetName(oItem) + sHenchShowEquipKnown +
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IntToString(GetNumStackedItems(oItem)));
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else
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SpeakString(sHenchShowEquipUnknown +
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IntToString(GetNumStackedItems(oItem)));
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++nItem;
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}
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}
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// Now loop through the items in the backpack.
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oItem = GetFirstItemInInventory();
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while (oItem != OBJECT_INVALID) {
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if(HenchIdentifyItem(oItem, iMaxGPIdentify))
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SpeakString(GetName(oItem) + sHenchShowInventoryKnown +
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IntToString(GetNumStackedItems(oItem)));
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else
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SpeakString(sHenchShowInventoryUnknown +
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IntToString(GetNumStackedItems(oItem)));
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oItem = GetNextItemInInventory();
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++nItem;
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}
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if (nItem == 0) SpeakString(sHenchShowNoItems);
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}
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