Initial Commit
Initial Commit
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69
_module/nss/craft_nextbelt.nss
Normal file
69
_module/nss/craft_nextbelt.nss
Normal file
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#include "x2_inc_itemprop"
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//This is actually the main function.
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void script(object oItem, object oPC)
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{
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int nCurrentApp = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_BELT );
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int nNewApp;
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switch (nCurrentApp)
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{
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case 0: nNewApp = 1; break;
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case 1: nNewApp = 2; break;
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case 2: nNewApp = 3; break;
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case 3: nNewApp = 4; break;
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case 4: nNewApp = 5; break;
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case 5: nNewApp = 6; break;
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case 6: nNewApp = 7; break;
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case 7: nNewApp = 8; break;
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case 8: nNewApp = 9; break;
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case 9: nNewApp = 10; break;
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case 10: nNewApp = 11; break;
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case 11: nNewApp = 12; break;
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case 12: nNewApp = 13; break;
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case 13: nNewApp = 14; break;
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case 14: nNewApp = 15; break;
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case 15: nNewApp = 16; break;
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case 16: nNewApp = 20; break;
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case 20: nNewApp = 21; break;
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case 21: nNewApp = 25; break;
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case 25: nNewApp = 26; break;
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case 26: nNewApp = 63; break;
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case 63: nNewApp = 112; break;
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case 112: nNewApp = 113; break;
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case 113: nNewApp = 114; break;
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case 114: nNewApp = 115; break;
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case 115: nNewApp = 152; break;
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case 152: nNewApp = 187; break;
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case 187: nNewApp = 188; break;
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case 188: nNewApp = 191; break;
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case 191: nNewApp = 0; break;
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default: nNewApp = 0; break;
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}
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object oModified = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_BELT, nNewApp, TRUE);
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SetItemCursedFlag(oModified, TRUE);
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if (oModified != OBJECT_INVALID) DestroyObject(oItem);
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ExecuteScript("craft_pcequip", oPC);
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return;
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}
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void main()
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{
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object oPC = GetPCSpeaker();
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int nSlot = 0;
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object oItem;
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//Check if the item being crafted is equipped
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while (nSlot < 18)
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{
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oItem = GetItemInSlot(nSlot, oPC);
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if (GetLocalInt(oItem, "Prototype") == TRUE) {script(oItem, oPC); return; }
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nSlot++;
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}
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//If the item is not equipped, search for it in the inventory
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oItem = GetFirstItemInInventory(oPC);
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while (GetIsObjectValid(oItem))
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{
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if (GetLocalInt(oItem, "Prototype") == TRUE) {script(oItem, oPC); return; }
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oItem = GetNextItemInInventory(oPC);
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}
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}
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