Initial Commit
Initial Commit
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87
_module/nss/craft_nextlbicep.nss
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87
_module/nss/craft_nextlbicep.nss
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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_LBICEP);
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int nNewApp;
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switch (nCurrentApp)
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{
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case 1: 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 = 30; break;
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case 30: nNewApp = 31; break;
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case 31: nNewApp = 32; break;
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case 32: nNewApp = 54; break;
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case 54: nNewApp = 55; break;
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case 55: nNewApp = 56; break;
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case 56: nNewApp = 57; break;
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case 57: nNewApp = 58; break;
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case 58: nNewApp = 59; break;
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case 59: nNewApp = 60; break;
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case 60: nNewApp = 61; break;
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case 61: nNewApp = 62; break;
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case 62: nNewApp = 101; break;
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case 101: nNewApp = 110; break;
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case 110: nNewApp = 111; break;
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case 111: nNewApp = 121; break;
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case 121: nNewApp = 122; break;
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case 122: nNewApp = 123; break;
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case 123: nNewApp = 124; break;
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case 124: nNewApp = 125; break;
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case 125: nNewApp = 126; break;
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case 126: nNewApp = 127; break;
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case 127: nNewApp = 128; break;
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case 128: nNewApp = 129; break;
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case 129: nNewApp = 130; break;
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case 130: nNewApp = 131; break;
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case 131: nNewApp = 132; break;
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case 132: nNewApp = 133; break;
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case 133: nNewApp = 134; break;
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case 134: nNewApp = 135; break;
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case 135: nNewApp = 136; break;
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case 136: nNewApp = 160; break;
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case 160: nNewApp = 161; break;
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case 161: nNewApp = 186; break;
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case 186: nNewApp = 1; 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_LBICEP, 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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