110 lines
3.5 KiB
Plaintext
110 lines
3.5 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: FileName henchmanmng_else
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//:://////////////////////////////////////////////
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//:: This script will cause the henchman to give the PC all their non-armor
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//:: possessions within a bag of holding. The PC will arrange the
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//:: possessions, and then use dialog to give the bag back to the
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//:: henchman.
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//:://////////////////////////////////////////////
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//:: Created By: Pausanias
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//:://////////////////////////////////////////////
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#include "hench_i0_ident"
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#include "hench_i0_generic"
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void main()
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{
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object oItem, oBag;
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int i;
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// Set the variables
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// This variable is checked for in dialogue. HenchmanInv = 1
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// means that the PC has the Henchman's inventory.
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SetLocalInt(OBJECT_SELF, "HenchmanInv", 1);
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// Give the PC a bag of holding or other container.
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ExecuteScript("henchbagtype",OBJECT_SELF);
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string sBagTag = GetLocalString(OBJECT_SELF,"ContainerType");
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if (GetStringLength(sBagTag) < 2) sBagTag = "NW_IT_CONTAIN006";
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oBag = CreateItemOnObject(sBagTag,GetPCSpeaker(),1);
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// If PC is low-level, the bag sometimes wont' identify for some reason.
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SetIdentified(oBag,TRUE);
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// The script henchmanequip will have to refer to this bag, so create
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// a pointer to it.
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SetLocalObject(OBJECT_SELF,"HenchBag",oBag);
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// First go through the backpack.
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int iMaxGPIdentify = HenchGetMaxGPToIdentify();
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oItem = GetFirstItemInInventory(OBJECT_SELF);
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while (oItem != OBJECT_INVALID)
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{
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switch (GetBaseItemType(oItem))
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{
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case BASE_ITEM_ARMOR:
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case BASE_ITEM_CLOAK:
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case BASE_ITEM_BOOTS:
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case BASE_ITEM_HELMET:
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case BASE_ITEM_SMALLSHIELD:
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case BASE_ITEM_LARGESHIELD:
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case BASE_ITEM_TOWERSHIELD:
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break;
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case BASE_ITEM_DAGGER:
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// prevent pixie dagger from being given up
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if (!GetDroppableFlag(oItem))
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{
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break;
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}
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default:
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HenchIdentifyItem(oItem, iMaxGPIdentify);
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DelayCommand(0.2, ActionGiveItem(oItem, oBag));
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break;
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}
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oItem = GetNextItemInInventory(OBJECT_SELF);
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}
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// Next go through all the equipped items. DO NOT transfer creature
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// items to the PC!
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ClearAllActions();
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for(i = 0; i < NUM_INVENTORY_SLOTS; ++i)
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{
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oItem = GetItemInSlot(i,OBJECT_SELF);
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if (oItem != OBJECT_INVALID)
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{
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switch (GetBaseItemType(oItem))
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{
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case BASE_ITEM_ARMOR:
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case BASE_ITEM_CLOAK:
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case BASE_ITEM_BOOTS:
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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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case BASE_ITEM_HELMET:
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case BASE_ITEM_SMALLSHIELD:
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case BASE_ITEM_LARGESHIELD:
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case BASE_ITEM_TOWERSHIELD:
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break;
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case BASE_ITEM_DAGGER:
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// prevent pixie dagger from being given up
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if (!GetDroppableFlag(oItem))
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{
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break;
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}
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default:
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SetIdentified(oItem, TRUE);
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DelayCommand(0.2, ActionGiveItem(oItem, oBag));
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break;
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}
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}
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}
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}
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