Initial commit
Adding all of the current content for Anphillia Unlimited.
This commit is contained in:
475
_module/nss/dlg_lgs.nss
Normal file
475
_module/nss/dlg_lgs.nss
Normal file
@@ -0,0 +1,475 @@
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///////////////////////////////////////////////////////////////////////////////
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// dlg_lgs
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// written by: eyesolated
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// written at: Jan. 30, 2004
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//
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// Notes: the conditional/action script for the example dialog
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///////////
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// Includes
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//
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#include "eas_inc"
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#include "color_inc"
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#include "dlg_inc"
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#include "egs_inc"
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#include "ip_inc"
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#include "prc_misc_const"
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///////////////////////
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// Function Declaration
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//
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void SetMagicLevel(object oPC, int iLevel);
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int GetMagicLevel(object oPC);
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void DeleteMagicLevel(object oPC);
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void SetDesiredPropertyCount(object oPC, int iCount);
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int GetDesiredPropertyCount(object oPC);
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void DeleteDesiredPropertyCount(object oPC);
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void SetMainCategory(object oPC, int iMainCategory);
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int GetMainCategory(object oPC);
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void DeleteMainCategory(object oPC);
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void SetSubCategory(object oPC, int iSubCategory);
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int GetSubCategory(object oPC);
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void DeleteSubCategory(object oPC);
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void SetBaseItem(object oPC, int iBaseItem);
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int GetBaseItem(object oPC);
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void DeleteBaseItem(object oPC);
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void SetBlueprint(object oPC, string sBlueprint);
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string GetBlueprint(object oPC);
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void DeleteBlueprint(object oPC);
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////////////////
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// Function Code
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//
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void SetMagicLevel(object oPC, int iLevel)
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{
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SetLocalInt(oPC, "LGS_DLG_ML", iLevel);
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}
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int GetMagicLevel(object oPC)
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{
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return (GetLocalInt(oPC, "LGS_DLG_ML"));
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}
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void DeleteMagicLevel(object oPC)
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{
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DeleteLocalInt(oPC, "LGS_DLG_ML");
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}
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void SetDesiredPropertyCount(object oPC, int iCount)
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{
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SetLocalInt(oPC, "LGS_DLG_DPC", iCount);
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}
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int GetDesiredPropertyCount(object oPC)
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{
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return (GetLocalInt(oPC, "LGS_DLG_DPC"));
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}
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void DeleteDesiredPropertyCount(object oPC)
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{
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DeleteLocalInt(oPC, "LGS_DLG_DPC");
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}
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void SetMainCategory(object oPC, int iMainCategory)
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{
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SetLocalInt(oPC, "LGS_DLG_MC", iMainCategory);
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DeleteSubCategory(oPC);
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}
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int GetMainCategory(object oPC)
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{
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return (GetLocalInt(oPC, "LGS_DLG_MC"));
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}
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void DeleteMainCategory(object oPC)
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{
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DeleteLocalInt(oPC, "LGS_DLG_MC");
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DeleteSubCategory(oPC);
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}
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void SetSubCategory(object oPC, int iSubCategory)
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{
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SetLocalInt(oPC, "LGS_DLG_SC", iSubCategory);
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DeleteBaseItem(oPC);
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DeleteBlueprint(oPC);
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}
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int GetSubCategory(object oPC)
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{
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return (GetLocalInt(oPC, "LGS_DLG_SC"));
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}
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void DeleteSubCategory(object oPC)
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{
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DeleteLocalInt(oPC, "LGS_DLG_SC");
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DeleteBaseItem(oPC);
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DeleteBlueprint(oPC);
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}
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void SetBaseItem(object oPC, int iBaseItem)
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{
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SetLocalInt(oPC, "LGS_DLG_BI", iBaseItem);
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}
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int GetBaseItem(object oPC)
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{
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return (GetLocalInt(oPC, "LGS_DLG_BI"));
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}
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void DeleteBaseItem(object oPC)
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{
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DeleteLocalInt(oPC, "LGS_DLG_BI");
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}
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void SetBlueprint(object oPC, string sBlueprint)
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{
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SetLocalString(oPC, "LGS_DLG_BP", sBlueprint);
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}
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string GetBlueprint(object oPC)
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{
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return (GetLocalString(oPC, "LGS_DLG_BP"));
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}
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void DeleteBlueprint(object oPC)
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{
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DeleteLocalString(oPC, "LGS_DLG_BP");
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}
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void CreateItem(object oPC, int nForce)
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{
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int iDesiredPropertyCount = GetDesiredPropertyCount(oPC);
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if (iDesiredPropertyCount == 0)
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iDesiredPropertyCount = -1;
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int iMainCategory = GetMainCategory(oPC);
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int iSubCategory = GetSubCategory(oPC);
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int iBaseItem = GetBaseItem(oPC);
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string sBlueprint = GetBlueprint(oPC);
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if (iMainCategory == 0)
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iMainCategory = -1;
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if (iSubCategory == 0)
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iSubCategory = -1;
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if (iBaseItem == 0)
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iBaseItem = -1;
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object oItem;
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if (sBlueprint != "")
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oItem = CreateItemOnObject(sBlueprint, oPC);
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else
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oItem = CreateItemOnObject(egs_GetRandomItem(iMainCategory, iSubCategory, iBaseItem, -1, -1, TRUE), oPC);
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ip_InfuseItemWithMagic(oItem, GetMagicLevel(oPC), TRUE, TRUE, TRUE, nForce, iDesiredPropertyCount, GetMagicLevel(oPC));
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}
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void main()
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{
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object oPC = OBJECT_SELF;
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int iConditional = GetLocalInt(oPC, CS_DLG_PC_CONDITIONAL_ID);
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int iAction = GetLocalInt(oPC, CS_DLG_PC_ACTION_ID);
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string sNodeText = GetLocalString(oPC, CS_DLG_PC_NODETEXT);
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int iDesiredPropertyCount;
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int iMainCategory;
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int iSubCategory;
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int iBaseItem;
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string sBlueprint;
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switch (iConditional)
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{
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case -1: SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE); break;
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case 1:
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if (GetMagicLevel(oPC) == 0)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 2:
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if (GetMagicLevel(oPC) != 0)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 3:
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iMainCategory = GetMainCategory(oPC);
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if (iMainCategory != 0 &&
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(
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iMainCategory == CI_EGS_ITEM_MAIN_ARMOR ||
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iMainCategory == CI_EGS_ITEM_MAIN_ACCESSORY ||
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iMainCategory == CI_EGS_ITEM_MAIN_WEAPON
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)
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)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 4:
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if (GetSubCategory(oPC) != 0)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 51:
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if (GetMainCategory(oPC) == CI_EGS_ITEM_MAIN_ARMOR)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 52:
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if (GetMainCategory(oPC) == CI_EGS_ITEM_MAIN_ACCESSORY)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 53:
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if (GetMainCategory(oPC) == CI_EGS_ITEM_MAIN_WEAPON)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 54:
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if (GetMainCategory(oPC) == CI_EGS_ITEM_MAIN_AMMO)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 58:
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if (GetMainCategory(oPC) == CI_EGS_ITEM_UNDEFINED)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 60:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ARMOR_BODY_CLOTHING)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 61:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ARMOR_BODY_LIGHT)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 62:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ARMOR_BODY_MEDIUM)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 63:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ARMOR_BODY_HEAVY)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 64:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ARMOR_SHIELD)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 65:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ARMOR_HELMET)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 66:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 67:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_ACCESSORY_JEWELRY)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 68:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_WEAPON_MELEE)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 69:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_WEAPON_RANGED)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 70:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_WEAPON_THROWN)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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case 71:
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if (GetSubCategory(oPC) == CI_EGS_ITEM_SUB_WEAPON_STAFF)
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SetLocalInt(oPC, CS_DLG_PC_RESULT, TRUE);
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else
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SetLocalInt(oPC, CS_DLG_PC_RESULT, FALSE);
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break;
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}
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if (iAction >= 1 &&
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iAction <= 50)
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{
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SetMagicLevel(oPC, iAction);
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return;
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}
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object oItem;
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switch (iAction)
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{
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case -1: break;
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case 51: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_ARMOR); break;
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case 52: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_ACCESSORY); break;
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case 53: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_WEAPON); break;
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case 54: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_AMMO); SetSubCategory(oPC, CI_EGS_ITEM_UNDEFINED); break;
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case 55: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_RODWAND); SetSubCategory(oPC, CI_EGS_ITEM_UNDEFINED); break;
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case 56: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_CONTAINER); SetSubCategory(oPC, CI_EGS_ITEM_UNDEFINED); break;
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case 57: SetMainCategory(oPC, CI_EGS_ITEM_MAIN_BOMB); SetSubCategory(oPC, CI_EGS_ITEM_UNDEFINED); break;
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case 58: SetMainCategory(oPC, CI_EGS_ITEM_UNDEFINED); SetSubCategory(oPC, CI_EGS_ITEM_UNDEFINED); break;
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case 60: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ARMOR_BODY_CLOTHING); break;
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case 61: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ARMOR_BODY_LIGHT); break;
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case 62: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ARMOR_BODY_MEDIUM); break;
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case 63: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ARMOR_BODY_HEAVY); break;
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case 64: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ARMOR_SHIELD); break;
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case 65: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ARMOR_HELMET); SetBaseItem(oPC, BASE_ITEM_HELMET); break;
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case 66: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ACCESSORY_CLOTHING); break;
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case 67: SetSubCategory(oPC, CI_EGS_ITEM_SUB_ACCESSORY_JEWELRY); break;
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case 68: SetSubCategory(oPC, CI_EGS_ITEM_SUB_WEAPON_MELEE); break;
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case 69: SetSubCategory(oPC, CI_EGS_ITEM_SUB_WEAPON_RANGED); break;
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case 70: SetSubCategory(oPC, CI_EGS_ITEM_SUB_WEAPON_THROWN); break;
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case 71: SetSubCategory(oPC, CI_EGS_ITEM_SUB_WEAPON_STAFF); break;
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case 80: DeleteDesiredPropertyCount(oPC); break;
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case 81: SetDesiredPropertyCount(oPC, 1); break;
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case 82: SetDesiredPropertyCount(oPC, 2); break;
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case 83: SetDesiredPropertyCount(oPC, 3); break;
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case 84: SetDesiredPropertyCount(oPC, 4); break;
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case 85: SetDesiredPropertyCount(oPC, 5); break;
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case 100: SetBlueprint(oPC, "i_egs_tunic01"); break;
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case 101: SetBlueprint(oPC, "i_egs_robe01"); break;
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case 110: SetBlueprint(oPC, "i_egs_parmor01"); break;
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case 111: SetBlueprint(oPC, "i_egs_larmor01"); break;
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case 112: SetBlueprint(oPC, "i_egs_slarmor01"); break;
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case 113: SetBlueprint(oPC, "i_egs_cshirt01"); break;
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case 120: SetBlueprint(oPC, "i_egs_harmor01"); break;
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case 121: SetBlueprint(oPC, "i_egs_cmail01"); break;
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case 122: SetBlueprint(oPC, "i_egs_scmail01"); break;
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case 123: SetBlueprint(oPC, "i_egs_bplate01"); break;
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case 130: SetBlueprint(oPC, "i_egs_bmail01"); break;
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case 131: SetBlueprint(oPC, "i_egs_spmail01"); break;
|
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case 132: SetBlueprint(oPC, "i_egs_hplate01"); break;
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case 133: SetBlueprint(oPC, "i_egs_fplate01"); break;
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case 140: SetBaseItem(oPC, BASE_ITEM_SMALLSHIELD); break;
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case 141: SetBaseItem(oPC, BASE_ITEM_LARGESHIELD); break;
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case 142: SetBaseItem(oPC, BASE_ITEM_TOWERSHIELD); break;
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case 150: SetBaseItem(oPC, BASE_ITEM_BELT); break;
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case 151: SetBaseItem(oPC, BASE_ITEM_BOOTS); break;
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case 152: SetBaseItem(oPC, BASE_ITEM_BRACER); break;
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case 153: SetBaseItem(oPC, BASE_ITEM_CLOAK); break;
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case 154: SetBaseItem(oPC, BASE_ITEM_GLOVES); break;
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case 160: SetBaseItem(oPC, BASE_ITEM_AMULET); break;
|
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case 161: SetBaseItem(oPC, BASE_ITEM_RING); break;
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||||
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case 170: SetBaseItem(oPC, BASE_ITEM_CLUB); break;
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case 171: SetBaseItem(oPC, BASE_ITEM_DAGGER); break;
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case 172: SetBaseItem(oPC, BASE_ITEM_LIGHTMACE); break;
|
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case 173: SetBaseItem(oPC, BASE_ITEM_SICKLE); break;
|
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case 174: SetBaseItem(oPC, BASE_ITEM_SHORTSPEAR); break;
|
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case 175: SetBaseItem(oPC, BASE_ITEM_MORNINGSTAR); break;
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case 176: SetBaseItem(oPC, BASE_ITEM_QUARTERSTAFF); break;
|
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case 177: SetBaseItem(oPC, BASE_ITEM_BASTARDSWORD); break;
|
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case 178: SetBaseItem(oPC, BASE_ITEM_BATTLEAXE); break;
|
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case 179: SetBaseItem(oPC, BASE_ITEM_GREATAXE); break;
|
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case 180: SetBaseItem(oPC, BASE_ITEM_GREATSWORD); break;
|
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case 181: SetBaseItem(oPC, BASE_ITEM_HALBERD); break;
|
||||
case 182: SetBaseItem(oPC, BASE_ITEM_HANDAXE); break;
|
||||
case 183: SetBaseItem(oPC, BASE_ITEM_HEAVYFLAIL); break;
|
||||
case 184: SetBaseItem(oPC, BASE_ITEM_LIGHTFLAIL); break;
|
||||
case 185: SetBaseItem(oPC, BASE_ITEM_LIGHTHAMMER); break;
|
||||
case 186: SetBaseItem(oPC, BASE_ITEM_LONGSWORD); break;
|
||||
case 187: SetBaseItem(oPC, BASE_ITEM_RAPIER); break;
|
||||
case 188: SetBaseItem(oPC, BASE_ITEM_SCIMITAR); break;
|
||||
case 189: SetBaseItem(oPC, BASE_ITEM_SHORTSWORD); break;
|
||||
case 190: SetBaseItem(oPC, BASE_ITEM_WARHAMMER); break;
|
||||
case 191: SetBaseItem(oPC, BASE_ITEM_DWARVENWARAXE); break;
|
||||
case 192: SetBaseItem(oPC, BASE_ITEM_DIREMACE); break;
|
||||
case 193: SetBaseItem(oPC, BASE_ITEM_DOUBLEAXE); break;
|
||||
case 194: SetBaseItem(oPC, BASE_ITEM_KAMA); break;
|
||||
case 195: SetBaseItem(oPC, BASE_ITEM_KATANA); break;
|
||||
case 196: SetBaseItem(oPC, BASE_ITEM_KUKRI); break;
|
||||
case 197: SetBaseItem(oPC, BASE_ITEM_SCYTHE); break;
|
||||
case 198: SetBaseItem(oPC, BASE_ITEM_TWOBLADEDSWORD); break;
|
||||
case 199: SetBaseItem(oPC, BASE_ITEM_WHIP); break;
|
||||
|
||||
//::PRC/CEP2 Weapons
|
||||
case 300: SetBaseItem(oPC, BASE_ITEM_LIGHT_LANCE); break;
|
||||
case 301: SetBaseItem(oPC, BASE_ITEM_HEAVY_PICK); break;
|
||||
case 302: SetBaseItem(oPC, BASE_ITEM_LIGHT_PICK); break;
|
||||
case 303: SetBaseItem(oPC, BASE_ITEM_SAI); break;
|
||||
case 304: SetBaseItem(oPC, BASE_ITEM_NUNCHAKU); break;
|
||||
case 305: SetBaseItem(oPC, BASE_ITEM_FALCHION); break;
|
||||
case 306: SetBaseItem(oPC, BASE_ITEM_SAP); break;
|
||||
case 307: SetBaseItem(oPC, BASE_ITEM_KATAR); break;
|
||||
case 308: SetBaseItem(oPC, BASE_ITEM_HEAVY_MACE); break;
|
||||
case 309: SetBaseItem(oPC, BASE_ITEM_MAUL); break;
|
||||
case 310: SetBaseItem(oPC, BASE_ITEM_DOUBLE_SCIMITAR); break;
|
||||
case 311: SetBaseItem(oPC, BASE_ITEM_GOAD); break;
|
||||
case 312: SetBaseItem(oPC, BASE_ITEM_EAGLE_CLAW); break;
|
||||
case 313: SetBaseItem(oPC, BASE_ITEM_ELVEN_LIGHTBLADE); break;
|
||||
case 314: SetBaseItem(oPC, BASE_ITEM_ELVEN_THINBLADE); break;
|
||||
case 315: SetBaseItem(oPC, BASE_ITEM_ELVEN_COURTBLADE); break;
|
||||
|
||||
case 210: SetBaseItem(oPC, BASE_ITEM_LIGHTCROSSBOW); break;
|
||||
case 211: SetBaseItem(oPC, BASE_ITEM_HEAVYCROSSBOW); break;
|
||||
case 212: SetBaseItem(oPC, BASE_ITEM_SLING); break;
|
||||
case 213: SetBaseItem(oPC, BASE_ITEM_LONGBOW); break;
|
||||
case 214: SetBaseItem(oPC, BASE_ITEM_SHORTBOW); break;
|
||||
|
||||
case 220: SetBaseItem(oPC, BASE_ITEM_DART); break;
|
||||
case 221: SetBaseItem(oPC, BASE_ITEM_THROWINGAXE); break;
|
||||
case 222: SetBaseItem(oPC, BASE_ITEM_SHURIKEN); break;
|
||||
|
||||
case 230: SetBaseItem(oPC, BASE_ITEM_ARROW); break;
|
||||
case 231: SetBaseItem(oPC, BASE_ITEM_BOLT); break;
|
||||
case 232: SetBaseItem(oPC, BASE_ITEM_BULLET); break;
|
||||
|
||||
case 240: SetBaseItem(oPC, BASE_ITEM_POTIONS); break;
|
||||
case 241: SetBaseItem(oPC, BASE_ITEM_THIEVESTOOLS); break;
|
||||
case 242: SetBaseItem(oPC, BASE_ITEM_HEALERSKIT); break;
|
||||
case 243: SetBaseItem(oPC, BASE_ITEM_TRAPKIT); break;
|
||||
case 244: SetBaseItem(oPC, BASE_ITEM_BOOK); break;
|
||||
|
||||
case 997: DeleteMagicLevel(oPC); break;
|
||||
case 998:
|
||||
DeleteMagicLevel(oPC);
|
||||
DeleteDesiredPropertyCount(oPC);
|
||||
DeleteMainCategory(oPC);
|
||||
break;
|
||||
case 999:
|
||||
CreateItem(oPC, FALSE);
|
||||
break;
|
||||
case 1000:
|
||||
CreateItem(oPC, TRUE);
|
||||
break;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user