Areas and Fixes
Added CCOH and missing areas Changed some areas to be craftable, Fixed some on death issues, Fixed the Gaurd
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77
_module/nss/_open_tailor.nss
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77
_module/nss/_open_tailor.nss
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//#include "_persist_01a"
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#include "aps_include"
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void main()
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{
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object oPC = GetLastOpenedBy();
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//int iTailorSkill = GetTokenPair(oPC,13,9); // Tailoring (Credit Tony Edwards for catching a mis-typed token value here.. was originally using weaponcraft skill to determine tailor patterns. Thx Tony ;)
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int iTailorSkill = GetPersistentInt(oPC,"iTailorSkill","UOACraft"
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);
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int iTailorChance = iTailorSkill;
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if (GetItemPossessedBy(oPC,"NoDrop_SkillLogBook")==OBJECT_INVALID)
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{
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CreateItemOnObject("skilllogbook",oPC,1);
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}
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if (iTailorChance < 350)
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{
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iTailorChance = GetAbilityScore(oPC,ABILITY_DEXTERITY)*5;
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iTailorChance = iTailorChance+(GetAbilityScore(oPC,ABILITY_STRENGTH)*3);
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iTailorChance = iTailorChance+(GetAbilityScore(oPC,ABILITY_WISDOM)*2);
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iTailorChance = iTailorChance*3;
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if (iTailorChance>350)iTailorChance=350;
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if (iTailorSkill > iTailorChance) iTailorChance=iTailorSkill;
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}
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int iLeatherType = GetLocalInt(oPC,"iUseLeatherType");
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if (iLeatherType != 0)CreateItemOnObject("flagswitch023",OBJECT_SELF,1);
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if (iLeatherType != 1)CreateItemOnObject("flagswitch024",OBJECT_SELF,1);
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if (iLeatherType != 2)CreateItemOnObject("flagswitch025",OBJECT_SELF,1);
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if (iLeatherType ==2) iTailorChance = iTailorChance - 100;
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if (iLeatherType ==3) iTailorChance = iTailorChance - 200;
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if (iTailorChance>200)CreateItemOnObject("aarcl314",OBJECT_SELF,1); // Padded Armor
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if (iTailorChance>300)CreateItemOnObject("aarcl313",OBJECT_SELF,1); // Leather Armor
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if (iTailorChance>400)CreateItemOnObject("gloves010",OBJECT_SELF,1); // Leather Gloves
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if (iTailorChance>450)CreateItemOnObject("pattern052",OBJECT_SELF,1); // Soft Leather Boots
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if (iTailorChance>500)CreateItemOnObject("aarcl312",OBJECT_SELF,1); // Studded Leather Armor
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if (iTailorChance>510)CreateItemOnObject("pattern038",OBJECT_SELF,1); // Small Leather Bag
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if (iTailorChance>520)CreateItemOnObject("aarcl346",OBJECT_SELF,1); // Silver Studded Leather Armor
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if (iTailorChance>520)CreateItemOnObject("aarcl318",OBJECT_SELF,1); // Dull Copper Studded Leather Armor
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if (iTailorChance>540)CreateItemOnObject("aarcl322",OBJECT_SELF,1); // Shadow Iron Studded Leather Armor
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if (iTailorChance>550)CreateItemOnObject("belt010",OBJECT_SELF,1); // Leather Belt
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if (iTailorChance>560)CreateItemOnObject("aarcl326",OBJECT_SELF,1); // Copper Studded Leather Armor
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if (iTailorChance>575)CreateItemOnObject("pattern054",OBJECT_SELF,1); // Hard Leather Boots
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if (iTailorChance>580)CreateItemOnObject("aarcl330",OBJECT_SELF,1); // Bronze Studded Leather Armor
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if (iTailorChance>600)CreateItemOnObject("aarcl362",OBJECT_SELF,1); // Gold Studded Leather Armor
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if (iTailorChance>625)CreateItemOnObject("pattern047",OBJECT_SELF,1); // Medium Leather Bag
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if (iTailorChance>650)CreateItemOnObject("aarcl334",OBJECT_SELF,1); // Agapite Studded Leather Armor
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if (iTailorChance>650)CreateItemOnObject("aarcl358",OBJECT_SELF,1); // Platinum Studded Leather Armor
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if (iTailorChance>700)CreateItemOnObject("aarcl338",OBJECT_SELF,1); // Verite Studded Leather Armor
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if (iTailorChance>700)CreateItemOnObject("aarcl350",OBJECT_SELF,1); // Mithril Studded Leather Armor
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if (iTailorChance>750)CreateItemOnObject("aarcl342",OBJECT_SELF,1); // Valorite Studded Leather Armor
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if (iTailorChance>750)CreateItemOnObject("aarcl354",OBJECT_SELF,1); // Adamantite Studded Leather Armor
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if (iTailorChance>750)CreateItemOnObject("pattern051",OBJECT_SELF,1); // Large Leather Bag
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// Search for and destroy any hidden 'body bags' from prior incarnations of this placeable
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object oSearchForBag = GetNearestObjectByTag("Body Bag",OBJECT_SELF,1);
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if (oSearchForBag == OBJECT_INVALID)return;
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object oBagItem = OBJECT_INVALID;
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if (GetDistanceToObject(oSearchForBag)<= 0.2)
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{
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//SendMessageToPC(GetFirstPC(),"Body bag found.. destroying contents..");
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oBagItem = GetFirstItemInInventory(oSearchForBag);
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while (oBagItem != OBJECT_INVALID)
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{
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//SendMessageToPC(GetFirstPC(),"Destroying : "+GetName(oBagItem));
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DestroyObject(oBagItem);
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oBagItem = GetNextItemInInventory(oSearchForBag);
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}
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DestroyObject(oSearchForBag,1.0);
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}
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}
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