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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248
_module/nss/_use_rubble.nss
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248
_module/nss/_use_rubble.nss
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//#include "_persist_01a"
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void CheckAction(object oPC, object oSelf);
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void CreateAnObject(string sResource, object oPC);
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void ReplaceSelf(object oSelf, string sAppearance);
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void CreateNew(location lSelf, string sResSelf);
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void main()
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{
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object oSelf=OBJECT_SELF;
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object oPC=GetLastUsedBy();
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if (GetLocalInt(oPC,"iAmDigging")!= 0) return;
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if (GetLocalInt(oSelf,"iAmSetToDie")==0)SetLocalInt(oPC,"iAmDigging",99);
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DelayCommand(5.0,SetLocalInt(oPC,"iAmDigging",0));
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string sSelf=GetTag(oSelf);
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string sResource = "";
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string sSuccessString = "";
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string sFailString = "";
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string sOldSkill = "";
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string sOldSkill2 = "";
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string sAppearance;
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//int iDigSkill=GetTokenPair(oPC,14,3);
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int iDigSkill = GetCampaignInt("UOACraft","iDigSkill",oPC);
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int iDigChance=iDigSkill;
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int iSuccess=0;
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int iToolBreak=GetLocalInt(oPC,"iToolWillBreak");
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int iRandom = 0;
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int iMaxDig = GetLocalInt(oSelf,"iMaxDig");
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if (iMaxDig==0)
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{
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iMaxDig=d4(3)+9;
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SetLocalInt(oSelf,"iMaxDig",iMaxDig);
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}
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object oTool=OBJECT_INVALID;
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if (iDigChance < 350)
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{
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iDigChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5;
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iDigChance = iDigChance + (GetAbilityScore(oPC,ABILITY_CONSTITUTION)*3);
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iDigChance = iDigChance + (GetAbilityScore(oPC,ABILITY_DEXTERITY)*2);
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iDigChance = iDigChance*3;
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if (iDigChance >350) iDigChance = 350;
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if (iDigSkill>iDigChance)iDigChance=iDigSkill;
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}
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if (sSelf == "DIG_CLAY")
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{
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oTool = GetItemPossessedBy(oPC,"TOOL_SHOVEL");
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if (oTool==OBJECT_INVALID)
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{
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FloatingTextStringOnCreature("You must have a shovel in order to dig clay.",oPC,FALSE);
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return;
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}
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sAppearance="temporaryrubble1";
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sResource = "clay";
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sSuccessString = "You manage to dig out a lump of pliable clay.";
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sFailString = "You dig for a while but do not find any useable clay.";
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PlaySound ("as_cv_mineshovl1");
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}
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if (sSelf == "DIG_SAND")
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{
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oTool = GetItemPossessedBy(oPC,"TOOL_SHOVEL");
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if (oTool==OBJECT_INVALID)
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{
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FloatingTextStringOnCreature("You must have a shovel in order to dig sand.",oPC,FALSE);
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return;
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}
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sResource = "sandbag";
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sAppearance="temporaryrubble2";
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sSuccessString = "You manage to dig out a bagful of fine quality sand.";
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sFailString = "You dig for a while but do not find any useable sand.";
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PlaySound ("as_cv_mineshovl2");
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}
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if (sSelf == "DIG_SALT")
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{
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oTool = GetItemPossessedBy(oPC,"TOOL_SHOVEL");
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if (oTool==OBJECT_INVALID)
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{
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FloatingTextStringOnCreature("You must have a shovel in order to dig salt.",oPC,FALSE);
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return;
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}
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sResource = "saltblock";
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sAppearance="temporaryrubble2";
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sSuccessString = "You manage to dig out a chunk of pure salt.";
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sFailString = "You dig for a while but do not find any pure salt.";
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PlaySound ("as_cv_mineshovl3");
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}
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if (sSelf == "DIG_LIME")
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{
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oTool = GetItemPossessedBy(oPC,"TOOL_SHOVEL");
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if (oTool==OBJECT_INVALID)
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{
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FloatingTextStringOnCreature("You must have a shovel in order to dig lime.",oPC,FALSE);
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return;
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}
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sResource = "limeblock";
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sAppearance="temporaryrubble2";
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sSuccessString = "You manage to dig out a chunk of pure lime.";
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sFailString = "You dig for a while but do not find any pure lime.";
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PlaySound ("as_cv_mineshovl3");
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}
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if (sSelf == "DIG_SULPHUR")
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{
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oTool = GetItemPossessedBy(oPC,"TOOL_SHOVEL");
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if (oTool==OBJECT_INVALID)
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{
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FloatingTextStringOnCreature("You must have a shovel in order to dig sulphur.",oPC,FALSE);
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return;
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}
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sResource = "sulphur";
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sAppearance="temporaryrubble1";
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sSuccessString = "You manage to dig out a chunk of pure sulphur.";
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sFailString = "You dig for a while but do not find any pure sulphur.";
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PlaySound ("as_cv_mineshovl3");
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}
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//FloatingTextStringOnCreature("Digging...",oPC,FALSE);
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iRandom = Random(1000);
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AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_GET_MID,1.0,5.0));
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if (iRandom <= iDigChance)
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{
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DelayCommand(5.0,FloatingTextStringOnCreature(sSuccessString,oPC,FALSE));
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iMaxDig--;
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SetLocalInt(oSelf,"iMaxDig",iMaxDig);
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if (iMaxDig==1)
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{
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SetLocalInt(oSelf,"iAmSetToDie",99);
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SetLocalInt(oPC,"iAmDigging",0);
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DelayCommand(3.0,FloatingTextStringOnCreature("The deposit has run out!",oPC,FALSE));
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DelayCommand(6.5,ReplaceSelf(oSelf,sAppearance));
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}
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iSuccess = 1;
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DelayCommand(6.0,CreateAnObject(sResource,oPC));
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if (iMaxDig>1) DelayCommand(5.5,AssignCommand(oPC,CheckAction(oPC,oSelf)));
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if (Random(1000)> iDigSkill)
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{
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if (d10(1)+1>= iDigSkill/1000)
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{
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if (GetLocalInt(oPC,"iSkillGain")==0)
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{
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if (iMaxDig>1)SetLocalInt(oPC,"iSkillGain",99);
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DelayCommand(10.0,SetLocalInt(oPC,"iSkillGain",0));
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iDigSkill++;
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sOldSkill2 = IntToString(iDigSkill);
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sOldSkill = "."+GetStringRight(sOldSkill2,1);
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if (iDigSkill > 9)
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{
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sOldSkill = GetStringLeft(sOldSkill2,GetStringLength(sOldSkill2)-1)+sOldSkill;
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}
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else
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{
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sOldSkill = "0"+sOldSkill;
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}
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if (iDigSkill <= 1000)
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{
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//DelayCommand(5.5,SetTokenPair(oPC,14,3,iDigSkill));
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DelayCommand(6.0,SetCampaignInt("UOACraft","iDigSkill",iDigSkill,oPC));
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DelayCommand(6.0,SendMessageToPC(oPC,"=================================="));
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DelayCommand(6.0,SendMessageToPC(oPC,"Your skill in digging has gone up!"));
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DelayCommand(6.0,SendMessageToPC(oPC,"Current digging skill : "+ sOldSkill+"%"));
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DelayCommand(6.0,SendMessageToPC(oPC,"=================================="));
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if (GetLocalInt(GetModule(),"_UOACraft_XP")!=0) DelayCommand(6.0,GiveXPToCreature(oPC,GetLocalInt(GetModule(),"_UOACraft_XP")));
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}
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}
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}
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}
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}
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else
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{
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switch (d8(1))
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{
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case 1:{sFailString="Your progress is slow...";break;}
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case 2:{sFailString="Your back is getting sore...";break;}
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case 3:{sFailString="Your arms are getting tired...";break;}
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case 4:{sFailString="You know there has to be some in here somewhere..";break;}
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case 5:{sFailString="This is back-breaking work!";break;}
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default:{break;}
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}
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DelayCommand(5.0,FloatingTextStringOnCreature(sFailString,oPC,FALSE));
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DelayCommand(5.5,AssignCommand(oPC,CheckAction(oPC,oSelf)));
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return;
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}
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if (iSuccess == 1)
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{
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iToolBreak++;
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if (iToolBreak > 100)
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{
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DelayCommand(6.0,FloatingTextStringOnCreature("Your tool has broken while digging..",oPC,FALSE));
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DestroyObject(oTool,6.0);
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iToolBreak = 0;
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}
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}
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SetLocalInt(oPC,"iToolWillBreak",iToolBreak);
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}
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void CheckAction(object oPC, object oSelf)
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{
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int iCurrentAction = GetCurrentAction(oPC);
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if (iCurrentAction == ACTION_MOVETOPOINT) return;
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if (iCurrentAction == ACTION_ATTACKOBJECT) return;
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if (iCurrentAction == ACTION_CASTSPELL) return;
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if (iCurrentAction == ACTION_REST) return;
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if (iCurrentAction == ACTION_PICKUPITEM) return;
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if (iCurrentAction == ACTION_SIT) return;
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if (GetDistanceBetween(oPC,oSelf) >2.5) return;
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AssignCommand(oPC,ActionInteractObject(oSelf));
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}
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void CreateAnObject(string sResource, object oPC)
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{
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CreateItemOnObject(sResource,oPC,1);
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return;
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}
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void ReplaceSelf(object oSelf, string sAppearance)
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{
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object oTemp;
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location lSelf;
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string sResSelf;
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sResSelf=GetResRef(oSelf);
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lSelf=GetLocation(oSelf);
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oTemp = CreateObject(OBJECT_TYPE_PLACEABLE,sAppearance,lSelf,FALSE);
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DestroyObject(oSelf,1.0);
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AssignCommand(oTemp,DelayCommand(3600.0,CreateNew(lSelf,sResSelf)));
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DestroyObject(oTemp,3630.0);
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return;
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}
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void CreateNew(location lSelf, string sResSelf)
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{
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CreateObject(OBJECT_TYPE_PLACEABLE,sResSelf,lSelf,FALSE);
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return;
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}
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