//::////////////////////////////////////////////////// //:: prc_pwonspawn /* * Fire onSpawn stuff not already in the PRC's * nw_c2_default9 script. */ //::////////////////////////////////////////////////// #include "ms_name_inc" void NoDropGear(object oNPC) { // List of all possible equipped item slots int SLOT_MIN = INVENTORY_SLOT_HEAD; int SLOT_MAX = INVENTORY_SLOT_BOLTS; // Variable to iterate through slots int i; // Iterate through each slot and unset the droppable flag if there's an item equipped for (i = SLOT_MIN; i <= SLOT_MAX; i++) { object oItem = GetItemInSlot(i, oNPC); if (GetIsObjectValid(oItem)) { SetDroppableFlag(oItem, FALSE); } } } /* void DropAllGear(object oNPC); void DropArmor(object oNPC); void DropHeldItems(object oNPC); void DropAllGear(object oNPC) { object oItem = GetFirstItemInInventory(oNPC); while (GetIsObjectValid(oItem)) { if (!GetItemCursedFlag(oItem)) { SetItemCursedFlag(oItem, FALSE); SetDroppableFlag(oItem, TRUE); } oItem = GetNextItemInInventory(oNPC); } } void DropArmor(object oNPC) { //:: Armor slot object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC); if (GetIsObjectValid(oItem)) { if (!GetItemCursedFlag(oItem)) { SetItemCursedFlag(oItem, FALSE); SetDroppableFlag(oItem, TRUE); } } } void DropHeldItems(object oNPC) { //:: Left hand slot object oItem = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC); if (GetIsObjectValid(oItem)) { if (!GetItemCursedFlag(oItem)) { SetItemCursedFlag(oItem, FALSE); SetDroppableFlag(oItem, TRUE); } } //:: Right hand slot oItem = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC); if (GetIsObjectValid(oItem)) { if (!GetItemCursedFlag(oItem)) { SetItemCursedFlag(oItem, FALSE); SetDroppableFlag(oItem, TRUE); } } } */ void main() { object oNPC = OBJECT_SELF; //:: Sets all worn gear to undroppable. NoDropGear(oNPC); /* DelayCommand(0.0f, DropArmor(oNPC)); DelayCommand(0.0f, DropHeldItems(oNPC)); */ //:: Markshire Nomeclature ms_Nomenclature(oNPC); }