Initial upload
Initial upload.
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76
_module/nss/itemloss.nss
Normal file
76
_module/nss/itemloss.nss
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/**********************************
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ItemLossUponDeath()
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By: Panduh
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Date: 6/29/2002
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**********************************/
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void ItemLossUponDeath(object oPlayer)
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{
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// Find PC's current location
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location loc_Current = GetLocation(oPlayer);
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// Create a loot bag to hold PC's stuff.
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object oBagLoot = CreateObject(OBJECT_TYPE_PLACEABLE, "pclootbag", loc_Current);
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//Pick off the equipped items(I would love a stack/array to work with)
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object oChest = GetItemInSlot( INVENTORY_SLOT_CHEST, oPlayer);
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object oBelt = GetItemInSlot( INVENTORY_SLOT_BELT, oPlayer);
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object oCloak = GetItemInSlot( INVENTORY_SLOT_CLOAK, oPlayer);
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object oHead = GetItemInSlot( INVENTORY_SLOT_HEAD, oPlayer);
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object oLeftRing = GetItemInSlot( INVENTORY_SLOT_LEFTRING, oPlayer);
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object oRightRing = GetItemInSlot( INVENTORY_SLOT_RIGHTRING, oPlayer);
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object oAmulet = GetItemInSlot( INVENTORY_SLOT_NECK, oPlayer);
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object oBoots = GetItemInSlot( INVENTORY_SLOT_BOOTS, oPlayer);
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object oGloves = GetItemInSlot( INVENTORY_SLOT_ARMS, oPlayer);
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object oWeapon = GetItemInSlot( INVENTORY_SLOT_RIGHTHAND, oPlayer);
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object oOffhand = GetItemInSlot( INVENTORY_SLOT_LEFTHAND, oPlayer);
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// Pop all the valid equipment into the loot bag
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if (GetIsObjectValid(oChest))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oChest, oPlayer));
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}
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if (GetIsObjectValid(oBelt))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oBelt, oPlayer));
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}
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if (GetIsObjectValid(oCloak))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oCloak, oPlayer));
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}
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if (GetIsObjectValid(oHead))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oHead, oPlayer));
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}
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if (GetIsObjectValid(oLeftRing))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oLeftRing, oPlayer));
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}
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if (GetIsObjectValid(oRightRing))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oRightRing, oPlayer));
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}
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if (GetIsObjectValid(oAmulet))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oAmulet, oPlayer));
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}
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if (GetIsObjectValid(oBoots))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oBoots, oPlayer));
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}
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if (GetIsObjectValid(oGloves))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oGloves, oPlayer));
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}
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if (GetIsObjectValid(oWeapon))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oWeapon, oPlayer));
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}
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if (GetIsObjectValid(oOffhand))
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{
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AssignCommand(oBagLoot, ActionTakeItem(oOffhand, oPlayer));
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}
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// Loop thru the backpack and have loot bag "take" all the items
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object oItem = GetFirstItemInInventory(oPlayer);
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while ( GetIsObjectValid(oItem) == TRUE )
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{
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AssignCommand(oBagLoot, ActionTakeItem(oItem, oPlayer));
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oItem = GetNextItemInInventory(oPlayer);
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}
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}
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