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HeroesStone_PRC8/_module/nss/tlr_copynpccloak.nss
Jaysyn904 1eefc84201 Initial Commit
Initial Commit.
2025-09-14 15:40:46 -04:00

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//Created by 420 for the CEP
//Copy NPC cloak to PC cloak
//Based on script tlr_copynpchelm.nss by Stacy L. Ropella
object oPC = GetPCSpeaker();
object CopyItemAppearance(object oSource, object oTarget);
int CompareAC(object oFirst, object oSecond);
// Get a Cached 2DA string. If its not cached read it from the 2DA file and cache it.
string GetCachedACBonus(string sFile, int iRow);
void main()
{
object oNPCItem = GetItemInSlot(INVENTORY_SLOT_CLOAK, OBJECT_SELF);
object oPCItem = GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC);
//int iCost = GetGoldPieceValue(oNPCItem) + FloatToInt(IntToFloat(GetGoldPieceValue(oPCItem)) * 0.2f);
int iCost = GetLocalInt(OBJECT_SELF, "CURRENTPRICE");
if (GetGold(oPC) < iCost) {
SendMessageToPC(oPC, "This outfit costs" + IntToString(iCost) + " gold to copy!");
return;
}
TakeGoldFromCreature(iCost, oPC, TRUE);
// Copy the appearance
object oNew = CopyItemAppearance(oNPCItem, oPCItem);
SetLocalInt(oNew, "mil_EditingItem", TRUE);
// Copy the cloak back to the PC
object oOnPC = CopyItem(oNew, oPC, TRUE);
DestroyObject(oNew);
// Equip the cloak
DelayCommand(0.5f, AssignCommand(oPC, ActionEquipItem(oOnPC, INVENTORY_SLOT_CLOAK)));
// Set cloak editable again
DelayCommand(3.0f, DeleteLocalInt(oOnPC, "mil_EditingItem"));
}
object CopyItemAppearance(object oSource, object oTarget) {
object oChest = GetObjectByTag("ClothingBuilder");
int iSourceValue;
object oCurrent, oNew;
////// Copy To Chest
oCurrent = oTarget;
oNew = CopyItem(oCurrent, oChest, TRUE);
DestroyObject(oCurrent);
////// Copy Colors
// Cloth 1
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1, iSourceValue, TRUE);
DestroyObject(oCurrent);
// Cloth 2
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2, iSourceValue, TRUE);
DestroyObject(oCurrent);
// Leather 1
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1, iSourceValue, TRUE);
DestroyObject(oCurrent);
// Leather 2
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2, iSourceValue, TRUE);
DestroyObject(oCurrent);
// Metal 1
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1, iSourceValue, TRUE);
DestroyObject(oCurrent);
// Metal 2
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2, iSourceValue, TRUE);
DestroyObject(oCurrent);
////// Copy Design
iSourceValue = GetItemAppearance(oSource, ITEM_APPR_TYPE_SIMPLE_MODEL, 0);
oCurrent = oNew;
oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_SIMPLE_MODEL, 0, iSourceValue, TRUE);
DestroyObject(oCurrent);
return oNew;
}