/* This is the function that does most of the storage work. Basically there's and array of slots for each chest and they are flagged as occupied (an item is stored there, or unoccupied and they don't hold an item, so there's a parallel database variable int set up to coincide with the actual stored campaign object. I had to do this because there was no way to keep track of the objects in the database without actually recreating them oddly enough. This works though, when a new object is placed in a container it searches for an unflagged spot to store the item in the database and if it finds one it only does a single database write which is alot more computer friendly than doing a dump of the entire invo at once. */ #include "her_persist_inc" void main() { object oItem = GetInventoryDisturbItem(); object oPC = GetLastDisturbed(); //SpeakString(GetName(oPC)); if(GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_ADDED && oPC != OBJECT_INVALID) { AddItem(oItem, OBJECT_SELF); //SpeakString("Adding Item"); } if(GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_REMOVED && oPC != OBJECT_INVALID) { DelItem(oItem, OBJECT_SELF); //SpeakString("Deleting Item"); } }