void RemoveItems( object oTarget, int bInv = TRUE, int bGold = TRUE, int bSlots = FALSE, object oMoveTo = OBJECT_INVALID ) { object oItem ; int i ; // Remove all items in oTargets inventory if ( bInv == TRUE ) { oItem = GetFirstItemInInventory( oTarget ) ; while ( GetIsObjectValid( oItem ) ) { // Move items to oMoveTo if ( GetIsObjectValid( oMoveTo ) ) { CopyItem( oItem, oMoveTo, TRUE ) ; } DestroyObject( oItem ) ; oItem = GetNextItemInInventory( oTarget ) ; } } // Take all gold possessed by oTarget if ( bGold == TRUE ) { int nGold = GetGold( oTarget ) ; TakeGoldFromCreature( nGold, oTarget, TRUE ) ; // Create same amount of gold on oMoveTo if ( GetIsObjectValid( oMoveTo ) ) { // Gold can only be stacked to a max of 50000, so if oTarget has more // we'll need to divide it into smaller stacks if ( nGold > 50000 ) { int nStacks = FloatToInt( ( nGold / 50000.0 ) + 0.99999 ) ; for ( i = 0 ; i < nStacks ; i++ ) { CreateItemOnObject( "nw_it_gold001", oMoveTo, nGold ) ; nGold = nGold - 50000 ; } } else { CreateItemOnObject( "nw_it_gold001", oMoveTo, nGold ) ; } } } // Remove all items equiped by oTarget if ( bSlots == TRUE ) { int nSlot ; for ( nSlot = 0 ; nSlot < NUM_INVENTORY_SLOTS ; nSlot++ ) { oItem = GetItemInSlot( nSlot, oTarget ) ; if ( GetIsObjectValid( oItem ) ) { // Move items to oMoveTo if ( GetIsObjectValid( oMoveTo ) ) { CopyItem( oItem, oMoveTo, TRUE ) ; } DestroyObject( oItem ) ; } } } } void main() { object oPc; object oTarget; object oDest; location ldest; oPc = GetLastAttacker(); AssignCommand(oPc, ClearAllActions()); oDest = GetWaypointByTag("pr_cell"); DelayCommand(2.0,AssignCommand(oPc, ActionJumpToObject(oDest))); oTarget = oPc; ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_RESTORATION_GREATER),GetLocation(oTarget)); SurrenderToEnemies(); SetStandardFactionReputation(STANDARD_FACTION_COMMONER,80,oTarget); SetStandardFactionReputation(STANDARD_FACTION_DEFENDER,80,oTarget); ClearAllActions(); RemoveItems(oTarget,TRUE,TRUE,TRUE,GetObjectByTag("bailiff")); // Remove items from oTargets inventory // oTarget - The object to remove the items from // bInv - If this is true, the script will remove items from the inventory // bGold - If this is true, the script will also remove all gold // bSlots - If this is true, the script also removes items equiped by oTarget // oMoveTo - If an object is specified, all items and gold will be moved to this object SetCampaignInt("prison","cell",1); //now add the prison uniform and put it on. object oUniform = CreateItemOnObject("pr_outfit",oPc,1); AssignCommand(oPc,ActionEquipItem(oUniform,INVENTORY_SLOT_CARMOUR)); }