Added PnP Dire Rat.
Added PnP Dire Rat.
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245
nwn_dark_sun/bank_on_close.nss
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245
nwn_dark_sun/bank_on_close.nss
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//::///////////////////////////////////////////////
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//:: bank_on_close.nss
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//:: Bank Vault on Close file
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//:: Version 1.9
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//:://////////////////////////////////////////////
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/*
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1.0 Orginal Version
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1.1 Fixed problem with multiple opens where items from
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First opener where assign to Second, third, etc PC.
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OnDisturb checks to see if PC Adding/Removing items
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is the orginal Opener. Returns items if not.
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1.2 Made workaround for Blank Template Problem. OnDistrub returns
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any items or Containers that have or contain a blank Template
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returned by GetResRef() function back to original PC.
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Made workaround for Multiple PC problem. Any PC opening Chest
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other then original PC will be teleported to the closest waypoint
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(WP_BankLobby) and told to wait their turn. :)
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1.3 Fixed Blank Template Bug. Items that are split or bought from
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Merchants can now be placed into the Bank Vault.
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Fixed problem where item were being listed as unidentified even though
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they were list as ID when placed into Bank Vault.
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1.4 Added a Storage Limit variable to limit items per PC that can be stored
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into Bank Chest. Currently set to 20. Change the iStorageLimit variable
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in the bank_inc.nss file to increase/decrease.
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1.5 Fixed problem where gold was duplicating or dissapearing when adding more
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then 50000 gold pieces to the Bank Chest. Changed Bank Chest so that you
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don't need a WayPoint to transport any additonal PC's trying to access chest
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after the first.
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1.6 Added the ability to switch the Bank Chest(s) to be either Module wide Chests
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(the same items appear no matter what Area you are in the Module), or Local
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Chests (Items are stored in a Area can only be retrieved in that Area). These
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options are controled by the "BankModule" variable in the Bank_inc.nss file.
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Added a switch that will store all PC Bank Vault data into a single database,
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(default "BankVault"), or create a seperate database for each Players's PC.
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This should help in Persistent Worlds with cleaningup character data.
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This is controlled with the "iSingleCamp" variable in the Bank_inc.nss file.
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1.7 Added ablility to store unique objects that are not in the Module Pallette (aka no ResRef).
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PC's can now store items from other modules into the BankVault. Added a
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Anti-spam fixed to prevent users from duplicating items in BankVault.
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1.8 Added Hash code for Database tag names to break 32 character barrier in both Bank Vault
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and Personal Vault. NOTE: This makes version 1.8 uncompatible with any previous versions
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of Bank Vault. NEW: Personal Storage Vaults with Access Control. You can now
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assign a Vault to a indiviual owner. This owner can specify his own set of friends
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that can access his/her Vault all in game and real time. See instructions.
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1.9 Added the ability to switch the Bank Chest(s) to either have a seperate Vault
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for each Player's PC or to have a single Vault Space shared by every PC a Player
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creates. This is controlled with the "iPCGlobal" variable in the Bank_inc.nss file.
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Added the ability for the user to identify the Player by either his/her Player Name
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or by his/her Public CD Key. This is controlled with the "iCDKey" variable in the
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Bank_inc.nss file. This ability is only valid if you are using a single Vault Space.
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Fixed a duping exploit.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Clayten Gillis (a.k.a DragonsWake)
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//:: Created On: December 17, 2002
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//:://////////////////////////////////////////////
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#include "bank_inc"
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void main()
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{
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int iNumInv = 0;
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int iConCount = 0;
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int I = 0;
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float fTime = 0.0;
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string sBPName;
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object oPC = GetLastClosedBy();
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string PCKey = GetKey(oPC, 1);
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string sBPRef;
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int iStackAmt = 0;
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if ( ! iSingleCamp )
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{
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sDataName = PCKey;
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}
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else
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{
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sDataName = sCampName;
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}
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if (! BankModule )
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{
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sBankKey = GetKey(OBJECT_SELF, 0);
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}
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else
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{
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sBankKey = "";
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}
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if ( iPCGlobal )
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{
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sBankKey = sBankKey + GetKey(oPC, 0);
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}
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if ( iPCGlobal )
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{
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oItemID = OBJECT_SELF;
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}
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else
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{
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oItemID = oPC;
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}
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string UsingPC = GetLocalString(OBJECT_SELF, "PCUsingChest");
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iCurUse = GetTimeMillisecond();
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iLastUse = GetLocalInt(OBJECT_SELF, sEventTime);
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SetLocalInt(OBJECT_SELF, sEventTime, iCurUse);
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if ( (iCurUse == iLastUse))
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{
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ResetBank(OBJECT_SELF);
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return;
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}
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if ( TestStringAgainstPattern(UsingPC, PCKey) == FALSE )
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{
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return;
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}
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// Remove any other PC's that have opened chest except for the first PC so we can close
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//ClearVault(OBJECT_SELF);
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//Debug
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if (Debug)
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{
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SendMessageToPC(oPC, "On CLOSE ROUTINE");
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SendMessageToPC(oPC, sBankKey);
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}
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oCurInvObj = GetFirstItemInInventory(OBJECT_SELF);
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while ( GetIsObjectValid(oCurInvObj) == TRUE || GetResRef(oCurInvObj) == "nw_it_gold001") //Begin Processing Item in Inventory
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{
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iNumInv = iNumInv + 1;
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sBPName = GetResRef(oCurInvObj);
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if ( sBPName == "" )
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{
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//sBPName = GetTag(oCurInvObj);
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//if ( sBPName == "")
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//{
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iUnique = 1;
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sBPName = "UNIQUE";
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//}
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//else
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//{
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// iUnique = 0;
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// }
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}
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else
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{
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iUnique = 0;
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}
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if ( sBPName == "nw_it_gold001")
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{
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iNumInv = EncodeGold(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey);
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}
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else
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{
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//Debug
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if (Debug)
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{
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SendMessageToPC(oPC, "----------");
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SendMessageToPC(oPC, "StackNum: "+IntToString(GetNumStackedItems(oCurInvObj)));
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SendMessageToPC(oPC, "----------");
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}
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if (GetHasInventory(oCurInvObj) == TRUE )
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{
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iConCount = EncodeContainer(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey, iUnique);
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//Debug
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if (Debug)
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{
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SendMessageToPC(oPC, "iNumInv: "+IntToString(iNumInv));
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SendMessageToPC(oPC, "iConCount: "+IntToString(iConCount));
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}
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while ( iNumInv < (iConCount - iHeaderCount) )
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{
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//Debug
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if (Debug)
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{
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SendMessageToPC(oPC, "iNumInv: "+IntToString(iNumInv));
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}
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oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
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iNumInv = iNumInv + 1;
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}
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iNumInv = iConCount;
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}
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else
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{
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if (GetNumStackedItems(oCurInvObj) > 1)
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{
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iNumInv = EncodeStackItem( oPC, oCurInvObj, iNumInv, sDataName, sBankKey, iUnique);
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}
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else
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{
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if (sBPName != "chestdaemon")
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{
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EncodeItem(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey, iUnique);
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}
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}
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}
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}
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oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
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}
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//Debug
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if (Debug)
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{
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SendMessageToPC(oPC, "BankCount: "+IntToString(iNumInv) );
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}
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SetCampaignInt(sDataName, IntToString(HashID("BankCount" + sBankKey)), iNumInv, oItemID);
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//AssignCommand(oPC, ActionMoveAwayFromObject(OBJECT_SELF, FALSE, 5.0));
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// Clean UP Items in Bank Chest
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oCurInvObj = GetFirstItemInInventory(OBJECT_SELF);
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while ( GetIsObjectValid(oCurInvObj) == TRUE ) //Begin Processing Item in Inventory
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{
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DestroyObject(oCurInvObj, fTime);
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//Debug
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if (Debug)
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{
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SendMessageToPC(oPC, "Item Destroyed" );
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}
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oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
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}
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SetLocalInt(OBJECT_SELF, "ChestNotOpen", 1);
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//SetLocked(OBJECT_SELF, FALSE);
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//iBankChestNotOpen = 1;
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//sPCUsingChest = "";
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}
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