Added PnP Dire Rat.
Added PnP Dire Rat.
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159
nwn_dark_sun/bank_on_dist.nss
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159
nwn_dark_sun/bank_on_dist.nss
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//::///////////////////////////////////////////////
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//:: bank_on_dist.nss
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//:: Bank Vault on Disturb Inventory 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 items 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 21, 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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object oPC = GetLastDisturbed();
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object oItem = GetInventoryDisturbItem();
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string sPCKey = GetKey(oPC, 1);
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string sBankKey = GetKey(OBJECT_SELF, 0);
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string sUsingPC = GetLocalString(OBJECT_SELF, "PCUsingChest");
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int iDisturbType = 0;
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string sBPName = GetResRef(oItem);
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int iCount = 0;
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object oSpawn;
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iDisturbType = GetInventoryDisturbType();
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// This is now possible, so for the case.
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if ( TestStringAgainstPattern(sUsingPC, sPCKey) == FALSE )
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{
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//iDisturbType = GetInventoryDisturbType();
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if (iDisturbType == INVENTORY_DISTURB_TYPE_ADDED)
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{
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SendMessageToPC(oPC, "Someone is using this Chest. Please Wait.");
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AssignCommand(OBJECT_SELF, ActionGiveItem(oItem, oPC));
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}
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if (iDisturbType == INVENTORY_DISTURB_TYPE_REMOVED)
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{
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SendMessageToPC(oPC, "Someone is using this Chest. You cannot take there items");
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AssignCommand(OBJECT_SELF, ActionTakeItem(oItem, oPC));
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}
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return;
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}
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if (iDisturbType == INVENTORY_DISTURB_TYPE_REMOVED)
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{
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sBPName = GetTag(oItem);
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if ( sBPName == "StorageChestKey" )
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{
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SendMessageToPC(oPC, "Spawning Chest Daemon");
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oSpawn = CreateObject(OBJECT_TYPE_CREATURE, "ChestDaemon", GetLocation(OBJECT_SELF), TRUE);
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}
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}
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if (iDisturbType == INVENTORY_DISTURB_TYPE_ADDED)
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{
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sBPName = GetTag(oItem);
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if ( sBPName == "StorageChestKey" )
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{
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SendMessageToPC(oPC, "Removing Chest Daemon");
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oSpawn = GetNearestObjectByTag("ChestDaemon", OBJECT_SELF, 1);
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DestroyObject(oSpawn);
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}
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}
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if (iDisturbType == INVENTORY_DISTURB_TYPE_ADDED)
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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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iCount = iCount + 1;
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oCurInvObj = GetNextItemInInventory(OBJECT_SELF);
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}
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if ( iCount > iStorageLimit)
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{
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SendMessageToPC(oPC, "You have reached your Storage Limit.");
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AssignCommand(OBJECT_SELF, ActionGiveItem(oItem, oPC));
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}
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}
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// This shouldn't be possible but just in case.
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if (iDisturbType == INVENTORY_DISTURB_TYPE_ADDED)
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{
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if (GetHasInventory(oItem) == TRUE)
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{
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oCurInvObj = GetFirstItemInInventory(oItem);
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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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if ( GetHasInventory(oCurInvObj) == TRUE)
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{
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SendMessageToPC(oPC, "This Container has another Container within, please remove it.");
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AssignCommand(OBJECT_SELF, ActionGiveItem(oCurInvObj, oPC));
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break;
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}
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oCurInvObj = GetNextItemInInventory(oItem);
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}
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}
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}
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}
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