// // NWN Dark Sun Random Armor Include // // By: Jaysyn // // Test VOID //void main(){} void RndDwarfGuardArmor(object oPC) { //Randomizes Armor int nResult = d6(1); int nStackSize = 1; // Create 1 items; object oArmor; string sItem; if (nResult == 1) { sItem = "AR_ALTSL_BONE01"; } else if(nResult == 2) { sItem = "AR_ALTSL_IVORY"; } else if(nResult == 3) { sItem = "DS_AMDBP_KLED001"; } else if(nResult ==4) { sItem = "AR_ALTLT_MEKILOT"; } else if(nResult == 5) { sItem = "DS_AMDBP_KLED002"; } else sItem = "DS_AMDBP_KLED003"; CreateItemOnObject(sItem, OBJECT_SELF, nStackSize); AssignCommand(OBJECT_SELF, ActionEquipMostEffectiveArmor()); // Loop the object's inventory and equip the first object oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { // Check if armor, of course if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR) { // Equip it and stop the script AssignCommand(OBJECT_SELF, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); return; } oItem = GetNextItemInInventory(OBJECT_SELF); } DelayCommand(3.5f, ActionEquipMostEffectiveArmor()); } void GuardArmor(object oPC) { //Randomizes Armor int nResult = d6(1); object oArmor; string sItem; if (nResult == 1) { sItem = "AR_ALTSL_BONE01"; } else if(nResult == 2) { sItem = "AR_ALTSL_IVORY"; } else if(nResult == 3) { sItem = "AR_ALTLT_LEATHER"; } else if(nResult ==4) { sItem = "AR_ALTLT_MEKILOT"; } else if(nResult == 5) { sItem = "AR_ALTPD_CLOTH01"; } else sItem = "AR_ACLCL_HARNESS"; DelayCommand(3.0, ActionEquipItem(CreateItemOnObject(sItem), INVENTORY_SLOT_CHEST)); }