94 lines
3.1 KiB
Plaintext
94 lines
3.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name : Item Combination Set Up Script Revision 2
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//:: FileName : chest_spawn
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Giolon
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//:: Created On: 9/16/02, Last Rev on 10/2/02
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//:://////////////////////////////////////////////
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#include "array_functions"
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/* Ok, this basically sets up the chest the first time it is opened up.
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Here is a template for adding new recipes:
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// x is the number ID of the recipe. All recipe numbers must be in
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sequence, starting from 1.
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case X: sRecipeName = "Recipe 1"; //Name your recipe whatever you want.
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SetLocalArrayString(oChest, "RECIPE", i, sRecipeName);
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nNumComponents = 2; //The number of components in the recipe.
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SetLocalArrayInt(oChest, "NUM_COMPONENTS", i, nNumComponents);
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//Add one of these lines for each component in the recipe.
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// *WARNING* The first item of every recipe must be an item unique to that recipe!
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SetLocalArrayString(oChest, sRecipeName, 1, "ITEM_1_TAG");
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SetLocalArrayString(oChest, sRecipeName, 2, "ITEM_2_TAG");
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//This is blueprint resref of the reward item..
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SetLocalString(oChest, sRecipeName + "Reward", "reward_res_ref");
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//Set the first line below to 1 if you want this to be a 1 time recipe.
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SetLocalInt(oChest, sRecipeName + "ONE_TIME_RECIPE", 0);
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SetLocalInt(oChest, sRecipeName + "ALREADY_MADE", 0);
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break;
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*/
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void main()
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{
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object oChest = OBJECT_SELF;
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int bAlreadySetUp = GetLocalInt(oChest, "IS_SET_UP");
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if (!bAlreadySetUp) {
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int nNumRecipes = 1; // This is the number of recipes. Be sure to update
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// this value as you add recipes.
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SetLocalInt(oChest, "NUM_RECIPES", nNumRecipes);
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SetLocalInt(oChest, "ENABLE_ONE_TIME_RECIPES", 1); //Set this to 0 if you don't need support for one time use recipes.
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string sRecipeName;
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int nNumComponents;
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int i;
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for (i = 1; i <= nNumRecipes; i ++) {
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switch (i) {
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/* Note that Recipe 1 and 2 share one of the same items. This is ok
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because the item is not the first (key) item in either recipe. */
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case 1: sRecipeName = "Staff of Stars";
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SetLocalArrayString(oChest, "RECIPE", i, sRecipeName);
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nNumComponents = 1;
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SetLocalArrayInt(oChest, "NUM_COMPONENTS", i, nNumComponents);
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SetLocalArrayString(oChest, sRecipeName, 1, "BrokenStaffofStars");
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SetLocalString(oChest, sRecipeName + "Reward", "staffofstars");
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SetLocalInt(oChest, sRecipeName + "ONE_TIME_RECIPE", 1);
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SetLocalInt(oChest, sRecipeName + "ALREADY_MADE", 0);
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break;
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}
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}
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}
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SetLocalInt(oChest, "IS_SET_UP", 1);
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}
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