Disabled most ExportPlayer functions
Disabled most ExportPlayer functions
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@ -155,7 +155,7 @@ SetName(oRainbow2, ChaoticText(GetName(oRainbow2, TRUE)));
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//To deactivate this feature, simply type // at the start of the line below.
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//To deactivate this feature, simply type // at the start of the line below.
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DelayCommand(60.0, ExecuteScript("savepcinfo", OBJECT_SELF));
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//DelayCommand(60.0, ExecuteScript("savepcinfo", OBJECT_SELF)); //:: PRC handles this now
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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@ -64,9 +64,9 @@ if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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//Delete the // on the next 2 lines below to activate Automatic Character Saving.
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//Delete the // on the next 2 lines below to activate Automatic Character Saving.
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if(IsShifterMorphed(oPC)!=1)
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if(IsShifterMorphed(oPC)!=1)
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{
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{
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DelayCommand(2.0, ExportSingleCharacter(oPC));
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//DelayCommand(2.0, ExportSingleCharacter(oPC));
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FloatingTextStringOnCreature("Your character was saved!", oPC);
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//FloatingTextStringOnCreature("Your character was saved!", oPC);
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}
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}
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//////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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if(nHD == 5 || nHD == 10 || nHD == 15 || nHD == 20 ||
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if(nHD == 5 || nHD == 10 || nHD == 15 || nHD == 20 ||
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@ -259,7 +259,7 @@ void main()
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//Save the PC's character instantly.. (If it's a multiplayer game..)
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//Save the PC's character instantly.. (If it's a multiplayer game..)
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if(MULTI_PLAYER)
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if(MULTI_PLAYER)
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{
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{
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ExportSingleCharacter(oPC);
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//ExportSingleCharacter(oPC);
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}
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}
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//Clear the PC's Reputation immediately...
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//Clear the PC's Reputation immediately...
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@ -58,11 +58,11 @@ if(GetArea(GetAreaFromLocation(lSaved))!=OBJECT_INVALID)
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if(MULTI_PLAYER)
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if(MULTI_PLAYER)
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{
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{
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DelayCommand(3.0, ExportSingleCharacter(oPC));
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//DelayCommand(3.0, ExportSingleCharacter(oPC));
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}
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}
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else
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else
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{
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{
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DelayCommand(2.0, DoSinglePlayerAutoSave());
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//DelayCommand(2.0, DoSinglePlayerAutoSave());
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}
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}
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if(nHD == 5 || nHD == 10 || nHD == 15 || nHD == 20 ||
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if(nHD == 5 || nHD == 10 || nHD == 15 || nHD == 20 ||
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@ -144,12 +144,12 @@ if(GetIsPC(oPlayer))
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//IF it's a multiplayer game..
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//IF it's a multiplayer game..
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if(MULTI_PLAYER)
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if(MULTI_PLAYER)
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{
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{
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DelayCommand(1.0, ExportSingleCharacter(oPC)); //Allow them to deshift!
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//DelayCommand(1.0, ExportSingleCharacter(oPC)); //Allow them to deshift!
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FloatingTextStringOnCreature("Your character was saved.", oPC);
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//FloatingTextStringOnCreature("Your character was saved.", oPC);
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}
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}
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else
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else
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{
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{
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DelayCommand(2.0, DoSinglePlayerAutoSave());
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//DelayCommand(2.0, DoSinglePlayerAutoSave());
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}
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}
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//Remove any death tokens in their inventory..
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//Remove any death tokens in their inventory..
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object oDeath = GetItemPossessedBy(oPC, "death");
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object oDeath = GetItemPossessedBy(oPC, "death");
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@ -501,7 +501,7 @@ else
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int MULTI_PLAYER = GetLocalInt(GetModule(), "multi");
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int MULTI_PLAYER = GetLocalInt(GetModule(), "multi");
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if(MULTI_PLAYER)
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if(MULTI_PLAYER)
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{
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{
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DoExportCharacters();
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//DoExportCharacters();
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}
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}
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}
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}
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@ -510,7 +510,7 @@ else
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{
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{
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//Do a quick save...
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//Do a quick save...
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DoSinglePlayerAutoSave();
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//DoSinglePlayerAutoSave();
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}
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}
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else //Otherwise Do nothing..
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else //Otherwise Do nothing..
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{}
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{}
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@ -631,7 +631,7 @@ int nMorph;
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if(MULTI_PLAYER)
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if(MULTI_PLAYER)
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{
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{
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//Always export before a restart...
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//Always export before a restart...
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ExportSingleCharacter(oObject);
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//ExportSingleCharacter(oObject);
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SendMessageToPC(oObject, "Character Saved!");
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SendMessageToPC(oObject, "Character Saved!");
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}
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}
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}
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}
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_module/poa.mod
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_module/poa.mod
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