#include "sd_lootsystem" void main() { object oPC = GetLastOpenedBy(); string sTag = GetTag(OBJECT_SELF); int iLoot = StringToInt(sTag); switch (iLoot) { case 1: DropWeapon(oPC, OBJECT_SELF, 1, 0, 1); break; case 2: DropWeapon(oPC, OBJECT_SELF, 2, 0, 1); break; case 3: DropWeapon(oPC, OBJECT_SELF, 3, 0, 1); break; case 4: DropWeapon(oPC, OBJECT_SELF, 4, 0, 1); break; case 5: DropWeapon(oPC, OBJECT_SELF, 5, 0, 1); break; case 6: DropShield(oPC, OBJECT_SELF, 1, 0, 1); break; case 7: DropShield(oPC, OBJECT_SELF, 2, 0, 1); break; case 8: DropShield(oPC, OBJECT_SELF, 3, 0, 1); break; case 9: DropShield(oPC, OBJECT_SELF, 4, 0, 1); break; case 10: DropShield(oPC, OBJECT_SELF, 5, 0, 1); break; case 11: DropArmor(oPC, OBJECT_SELF, 1, 0, 1); break; case 12: DropArmor(oPC, OBJECT_SELF, 2, 0, 1); break; case 13: DropArmor(oPC, OBJECT_SELF, 3, 0, 1); break; case 14: DropArmor(oPC, OBJECT_SELF, 4, 0, 1); break; case 15: DropArmor(oPC, OBJECT_SELF, 5, 0, 1); break; case 16: DropMagicItem(oPC, OBJECT_SELF, 1, 0, 1); break; case 17: DropMagicItem(oPC, OBJECT_SELF, 2, 0, 1); break; case 18: DropMagicItem(oPC, OBJECT_SELF, 3, 0, 1); break; case 19: DropMagicItem(oPC, OBJECT_SELF, 4, 0, 1); break; case 20: DropMagicItem(oPC, OBJECT_SELF, 5, 0, 1); break; case 21: DropMonkGloves(oPC, OBJECT_SELF, 1, 0, 1); break; case 22: DropMonkGloves(oPC, OBJECT_SELF, 2, 0, 1); break; case 23: DropMonkGloves(oPC, OBJECT_SELF, 3, 0, 1); break; case 24: DropMonkGloves(oPC, OBJECT_SELF, 4, 0, 1); break; case 25: DropMonkGloves(oPC, OBJECT_SELF, 5, 0, 1); break; case 26: DropGem(oPC, OBJECT_SELF, 1); break; case 27: DropGem(oPC, OBJECT_SELF, 2); break; case 28: DropGem(oPC, OBJECT_SELF, 3); break; case 29: DropGem(oPC, OBJECT_SELF, 4); break; case 30: DropGem(oPC, OBJECT_SELF, 5); break; case 31: { DropWeapon(oPC, OBJECT_SELF, 1, 100, 1); DropShield(oPC, OBJECT_SELF, 1, 100, 1); DropArmor(oPC, OBJECT_SELF, 1, 100, 1); DropMagicItem(oPC, OBJECT_SELF, 1, 100, 1); DropMonkGloves(oPC, OBJECT_SELF, 1, 100, 1);}break; } object oItem = GetFirstItemInInventory(OBJECT_SELF); while (GetIsObjectValid(oItem)) { if (GetIdentified(oItem)==FALSE)SetIdentified(oItem, TRUE); oItem = GetNextItemInInventory(OBJECT_SELF); } }