638 lines
18 KiB
Plaintext
638 lines
18 KiB
Plaintext
/////////////////////////////////////////////////////////
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//Redundant Variable
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object oPC;
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//PROTOTYPES DECLARED
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int GetNum(object oTarget);
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void Seperate(object oTarget);
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void Disperse(object oTarget);
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void TakeAll(object oTarget);
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void ReturnUndroppables(object oTarget);
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void SortContainer(object oTarget);
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void SortBox(object oTarget);
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void GiveAll(object oTarget);
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//NO INCLUDES required (It's all required to be in this script!)
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//////////////////////////////////////////////////////////
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//Main Script
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void main()
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{
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//Declare All Major Variables
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oPC = GetLastUsedBy();
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object oItem;
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//The holding tank!
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object oNPC = GetObjectByTag("ihold4u");
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object oBox;
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oBox = GetObjectByTag("ibox");
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object oBox1;
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oBox1 = GetObjectByTag("plotbox");
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object oBox2;
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oBox2 = GetObjectByTag("potbox");
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object oBox3;
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oBox3 = GetObjectByTag("wepbox");
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object oBox4;
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oBox4 = GetObjectByTag("armbox");
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object oBox5;
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oBox5 = GetObjectByTag("obox");
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object oBox6;
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oBox6 = GetObjectByTag("ammobox");
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object oBox7;
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oBox7= GetObjectByTag("rswbox");
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object oBox8;
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oBox8= GetObjectByTag("ihold4u");
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//First, take all items from inside of bags first!
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oItem = GetFirstItemInInventory(oPC);
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while(GetIsObjectValid(oItem))
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{
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if(GetHasInventory(oItem))
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{
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//Have the proper container take the item.
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DelayCommand(1.0, Seperate(oItem));
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}
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//continue the loop..
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oItem = GetNextItemInInventory(oPC);
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}
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//After Bags have been emptied, take the rest of the items and
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//destroy all remaining bags..
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DelayCommand(10.5, TakeAll(oPC));
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//Now put the items into the proper sorting box..
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DelayCommand(18.0, ReturnUndroppables(oBox));
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//Sort the Boxes now holding the copied items
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DelayCommand(20.1, SortBox(oBox1));
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DelayCommand(21.2, SortBox(oBox2));
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DelayCommand(22.3, SortBox(oBox3));
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DelayCommand(23.4, SortBox(oBox4));
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DelayCommand(24.5, SortBox(oBox5));
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DelayCommand(25.6, SortBox(oBox6));
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DelayCommand(26.7, SortBox(oBox7));
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DelayCommand(27.8, SortBox(oBox));
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//Return ALL Items in ALL Boxes (Safe Guard!)
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DelayCommand(28.1, GiveAll(oBox1));
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DelayCommand(28.2, GiveAll(oBox2));
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DelayCommand(28.3, GiveAll(oBox3));
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DelayCommand(28.4, GiveAll(oBox4));
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DelayCommand(28.5, GiveAll(oBox5));
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DelayCommand(28.6, GiveAll(oBox6));
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DelayCommand(28.7, GiveAll(oBox7));
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DelayCommand(28.8, GiveAll(oBox8));
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DelayCommand(28.9, GiveAll(oBox));
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DelayCommand(30.0, FloatingTextStringOnCreature(
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"Organizing Complete.", oPC, FALSE));
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//Main Script End
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}
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/////////////////////////////////////////////////////
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//DEFINE ALL PROTOTYPES//////////////////////////////
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/////////////////////////////////////////////////////
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////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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// Return the number of items oTarget possesses in thier inventory
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int GetNum(object oTarget)
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{
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int nNum = 0;
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object oItem = GetFirstItemInInventory(oTarget);
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while (GetIsObjectValid(oItem) == TRUE)
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{
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nNum = nNum +1;
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oItem = GetNextItemInInventory(oTarget);
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}
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return nNum;
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//END PROTOTYPE
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}
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////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void Seperate(object oTarget)
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{
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object oPC = oTarget;
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object oBox;
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oBox = GetObjectByTag("ibox");
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object oBox1;
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oBox1 = GetObjectByTag("plotbox");
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object oBox2;
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oBox2 = GetObjectByTag("potbox");
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object oBox3;
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oBox3 = GetObjectByTag("wepbox");
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object oBox4;
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oBox4 = GetObjectByTag("armbox");
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object oBox5;
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oBox5 = GetObjectByTag("obox");
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object oBox6;
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oBox6 = GetObjectByTag("ammobox");
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object oBox7;
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oBox7= GetObjectByTag("rswbox");
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object oItem;
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//Now lets deal with the items in the box now..
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oItem = GetFirstItemInInventory(oTarget);
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while(GetIsObjectValid(oItem))
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{
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//If in fact the item in Undroppable, then give it back to the PC
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if(GetItemCursedFlag(oItem))
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{
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DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
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}
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//Otherwise assign the item to the proper box!
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else
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{
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//Put all weapons in the weapon box..
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if(GetBaseItemType(oItem)== BASE_ITEM_BASTARDSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_BATTLEAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_CLUB ||
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GetBaseItemType(oItem)== BASE_ITEM_DAGGER ||
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GetBaseItemType(oItem)== BASE_ITEM_DIREMACE ||
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GetBaseItemType(oItem)== BASE_ITEM_DOUBLEAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_DWARVENWARAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_GREATAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_GREATSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_HALBERD ||
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GetBaseItemType(oItem)== BASE_ITEM_HANDAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_HEAVYFLAIL ||
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GetBaseItemType(oItem)== BASE_ITEM_KAMA ||
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GetBaseItemType(oItem)== BASE_ITEM_KATANA ||
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GetBaseItemType(oItem)== BASE_ITEM_KUKRI ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTFLAIL ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTHAMMER ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTMACE ||
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GetBaseItemType(oItem)== BASE_ITEM_LONGSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_MORNINGSTAR ||
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GetBaseItemType(oItem)== BASE_ITEM_QUARTERSTAFF ||
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GetBaseItemType(oItem)== BASE_ITEM_RAPIER ||
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GetBaseItemType(oItem)== BASE_ITEM_SCIMITAR ||
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GetBaseItemType(oItem)== BASE_ITEM_SCYTHE ||
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GetBaseItemType(oItem)== BASE_ITEM_SHORTSPEAR ||
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GetBaseItemType(oItem)== BASE_ITEM_SHORTSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_SICKLE ||
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GetBaseItemType(oItem)== BASE_ITEM_TRIDENT ||
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GetBaseItemType(oItem)== BASE_ITEM_TWOBLADEDSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_WARHAMMER ||
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GetBaseItemType(oItem)== BASE_ITEM_WHIP ||
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GetBaseItemType(oItem)== BASE_ITEM_HEAVYCROSSBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTCROSSBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_LONGBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_SHORTBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_SLING)
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{
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DelayCommand(0.2, AssignCommand(oBox3, ActionTakeItem(oItem, oPC)));
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}
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//Put all ammunitions in the ammobox
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else if(GetBaseItemType(oItem)== BASE_ITEM_ARROW ||
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GetBaseItemType(oItem)== BASE_ITEM_BOLT ||
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GetBaseItemType(oItem)== BASE_ITEM_BULLET ||
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GetBaseItemType(oItem)== BASE_ITEM_DART ||
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GetBaseItemType(oItem)== BASE_ITEM_SHURIKEN ||
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GetBaseItemType(oItem)== BASE_ITEM_THROWINGAXE)
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{
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DelayCommand(0.2, AssignCommand(oBox6, ActionTakeItem(oItem, oPC)));
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}
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//Serpate ALL Potions, Scrolls, & Healer's Kits into the potbox
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else if(GetBaseItemType(oItem)==BASE_ITEM_POTIONS ||
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GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_POTION ||
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GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_SCROLL ||
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GetBaseItemType(oItem)==BASE_ITEM_HEALERSKIT ||
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GetBaseItemType(oItem)==BASE_ITEM_SPELLSCROLL)
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{
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DelayCommand(0.2, AssignCommand(oBox2, ActionTakeItem(oItem, oPC)));
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}
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//Seperate the Armor & Worn Items into the armbox
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else if(GetBaseItemType(oItem)==BASE_ITEM_AMULET ||
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GetBaseItemType(oItem)==BASE_ITEM_ARMOR ||
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GetBaseItemType(oItem)==BASE_ITEM_BELT ||
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GetBaseItemType(oItem)==BASE_ITEM_BOOTS ||
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GetBaseItemType(oItem)==BASE_ITEM_BRACER ||
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GetBaseItemType(oItem)==BASE_ITEM_CLOAK ||
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GetBaseItemType(oItem)==BASE_ITEM_GLOVES ||
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GetBaseItemType(oItem)==BASE_ITEM_HELMET ||
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GetBaseItemType(oItem)==BASE_ITEM_LARGESHIELD ||
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GetBaseItemType(oItem)==BASE_ITEM_RING ||
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GetBaseItemType(oItem)==BASE_ITEM_SMALLSHIELD ||
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GetBaseItemType(oItem)==BASE_ITEM_TOWERSHIELD)
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{
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DelayCommand(0.2, AssignCommand(oBox4, ActionTakeItem(oItem, oPC)));
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}
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//Now let's seperate plot items next before we do the other seperations
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else if(GetPlotFlag(oItem)==TRUE)
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{
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DelayCommand(0.2, AssignCommand(oBox1, ActionTakeItem(oItem, oPC)));
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}
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//Seperate all Rods / Staves / Wands into the srwbox
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else if(GetBaseItemType(oItem)==BASE_ITEM_MAGICROD ||
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GetBaseItemType(oItem)==BASE_ITEM_MAGICSTAFF ||
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GetBaseItemType(oItem)==BASE_ITEM_MAGICWAND)
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{
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DelayCommand(0.2, AssignCommand(oBox7, ActionTakeItem(oItem, oPC)));
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}
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//now let's seperate all the miscellaneous items
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//Grenades, Trapkits, and Thieving Tools into the oBox
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else if(GetBaseItemType(oItem)==BASE_ITEM_MISCSMALL ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCMEDIUM ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCLARGE ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCTHIN ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCWIDE ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCTALL ||
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GetBaseItemType(oItem)==BASE_ITEM_GRENADE ||
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GetBaseItemType(oItem)==BASE_ITEM_THIEVESTOOLS ||
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GetBaseItemType(oItem)==BASE_ITEM_TRAPKIT)
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{
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DelayCommand(0.2, AssignCommand(oBox5, ActionTakeItem(oItem, oPC)));
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}
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//Otherwise put the item in the ibox!
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else
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{
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DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
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}
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//Else statement end..
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}
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//Continue the loop
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oItem = GetNextItemInInventory(oTarget);
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}
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//PROTOTYPE END
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}
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////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void Disperse(object oTarget)
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{
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oPC = GetLastUsedBy();
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object oBox;
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oBox = GetObjectByTag("ibox");
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object oBox1;
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oBox1 = GetObjectByTag("plotbox");
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object oBox2;
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oBox2 = GetObjectByTag("potbox");
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object oBox3;
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oBox3 = GetObjectByTag("wepbox");
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object oBox4;
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oBox4 = GetObjectByTag("armbox");
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object oBox5;
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oBox5 = GetObjectByTag("obox");
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object oBox6;
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oBox6 = GetObjectByTag("ammobox");
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object oBox7;
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oBox7= GetObjectByTag("rswbox");
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object oItem = oTarget;
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//If in fact the item in Undroppable, then give it back to the PC
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if(GetItemCursedFlag(oItem)==TRUE)
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{
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DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
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}
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//Otherwise assign the item to the proper box!
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else
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{
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//Put all weapons in the weapon box..
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if(GetBaseItemType(oItem)== BASE_ITEM_BASTARDSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_BATTLEAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_CLUB ||
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GetBaseItemType(oItem)== BASE_ITEM_DAGGER ||
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GetBaseItemType(oItem)== BASE_ITEM_DIREMACE ||
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GetBaseItemType(oItem)== BASE_ITEM_DOUBLEAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_DWARVENWARAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_GREATAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_GREATSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_HALBERD ||
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GetBaseItemType(oItem)== BASE_ITEM_HANDAXE ||
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GetBaseItemType(oItem)== BASE_ITEM_HEAVYFLAIL ||
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GetBaseItemType(oItem)== BASE_ITEM_KAMA ||
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GetBaseItemType(oItem)== BASE_ITEM_KATANA ||
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GetBaseItemType(oItem)== BASE_ITEM_KUKRI ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTFLAIL ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTHAMMER ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTMACE ||
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GetBaseItemType(oItem)== BASE_ITEM_LONGSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_MORNINGSTAR ||
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GetBaseItemType(oItem)== BASE_ITEM_QUARTERSTAFF ||
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GetBaseItemType(oItem)== BASE_ITEM_RAPIER ||
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GetBaseItemType(oItem)== BASE_ITEM_SCIMITAR ||
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GetBaseItemType(oItem)== BASE_ITEM_SCYTHE ||
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GetBaseItemType(oItem)== BASE_ITEM_SHORTSPEAR ||
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GetBaseItemType(oItem)== BASE_ITEM_SHORTSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_SICKLE ||
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GetBaseItemType(oItem)== BASE_ITEM_TRIDENT ||
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GetBaseItemType(oItem)== BASE_ITEM_TWOBLADEDSWORD ||
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GetBaseItemType(oItem)== BASE_ITEM_WARHAMMER ||
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GetBaseItemType(oItem)== BASE_ITEM_WHIP ||
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GetBaseItemType(oItem)== BASE_ITEM_HEAVYCROSSBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_LIGHTCROSSBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_LONGBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_SHORTBOW ||
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GetBaseItemType(oItem)== BASE_ITEM_SLING)
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{
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DelayCommand(0.2, AssignCommand(oBox3, ActionTakeItem(oItem, oPC)));
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}
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//Put all ammunitions in the ammobox
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else if(GetBaseItemType(oItem)== BASE_ITEM_ARROW ||
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GetBaseItemType(oItem)== BASE_ITEM_BOLT ||
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GetBaseItemType(oItem)== BASE_ITEM_BULLET ||
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GetBaseItemType(oItem)== BASE_ITEM_DART ||
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GetBaseItemType(oItem)== BASE_ITEM_SHURIKEN ||
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GetBaseItemType(oItem)== BASE_ITEM_THROWINGAXE)
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{
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DelayCommand(0.2, AssignCommand(oBox6, ActionTakeItem(oItem, oPC)));
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}
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//Serpate ALL Potions, Scrolls, & Healer's Kits into the potbox
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else if(GetBaseItemType(oItem)==BASE_ITEM_POTIONS ||
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GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_POTION ||
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GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_SCROLL ||
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GetBaseItemType(oItem)==BASE_ITEM_HEALERSKIT ||
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GetBaseItemType(oItem)==BASE_ITEM_SPELLSCROLL)
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{
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DelayCommand(0.2, AssignCommand(oBox2, ActionTakeItem(oItem, oPC)));
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}
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//Seperate the Armor & Worn Items into the armbox
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else if(GetBaseItemType(oItem)==BASE_ITEM_AMULET ||
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GetBaseItemType(oItem)==BASE_ITEM_ARMOR ||
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GetBaseItemType(oItem)==BASE_ITEM_BELT ||
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GetBaseItemType(oItem)==BASE_ITEM_BOOTS ||
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GetBaseItemType(oItem)==BASE_ITEM_BRACER ||
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GetBaseItemType(oItem)==BASE_ITEM_CLOAK ||
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GetBaseItemType(oItem)==BASE_ITEM_GLOVES ||
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GetBaseItemType(oItem)==BASE_ITEM_HELMET ||
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GetBaseItemType(oItem)==BASE_ITEM_LARGESHIELD ||
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GetBaseItemType(oItem)==BASE_ITEM_RING ||
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GetBaseItemType(oItem)==BASE_ITEM_SMALLSHIELD ||
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GetBaseItemType(oItem)==BASE_ITEM_TOWERSHIELD)
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{
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DelayCommand(0.2, AssignCommand(oBox4, ActionTakeItem(oItem, oPC)));
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}
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//Now let's seperate plot items next before we do the other seperations
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else if(GetPlotFlag(oItem)==TRUE)
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{
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DelayCommand(0.2, AssignCommand(oBox1, ActionTakeItem(oItem, oPC)));
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}
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//Seperate all Rods / Staves / Wands into the srwbox
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else if(GetBaseItemType(oItem)==BASE_ITEM_MAGICROD ||
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GetBaseItemType(oItem)==BASE_ITEM_MAGICSTAFF ||
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GetBaseItemType(oItem)==BASE_ITEM_MAGICWAND)
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{
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DelayCommand(0.2, AssignCommand(oBox7, ActionTakeItem(oItem, oPC)));
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}
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//now let's seperate all the miscellaneous items
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//Grenades, Trapkits, and Thieving Tools into the oBox
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else if(GetBaseItemType(oItem)==BASE_ITEM_MISCSMALL ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCMEDIUM ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCLARGE ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCTHIN ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCWIDE ||
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GetBaseItemType(oItem)==BASE_ITEM_MISCTALL ||
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GetBaseItemType(oItem)==BASE_ITEM_GRENADE ||
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GetBaseItemType(oItem)==BASE_ITEM_THIEVESTOOLS ||
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GetBaseItemType(oItem)==BASE_ITEM_TRAPKIT)
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{
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DelayCommand(0.2, AssignCommand(oBox5, ActionTakeItem(oItem, oPC)));
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}
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//Otherwise put the item in the ibox!
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else
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{
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DelayCommand(0.2, AssignCommand(oBox, ActionTakeItem(oItem, oPC)));
|
||
}
|
||
|
||
//Else statement end
|
||
}
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
//////////////////////////////////////////////////////////////
|
||
void TakeAll(object oTarget)
|
||
{
|
||
object oBox = GetObjectByTag("ihold4u");
|
||
object oItem;
|
||
|
||
|
||
//Copy all Non-Bags in the PC's inventory into the box
|
||
//Then destroy the originals and then the bags.
|
||
oItem = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oItem))
|
||
{
|
||
//If it's not a container..
|
||
if(!GetHasInventory(oItem))
|
||
{
|
||
//Have the proper container take it!
|
||
Disperse(oItem);
|
||
}
|
||
|
||
//if It's a Container, then remove it's contents!
|
||
if(GetHasInventory(oItem))
|
||
{
|
||
DelayCommand(7.0, DestroyObject(oItem, 0.0f));
|
||
}
|
||
|
||
//continue the loop..
|
||
oItem = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
//END PROTOTYPE
|
||
}
|
||
|
||
///////////////////////////////////////////////////////
|
||
void ReturnUndroppables(object oTarget)
|
||
{
|
||
|
||
object oItem;
|
||
oPC = GetLastUsedBy();
|
||
|
||
oItem = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oItem))
|
||
{
|
||
//return all containers to the PC!
|
||
if(GetItemCursedFlag(oItem))
|
||
{
|
||
//Give everything to the PC..
|
||
AssignCommand(oTarget, ActionGiveItem(oItem, oPC));
|
||
}
|
||
|
||
oItem = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
/////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
void SortContainer(object oTarget)
|
||
{
|
||
|
||
|
||
//Declare Major Variables
|
||
object oPC = GetLastUsedBy();
|
||
object oNPC = GetObjectByTag("ihold4u");
|
||
object oBox = GetObjectByTag(GetTag(oTarget));
|
||
object oMine;
|
||
object oBag = GetItemPossessedBy(oNPC, GetTag(oTarget));
|
||
|
||
//Determine what script fired this function!
|
||
if(GetLocalInt(oNPC, "iFired")==1)
|
||
{
|
||
oPC = GetItemActivator();
|
||
}
|
||
else
|
||
{
|
||
oPC = GetLastUsedBy();
|
||
}
|
||
|
||
|
||
//First Put all the items that will fit into the bag
|
||
//on the NPC into the bag..
|
||
oMine = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oMine)==TRUE)
|
||
{
|
||
AssignCommand(oTarget, ActionGiveItem(oMine, oBag));
|
||
|
||
oMine = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
if(GetLocalInt(GetModule(), "BAGCONTROL")==1)
|
||
{
|
||
//Make the bags unsellable and undroppable!!
|
||
SetItemCursedFlag(oBag, TRUE);
|
||
SetPlotFlag(oBag, TRUE);
|
||
}
|
||
|
||
string sName;
|
||
|
||
if(GetTag(oTarget) == "ibox")
|
||
{
|
||
sName = "<cr<63> >Other Items";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "plotbox")
|
||
{
|
||
sName = "<c<><63> >Plot Items";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "potbox")
|
||
{
|
||
sName = "<c <20><>>Potions & Scrolls";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "wepbox")
|
||
{
|
||
sName = "<c<> >Weapons";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "armbox")
|
||
{
|
||
sName = "<c=w<>>Armor & Clothing";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "obox")
|
||
{
|
||
sName = "<c<><63>~>Miscellaneous Items";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "ammobox")
|
||
{
|
||
sName = "<c<><63> >Ammunition";
|
||
}
|
||
|
||
if(GetTag(oTarget) == "rswbox")
|
||
{
|
||
sName = "<c<><63> >Rods/Staves/Wands";
|
||
}
|
||
|
||
//Give the bag a the proper name with color :)
|
||
DelayCommand(0.1,SetName(oBag, sName));
|
||
|
||
//Give the PC the bag now that it has items in it!
|
||
DelayCommand(0.4, AssignCommand(oNPC, ActionGiveItem(oBag, oPC)));
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
//////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
void SortBox(object oTarget)
|
||
{
|
||
|
||
//Declare Major Variables
|
||
object oPC = GetLastUsedBy();
|
||
object oBox = GetObjectByTag(GetTag(oTarget));
|
||
object oItem;
|
||
object oNPC = GetObjectByTag("ihold4u");
|
||
|
||
//We only continue if the box has items!
|
||
if(GetNum(oBox)>0)
|
||
{
|
||
//Give the NPC a Bag to store items in!
|
||
//Give the bag the tagname of the box!
|
||
CreateItemOnObject("NW_IT_CONTAIN006", oNPC, 1, GetTag(oBox));
|
||
|
||
//Start putting items in the bag on the NPC
|
||
DelayCommand(0.1, SortContainer(oTarget));
|
||
|
||
//Continue to sort the box till nothing is left!
|
||
DelayCommand(0.5, SortBox(oTarget));
|
||
}
|
||
|
||
//NOTE: If the box has 0 items, no need to continue!
|
||
|
||
//PROTOTYPES End
|
||
}
|
||
///////////////////////////////////////////////////////
|
||
void GiveAll(object oTarget)
|
||
{
|
||
|
||
object oItem;
|
||
oPC = GetLastUsedBy();
|
||
|
||
oItem = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oItem))
|
||
{
|
||
//Give everything to the PC..
|
||
AssignCommand(oTarget, ActionGiveItem(oItem, oPC));
|
||
|
||
oItem = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|