PoA_PRC8/_module/nss/iseperate.nss
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//Script Name: iseperate (Include)
//////////////////////////////////////////
//Created by: Genisys / Guile
//ON: 7/29/08
/////////////////////////////////////////
/* **Notes**
This script is fired from the icount
script.(Which are part of a script set)
This script will put all items in the
ibox into the proper box to be organized
later by other scripts.
*/
////////////////////////////////////////
////WARNING DO NOT TOUCH ANYTHING BELOW!///////////////
////////////////////////////////////////////////////////////////////////////
//PROTOTYPE DEFINED
// Return the number of items oTarget possesses in thier inventory
int GetNum(object oTarget)
{
int nNum = 0;
object oItem = GetFirstItemInInventory(oTarget);
while (GetIsObjectValid(oItem) == TRUE)
{
nNum = nNum +1;
oItem = GetNextItemInInventory(oTarget);
}
return nNum;
//END PROTOTYPE
}
///////////////////////////////////////////////////////////////////////
//PROTOTYPE DEFINED
void CopyItemVoid(object oItem, object oTargetInventory=OBJECT_INVALID, int bCopyVars=TRUE)
{
CopyItem(oItem, oTargetInventory, TRUE);
//End Prototype
}
////////////////////////////////////////////////////////////////////////
//PROTOTYPE DEFINED
void Seperate()
{
object oPC;
oPC = OBJECT_SELF;
object oBox;
oBox = GetObjectByTag("ibox");
object oBox1;
oBox1 = GetObjectByTag("plotbox");
object oBox2;
oBox2 = GetObjectByTag("potbox");
object oBox3;
oBox3 = GetObjectByTag("wepbox");
object oBox4;
oBox4 = GetObjectByTag("armbox");
object oBox5;
oBox5 = GetObjectByTag("obox");
object oBox6;
oBox6 = GetObjectByTag("ammobox");
object oBox7;
oBox7= GetObjectByTag("rswbox");
object oItem;
//Now lets deal with the items in the box now..
oItem = GetFirstItemInInventory(oBox);
while(GetIsObjectValid(oItem)==TRUE)
{
//If in fact the item in Undroppable, then give it back to the PC
if(GetItemCursedFlag(oItem)==TRUE)
{
DelayCommand(0.2, AssignCommand(oBox, ActionGiveItem(oItem, oPC)));
}
//Otherwise assign the item to the proper box!
else
{
//Put all weapons in the weapon box..
if(GetBaseItemType(oItem)== BASE_ITEM_BASTARDSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_BATTLEAXE ||
GetBaseItemType(oItem)== BASE_ITEM_CLUB ||
GetBaseItemType(oItem)== BASE_ITEM_DAGGER ||
GetBaseItemType(oItem)== BASE_ITEM_DIREMACE ||
GetBaseItemType(oItem)== BASE_ITEM_DOUBLEAXE ||
GetBaseItemType(oItem)== BASE_ITEM_DWARVENWARAXE ||
GetBaseItemType(oItem)== BASE_ITEM_GREATAXE ||
GetBaseItemType(oItem)== BASE_ITEM_GREATSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_HALBERD ||
GetBaseItemType(oItem)== BASE_ITEM_HANDAXE ||
GetBaseItemType(oItem)== BASE_ITEM_HEAVYFLAIL ||
GetBaseItemType(oItem)== BASE_ITEM_KAMA ||
GetBaseItemType(oItem)== BASE_ITEM_KATANA ||
GetBaseItemType(oItem)== BASE_ITEM_KUKRI ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTFLAIL ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTHAMMER ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTMACE ||
GetBaseItemType(oItem)== BASE_ITEM_LONGSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_MORNINGSTAR ||
GetBaseItemType(oItem)== BASE_ITEM_QUARTERSTAFF ||
GetBaseItemType(oItem)== BASE_ITEM_RAPIER ||
GetBaseItemType(oItem)== BASE_ITEM_SCIMITAR ||
GetBaseItemType(oItem)== BASE_ITEM_SCYTHE ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTSPEAR ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_SICKLE ||
GetBaseItemType(oItem)== BASE_ITEM_TRIDENT ||
GetBaseItemType(oItem)== BASE_ITEM_TWOBLADEDSWORD ||
GetBaseItemType(oItem)== BASE_ITEM_WARHAMMER ||
GetBaseItemType(oItem)== BASE_ITEM_WHIP ||
GetBaseItemType(oItem)== BASE_ITEM_HEAVYCROSSBOW ||
GetBaseItemType(oItem)== BASE_ITEM_LIGHTCROSSBOW ||
GetBaseItemType(oItem)== BASE_ITEM_LONGBOW ||
GetBaseItemType(oItem)== BASE_ITEM_SHORTBOW ||
GetBaseItemType(oItem)== BASE_ITEM_SLING)
{
DelayCommand(0.2, AssignCommand(oBox3, ActionTakeItem(oItem, oBox)));
}
//Put all ammunitions in the ammobox
else if(GetBaseItemType(oItem)== BASE_ITEM_ARROW ||
GetBaseItemType(oItem)== BASE_ITEM_BOLT ||
GetBaseItemType(oItem)== BASE_ITEM_BULLET ||
GetBaseItemType(oItem)== BASE_ITEM_DART ||
GetBaseItemType(oItem)== BASE_ITEM_SHURIKEN ||
GetBaseItemType(oItem)== BASE_ITEM_THROWINGAXE)
{
DelayCommand(0.2, AssignCommand(oBox6, ActionTakeItem(oItem, oBox)));
}
//Serpate ALL Potions, Scrolls, & Healer's Kits into the potbox
else if(GetBaseItemType(oItem)==BASE_ITEM_POTIONS ||
GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_POTION ||
GetBaseItemType(oItem)==BASE_ITEM_ENCHANTED_SCROLL ||
GetBaseItemType(oItem)==BASE_ITEM_HEALERSKIT ||
GetBaseItemType(oItem)==BASE_ITEM_SPELLSCROLL)
{
DelayCommand(0.2, AssignCommand(oBox2, ActionTakeItem(oItem, oBox)));
}
//Seperate the Armor & Worn Items into the armbox
else if(GetBaseItemType(oItem)==BASE_ITEM_AMULET ||
GetBaseItemType(oItem)==BASE_ITEM_ARMOR ||
GetBaseItemType(oItem)==BASE_ITEM_BELT ||
GetBaseItemType(oItem)==BASE_ITEM_BOOTS ||
GetBaseItemType(oItem)==BASE_ITEM_BRACER ||
GetBaseItemType(oItem)==BASE_ITEM_CLOAK ||
GetBaseItemType(oItem)==BASE_ITEM_GLOVES ||
GetBaseItemType(oItem)==BASE_ITEM_HELMET ||
GetBaseItemType(oItem)==BASE_ITEM_LARGESHIELD ||
GetBaseItemType(oItem)==BASE_ITEM_RING ||
GetBaseItemType(oItem)==BASE_ITEM_SMALLSHIELD ||
GetBaseItemType(oItem)==BASE_ITEM_TOWERSHIELD)
{
DelayCommand(0.2, AssignCommand(oBox4, ActionTakeItem(oItem, oBox)));
}
//Now let's seperate plot items next before we do the other seperations
else if(GetPlotFlag(oItem)==TRUE)
{
DelayCommand(0.2, AssignCommand(oBox1, ActionTakeItem(oItem, oBox)));
}
//Seperate all Rods / Staves / Wands into the srwbox
else if(GetBaseItemType(oItem)==BASE_ITEM_MAGICROD ||
GetBaseItemType(oItem)==BASE_ITEM_MAGICSTAFF ||
GetBaseItemType(oItem)==BASE_ITEM_MAGICWAND)
{
DelayCommand(0.2, AssignCommand(oBox7, ActionTakeItem(oItem, oBox)));
}
//now let's seperate all the miscellaneous items
//Grenades, Trapkits, and Thieving Tools into the oBox
else if(GetBaseItemType(oItem)==BASE_ITEM_MISCSMALL ||
GetBaseItemType(oItem)==BASE_ITEM_MISCMEDIUM ||
GetBaseItemType(oItem)==BASE_ITEM_MISCLARGE ||
GetBaseItemType(oItem)==BASE_ITEM_MISCTHIN ||
GetBaseItemType(oItem)==BASE_ITEM_MISCWIDE ||
GetBaseItemType(oItem)==BASE_ITEM_MISCTALL ||
GetBaseItemType(oItem)==BASE_ITEM_GRENADE ||
GetBaseItemType(oItem)==BASE_ITEM_THIEVESTOOLS ||
GetBaseItemType(oItem)==BASE_ITEM_TRAPKIT)
{
DelayCommand(0.2, AssignCommand(oBox5, ActionTakeItem(oItem, oBox)));
}
//Otherwise leave the item in the ibox!
else
{
//do nothing..
}
//Else statement end..
}
//Continue the loop
oItem = GetNextItemInInventory(oBox);
}
//PROTOTYPE END
}
/////////////////////////////////////////////////
//PROTOTYPE DEFINED
void SortContainer(object oTarget)
{
//Declare Major Variables
object oPC = GetItemActivator();
object oNPC = GetObjectByTag("itoolnpc");
object oBox = GetObjectByTag(GetTag(oTarget));
object oMine;
object oBag = GetItemPossessedBy(oNPC, GetTag(oTarget));
//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);
}
//Give the bag a name with color :)
DelayCommand(0.1,SetName(oBag, "<cr<63> >Other Items"));
//Give the PC the bag now that it has items in it!
DelayCommand(0.8, AssignCommand(oNPC, ActionGiveItem(oBag, oPC)));
//PROTOTYPE END
}
//////////////////////////////////////////////////
//PROTOTYPE DEFINED
void SortBox(object oTarget)
{
//Declare Major Variables
object oPC = GetItemActivator();
object oBox = GetObjectByTag(GetTag(oTarget));
object oItem;
object oNPC = GetObjectByTag("itoolnpc");
//We only continue if the box has items!
if(GetNum(oTarget)>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(0.2, SortContainer(oTarget));
//Continue to sort the box till nothing is left!
DelayCommand(1.4, SortBox(oTarget));
}
//PROTOTYPES End
}
////////////////////INCLUDE END/////////////////////////////////