// // Bandit Random Armor Include // RA_RND_ARMOR_INC // // By: Jaysyn // // Test VOID //void main(){} void RndBanditArmor(object oNPC) { // Makes sure any original armor isn't dropped as loot. SetDroppableFlag(GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF), 0); //Randomizes Armor int nResult = d6(1); int nStackSize = 1; // Create 1 items; object oArmor; string sItem; if (nResult == 1) { sItem = "NW_AARCL001"; } else if(nResult == 2) { sItem = "NW_AARCL009"; } else if(nResult == 3) { sItem = "NW_AARCL002"; } else if(nResult ==4) { sItem = "NW_AARCL008"; } else if(nResult == 5) { sItem = "NW_AARCL002"; } else sItem = "NW_AARCL008"; CreateItemOnObject(sItem, OBJECT_SELF, nStackSize); // Loop the object's inventory and equip the first object oItem = GetFirstItemInInventory(OBJECT_SELF); while(GetIsObjectValid(oItem)) { // Check if armor, of course if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR) { // Equip it and stop the script DelayCommand(1.0f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST)); return; } oItem = GetNextItemInInventory(OBJECT_SELF); } }