200 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
//
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// Randomized Armor Include
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// RA_RND_ARMOR_INC
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//
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// By: Jaysyn
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//
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// Test VOID
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//void main(){}
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void RndBanditArmor(object oNPC)
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{
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// Makes sure any original armor isn't dropped as loot.
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    SetDroppableFlag(GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF), 0);
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    //Randomizes Armor
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    int nResult = d6(1);
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    int nStackSize = 1; // Create 1 items;
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    object oArmor;
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    string sItem;
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    if (nResult == 1)
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        {
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            sItem = "NW_AARCL001";
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        }
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    else if(nResult == 2)
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        {
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            sItem = "NW_AARCL009";
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        }
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    else if(nResult == 3)
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        {
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            sItem = "NW_AARCL002";
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        }
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    else if(nResult ==4)
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        {
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            sItem = "NW_AARCL008";
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        }
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    else if(nResult == 5)
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        {
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            sItem = "NW_AARCL002";
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        }
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    else
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        sItem = "NW_AARCL008";
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    CreateItemOnObject(sItem, OBJECT_SELF, nStackSize);
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        // Loop the object's inventory and equip the first
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    object oItem = GetFirstItemInInventory(OBJECT_SELF);
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    while(GetIsObjectValid(oItem))
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    {
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        // Check if armor, of course
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        if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR)
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        {
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            // Equip it and stop the script
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            DelayCommand(1.0f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
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            return;
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        }
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        oItem = GetNextItemInInventory(OBJECT_SELF);
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    }
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}
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void RndLightArmor(object oNPC)
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{
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// Makes sure any original armor isn't dropped as loot.
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    SetDroppableFlag(GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF), 0);
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    //Randomizes Armor
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    int nResult = d8(1);
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    int nStackSize = 1; // Create 1 items;
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    object oArmor;
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    string sItem;
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    if (nResult == 1)
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        {
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            sItem = "aarcl002";
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        }
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    else if(nResult == 2)
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        {
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            sItem = "baleas_cloth019";
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        }
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    else if(nResult == 3)
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        {
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            sItem = "aarcl004";
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        }
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    else if(nResult ==4)
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        {
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            sItem = "zep_studdedleath";
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        }
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    else if(nResult == 5)
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        {
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            sItem = "aarcl004";
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        }
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    else if(nResult == 6)
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        {
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            sItem = "nw_aarcl001";
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        }
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    else if(nResult == 7)
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        {
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            sItem = "nw_aarcl002";
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        }
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    else
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        sItem = "nw_aarcl009";
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    CreateItemOnObject(sItem, OBJECT_SELF, nStackSize);
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        // Loop the object's inventory and equip the first
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    object oItem = GetFirstItemInInventory(OBJECT_SELF);
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    while(GetIsObjectValid(oItem))
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    {
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        // Check if armor, of course
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        if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR)
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        {
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            // Equip it and stop the script
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            DelayCommand(1.0f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
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            return;
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        }
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        oItem = GetNextItemInInventory(OBJECT_SELF);
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    }
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}
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void RndFighterArmor(object oNPC)
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{
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// Makes sure any original armor isn't dropped as loot.
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    SetDroppableFlag(GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF), 0);
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    //Randomizes Armor
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    int nResult = d10(1);
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    int nStackSize = 1; // Create 1 items;
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    object oArmor;
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    string sItem;
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    if (nResult == 1)
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        {
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            sItem = "nw_aarcl011";
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        }
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    else if(nResult == 2)
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        {
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            sItem = "nw_aarcl006";
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        }
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    else if(nResult == 3)
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        {
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            sItem = "nw_aarcl005";
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        }
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    else if(nResult ==4)
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        {
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            sItem = "nw_aarcl010";
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        }
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    else if(nResult == 5)
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        {
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            sItem = "nw_aarcl004";
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        }
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    else if(nResult == 6)
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        {
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            sItem = "nw_aarcl003";
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        }
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    else if(nResult == 7)
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        {
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            sItem = "nw_aarcl012";
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        }
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    else if(nResult == 8)
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        {
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            sItem = "chainmail_st";
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        }
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    else if(nResult == 9)
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        {
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            sItem = "scale_st";
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        }
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    else
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        sItem = "aarcl007";
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    CreateItemOnObject(sItem, OBJECT_SELF, nStackSize);
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        // Loop the object's inventory and equip the first
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    object oItem = GetFirstItemInInventory(OBJECT_SELF);
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    while(GetIsObjectValid(oItem))
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    {
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        // Check if armor, of course
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        if(GetBaseItemType(oItem) == BASE_ITEM_ARMOR)
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        {
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            // Equip it and stop the script
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            DelayCommand(1.0f, ActionEquipItem(oItem, INVENTORY_SLOT_CHEST));
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            return;
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        }
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        oItem = GetNextItemInInventory(OBJECT_SELF);
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    }
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}
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