RATDOG/_module/nss/ra_rnd_armor_inc.nss
Jaysyn904 6195a6cf23 Bugfixing pass
Bugfixing pass.  Spawn swapovers.  Broom!
2021-09-25 14:13:00 -04:00

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//
// 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);
}
}