void main() { object oObject = GetEnteringObject(); if (GetIsEncounterCreature(oObject)) { object oItem = GetFirstItemInInventory(oObject); while (GetIsObjectValid(oItem)) { DestroyObject(oItem); oItem = GetNextItemInInventory(oObject); } DestroyObject(GetItemInSlot(INVENTORY_SLOT_ARMS, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_ARROWS, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_BELT, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_BOLTS, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_BOOTS, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_BULLETS, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_HEAD, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_CHEST, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_CLOAK, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTRING, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_NECK, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oObject)); DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oObject)); AssignCommand(oObject, SetIsDestroyable(TRUE, FALSE, FALSE)); DelayCommand(0.3, DestroyObject(oObject)); } }