Initial Commit
Initial Commit
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80
_module/nss/craft_setname.nss
Normal file
80
_module/nss/craft_setname.nss
Normal file
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/*#include "craft_itemprop"
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#include "x4_inc_functions"
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void main()
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{
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object oPC = GetPCSpeaker();
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//Place any items in the main hand or the off-hand in the inventory
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object oCopied;
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int nCursed;
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if (GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC) != OBJECT_INVALID)
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{
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nCursed = GetItemCursedFlag(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
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oCopied = CopyItem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC), oPC, TRUE);
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if (oCopied != OBJECT_INVALID) DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
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if (nCursed == TRUE) SetItemCursedFlag(oCopied, TRUE);
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nCursed = FALSE;
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}
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if (GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) != OBJECT_INVALID)
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{
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nCursed = GetItemCursedFlag(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
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oCopied = CopyItem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC), oPC, TRUE);
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if (oCopied != OBJECT_INVALID) DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
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if (nCursed == TRUE) SetItemCursedFlag(oCopied, TRUE);
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nCursed = FALSE;
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}
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//The end of this chunk of code
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object oItem = GetFirstItemInInventory(oPC);
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string sName = GetLastPCChatMessage(oPC);
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if (sName == "") return;
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while (GetIsObjectValid(oItem))
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{
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if (GetLocalInt(oItem, "Prototype") == TRUE)
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{
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SetName(oItem, sName);
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return;
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}
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oItem = GetNextItemInInventory(oPC);
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}
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} */
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#include "x2_inc_itemprop"
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#include "x4_inc_functions"
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//This is actually the main function.
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void script(object oItem, object oPC)
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{
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string sName = GetLastPCChatMessage(oPC);
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sName = ColorString(sName, 64, 224, 208);
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AssignCommand(oPC, ActionUnequipItem(oItem));
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itemproperty ipAdd;
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ipAdd = ItemPropertyLimitUseByRace(RACIAL_TYPE_OOZE);
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DelayCommand(0.1, IPSafeAddItemProperty(oItem, ipAdd));
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SetItemCursedFlag(oItem, TRUE);
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SetName(oItem, sName);
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return;
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}
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void main()
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{
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object oPC = GetPCSpeaker();
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int nSlot = 0;
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object oItem;
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//Check if the item being crafted is equipped
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while (nSlot < 18)
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{
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oItem = GetItemInSlot(nSlot, oPC);
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if (GetLocalInt(oItem, "Prototype") == TRUE) {script(oItem, oPC); return; }
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nSlot++;
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}
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//If the item is not equipped, search for it in the inventory
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oItem = GetFirstItemInInventory(oPC);
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while (GetIsObjectValid(oItem))
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{
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if (GetLocalInt(oItem, "Prototype") == TRUE) {script(oItem, oPC); return; }
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oItem = GetNextItemInInventory(oPC);
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}
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}
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