//#include "_persist_01a" void main() { object oPC = GetLastOpenedBy(); //int iTailorSkill = GetTokenPair(oPC,13,9); // Tailoring (Credit Tony Edwards for catching a mis-typed token value here.. was originally using weaponcraft skill to determine tailor patterns. Thx Tony ;) int iTailorSkill = GetCampaignInt("UOACraft","iTailorSkill",oPC); int iTailorChance = iTailorSkill; if (GetItemPossessedBy(oPC,"NoDrop_SkillLogBook")==OBJECT_INVALID) { CreateItemOnObject("skilllogbook",oPC,1); } if (iTailorChance < 350) { iTailorChance = GetAbilityScore(oPC,ABILITY_DEXTERITY)*5; iTailorChance = iTailorChance+(GetAbilityScore(oPC,ABILITY_STRENGTH)*3); iTailorChance = iTailorChance+(GetAbilityScore(oPC,ABILITY_WISDOM)*2); iTailorChance = iTailorChance*3; if (iTailorChance>350)iTailorChance=350; if (iTailorSkill > iTailorChance) iTailorChance=iTailorSkill; } int iLeatherType = GetLocalInt(oPC,"iUseLeatherType"); if (iLeatherType != 0)CreateItemOnObject("flagswitch023",OBJECT_SELF,1); if (iLeatherType != 1)CreateItemOnObject("flagswitch024",OBJECT_SELF,1); if (iLeatherType != 2)CreateItemOnObject("flagswitch025",OBJECT_SELF,1); if (iLeatherType ==2) iTailorChance = iTailorChance - 100; if (iLeatherType ==3) iTailorChance = iTailorChance - 200; if (iTailorChance>200)CreateItemOnObject("aarcl314",OBJECT_SELF,1); // Padded Armor if (iTailorChance>300)CreateItemOnObject("aarcl313",OBJECT_SELF,1); // Leather Armor if (iTailorChance>400)CreateItemOnObject("gloves010",OBJECT_SELF,1); // Leather Gloves if (iTailorChance>450)CreateItemOnObject("pattern052",OBJECT_SELF,1); // Soft Leather Boots if (iTailorChance>500)CreateItemOnObject("aarcl312",OBJECT_SELF,1); // Studded Leather Armor if (iTailorChance>510)CreateItemOnObject("pattern038",OBJECT_SELF,1); // Small Leather Bag if (iTailorChance>520)CreateItemOnObject("aarcl346",OBJECT_SELF,1); // Silver Studded Leather Armor if (iTailorChance>520)CreateItemOnObject("aarcl318",OBJECT_SELF,1); // Dull Copper Studded Leather Armor if (iTailorChance>540)CreateItemOnObject("aarcl322",OBJECT_SELF,1); // Shadow Iron Studded Leather Armor if (iTailorChance>550)CreateItemOnObject("belt010",OBJECT_SELF,1); // Leather Belt if (iTailorChance>560)CreateItemOnObject("aarcl326",OBJECT_SELF,1); // Copper Studded Leather Armor if (iTailorChance>575)CreateItemOnObject("pattern054",OBJECT_SELF,1); // Hard Leather Boots if (iTailorChance>580)CreateItemOnObject("aarcl330",OBJECT_SELF,1); // Bronze Studded Leather Armor if (iTailorChance>600)CreateItemOnObject("aarcl362",OBJECT_SELF,1); // Gold Studded Leather Armor if (iTailorChance>625)CreateItemOnObject("pattern047",OBJECT_SELF,1); // Medium Leather Bag if (iTailorChance>650)CreateItemOnObject("aarcl334",OBJECT_SELF,1); // Agapite Studded Leather Armor if (iTailorChance>650)CreateItemOnObject("aarcl358",OBJECT_SELF,1); // Platinum Studded Leather Armor if (iTailorChance>700)CreateItemOnObject("aarcl338",OBJECT_SELF,1); // Verite Studded Leather Armor if (iTailorChance>700)CreateItemOnObject("aarcl350",OBJECT_SELF,1); // Mithril Studded Leather Armor if (iTailorChance>750)CreateItemOnObject("aarcl342",OBJECT_SELF,1); // Valorite Studded Leather Armor if (iTailorChance>750)CreateItemOnObject("aarcl354",OBJECT_SELF,1); // Adamantite Studded Leather Armor if (iTailorChance>750)CreateItemOnObject("pattern051",OBJECT_SELF,1); // Large Leather Bag // Search for and destroy any hidden 'body bags' from prior incarnations of this placeable object oSearchForBag = GetNearestObjectByTag("Body Bag",OBJECT_SELF,1); if (oSearchForBag == OBJECT_INVALID)return; object oBagItem = OBJECT_INVALID; if (GetDistanceToObject(oSearchForBag)<= 0.2) { //SendMessageToPC(GetFirstPC(),"Body bag found.. destroying contents.."); oBagItem = GetFirstItemInInventory(oSearchForBag); while (oBagItem != OBJECT_INVALID) { //SendMessageToPC(GetFirstPC(),"Destroying : "+GetName(oBagItem)); DestroyObject(oBagItem); oBagItem = GetNextItemInInventory(oSearchForBag); } DestroyObject(oSearchForBag,1.0); } }