//#include "_persist_01a" void main() { object oPC = GetLastOpenedBy(); //int iGlassSkill = GetTokenPair(oPC,14,5); int iGlassSkill = GetCampaignInt("UOACraft","iTinkerSkill",oPC); int iGlassChance = iGlassSkill; if (GetItemPossessedBy(oPC,"NoDrop_SkillLogBook")==OBJECT_INVALID) { CreateItemOnObject("skilllogbook",oPC,1); } if (iGlassChance <350) { iGlassChance = GetAbilityScore(oPC,ABILITY_DEXTERITY)*5; iGlassChance = iGlassChance+(GetAbilityScore(oPC,ABILITY_INTELLIGENCE)*3); iGlassChance = iGlassChance+(GetAbilityScore(oPC,ABILITY_STRENGTH)*2); iGlassChance = iGlassChance *3; if (iGlassChance > 350) iGlassChance = 350; if (iGlassSkill > iGlassChance) iGlassChance = iGlassSkill; } //Create Flagswitches for filling arrow tips, etc, with various potions CreateItemOnObject("flagswitch058",OBJECT_SELF,1); //Weak Acid Selector if (iGlassChance>=100)CreateItemOnObject("flagswitch059",OBJECT_SELF,1); //Moderate Acid Selector if (iGlassChance>=250)CreateItemOnObject("flagswitch060",OBJECT_SELF,1); //Strong Acid Selector if (iGlassChance>=500)CreateItemOnObject("flagswitch061",OBJECT_SELF,1); //Very Strong Acid Selector // Create Patterns for objects with less than 24.0 skill CreateItemOnObject("pattern001",OBJECT_SELF,1); //Tinker Toolset CreateItemOnObject("pattern008",OBJECT_SELF,1); // Shovel CreateItemOnObject("pattern005",OBJECT_SELF,1); // Sewing Kit CreateItemOnObject("pattern012",OBJECT_SELF,1); // Sewing Kit CreateItemOnObject("pattern112",OBJECT_SELF,1); // Carpenters Tools if (iGlassChance >= 250) CreateItemOnObject("pattern009",OBJECT_SELF,1); // Woodsman Axe if (iGlassChance >= 250) CreateItemOnObject("pattern079",OBJECT_SELF,1); // Orchard Blade if (iGlassChance >= 300) CreateItemOnObject("pattern080",OBJECT_SELF,1); // Fillet Knife if (iGlassChance >= 300) CreateItemOnObject("pattern006",OBJECT_SELF,1); // Miner's Pick if (iGlassChance >= 350) CreateItemOnObject("pattern007",OBJECT_SELF,1); // Miner's Pickaxe if (iGlassChance >= 400) CreateItemOnObject("pattern089",OBJECT_SELF,1); // Excavation Tools if (iGlassChance >= 500) CreateItemOnObject("pattern081",OBJECT_SELF,1); // Glass Arrowhead if (iGlassChance >= 500) CreateItemOnObject("pattern082",OBJECT_SELF,1); // Glass Bolt Tip if (iGlassChance >= 600) CreateItemOnObject("pattern083",OBJECT_SELF,1); // Glass Sling Bullet // 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); } }