//#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 iClothType = GetLocalInt(oPC,"iUseClothType"); if (iClothType != 0)CreateItemOnObject("flagswitch048",OBJECT_SELF,1); if (iClothType != 1)CreateItemOnObject("flagswitch049",OBJECT_SELF,1); if (iClothType != 2)CreateItemOnObject("flagswitch050",OBJECT_SELF,1); if (iClothType ==2) iTailorChance = iTailorChance - 300; if (iClothType ==3) iTailorChance = iTailorChance - 600; CreateItemOnObject("p_clothing_001",OBJECT_SELF,1); // Adept's Tunic CreateItemOnObject("p_clothing_003",OBJECT_SELF,1); // Assassin's Garb CreateItemOnObject("p_clothing_004",OBJECT_SELF,1); // Barabrian's Outfit CreateItemOnObject("p_clothing_005",OBJECT_SELF,1); // Bard's Tunic CreateItemOnObject("p_clothing_006",OBJECT_SELF,1); // Commoner Outfit CreateItemOnObject("p_clothing_007",OBJECT_SELF,1); // Commoner Tunic CreateItemOnObject("p_clothing_008",OBJECT_SELF,1); // Conjurer's Robe CreateItemOnObject("p_clothing_009",OBJECT_SELF,1); // Gladiator's Outfit CreateItemOnObject("p_clothing_010",OBJECT_SELF,1); // Illusionists Robe CreateItemOnObject("p_clothing_011",OBJECT_SELF,1); // Jester's Outfit CreateItemOnObject("p_clothing_012",OBJECT_SELF,1); // Monk's Outfit CreateItemOnObject("p_clothing_013",OBJECT_SELF,1); // Necromancer's Robe CreateItemOnObject("p_clothing_014",OBJECT_SELF,1); // Noble Guardsman Tunic CreateItemOnObject("p_clothing_015",OBJECT_SELF,1); // Noble's Outfit CreateItemOnObject("p_clothing_016",OBJECT_SELF,1); // Noble's Tunic CreateItemOnObject("p_clothing_017",OBJECT_SELF,1); // Paladin's Tunic CreateItemOnObject("p_clothing_018",OBJECT_SELF,1); // Performer's Outfit CreateItemOnObject("p_clothing_019",OBJECT_SELF,1); // Priest's Robe CreateItemOnObject("p_clothing_020",OBJECT_SELF,1); // Rogue's Tunic CreateItemOnObject("p_clothing_021",OBJECT_SELF,1); // Soldier's Tunic CreateItemOnObject("p_clothing_022",OBJECT_SELF,1); // Sorcerer's Robe CreateItemOnObject("p_clothing_023",OBJECT_SELF,1); // Squire's Tunic CreateItemOnObject("p_clothing_024",OBJECT_SELF,1); // Urchin Rags CreateItemOnObject("p_clothing_025",OBJECT_SELF,1); // Vagabond Rags CreateItemOnObject("p_clothing_026",OBJECT_SELF,1); // Veteran's Outfit CreateItemOnObject("p_clothing_027",OBJECT_SELF,1); // Warrior's Tunic CreateItemOnObject("p_clothing_028",OBJECT_SELF,1); // Wizard's Robe CreateItemOnObject("p_clothing_029",OBJECT_SELF,1); // Woodsman's Outfit if (iTailorChance>900)CreateItemOnObject("p_clothing_002",OBJECT_SELF,1); // Adventurer's robe (expensive) // 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); } }