Aschbourne_PRC8/_module/nss/_open_anvil2.nss
GetOffMyYarn 69879d6957 Areas and Fixes
Added CCOH and missing areas
Changed some areas to be craftable,
Fixed some on death issues,
Fixed the Gaurd
2024-08-30 11:38:44 -04:00

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#include "_persist_01a"
void main()
{
object oPC = GetLastOpenedBy();
int iSmithSkill = GetTokenPair(oPC,13,4); // Weaponsmith
int iSmithChance = iSmithSkill;
int iArmorSkill = GetTokenPair(oPC,13,5); // ArmorCraft
int iArmorChance = iArmorSkill;
int iIngotType = GetLocalInt(oPC,"iUseIngotType");
int iIngotMod = iIngotType*25;
if (iSmithChance < 350)
{
iSmithChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5;
iSmithChance = iSmithChance+(GetAbilityScore(oPC,ABILITY_DEXTERITY)*3);
iSmithChance = iSmithChance+(GetAbilityScore(oPC,ABILITY_INTELLIGENCE)*2);
iSmithChance = iSmithChance*3;
if (iSmithChance>350)iSmithChance=350;
if (iSmithSkill > iSmithChance) iSmithChance=iSmithSkill;
}
if (iArmorChance < 350)
{
iArmorChance = GetAbilityScore(oPC,ABILITY_STRENGTH)*5;
iArmorChance = iArmorChance+(GetAbilityScore(oPC,ABILITY_DEXTERITY)*3);
iArmorChance = iArmorChance+(GetAbilityScore(oPC,ABILITY_INTELLIGENCE)*2);
iArmorChance = iArmorChance*3;
if (iArmorChance>350)iArmorChance=350;
if (iArmorSkill > iArmorChance) iArmorChance=iArmorSkill;
}
// Create Ingot Type FlagSwitches
if (iIngotType != 0)CreateItemOnObject("flagswitch010",OBJECT_SELF,1);
if (iIngotType != 1)CreateItemOnObject("flagswitch011",OBJECT_SELF,1);
if (iIngotType != 2)CreateItemOnObject("flagswitch012",OBJECT_SELF,1);
if (iIngotType != 3)CreateItemOnObject("flagswitch013",OBJECT_SELF,1);
if (iIngotType != 4)CreateItemOnObject("flagswitch014",OBJECT_SELF,1);
if (iIngotType != 5)CreateItemOnObject("flagswitch015",OBJECT_SELF,1);
if (iIngotType != 6)CreateItemOnObject("flagswitch016",OBJECT_SELF,1);
if (iIngotType != 7)CreateItemOnObject("flagswitch017",OBJECT_SELF,1);
if (iIngotType != 8)CreateItemOnObject("flagswitch018",OBJECT_SELF,1);
if (iIngotType != 9)CreateItemOnObject("flagswitch019",OBJECT_SELF,1);
if (iIngotType != 10)CreateItemOnObject("flagswitch020",OBJECT_SELF,1);
if (iIngotType != 11)CreateItemOnObject("flagswitch021",OBJECT_SELF,1);
if (iIngotType != 12)CreateItemOnObject("flagswitch022",OBJECT_SELF,1);
SendMessageToPC(oPC,"iIngotType : "+IntToString(iIngotType));
if (iIngotType==9) iIngotMod = 90; // Silver is little easier than Bronze
if (iIngotType==10) iIngotMod = 175; // Mithril is hard as Verite
if (iIngotType==11) iIngotMod = 200; // Adamantite is hard as Valorite
if (iIngotType==12) iIngotMod = 150; // Platinum is hard as Agapite
// Modify the skill based on current ingot selection
if (iIngotMod >0) iIngotMod = iIngotMod + 250;
iSmithChance = iSmithChance - iIngotMod;
iArmorChance = iArmorChance - iIngotMod;
// Create tokens for items
if (iSmithChance>0){CreateItemOnObject("pattern022",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Metal Studs"); } /// Metal Studs (For studded leather)
if (iSmithChance>0){ CreateItemOnObject("pattern069",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Sling Bullets"); } /// Normal Sling Bullets
if (iSmithChance>50){ CreateItemOnObject("pattern042",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Throwing Darts"); } /// Normal Throwing Darts
if (iSmithChance>50){ CreateItemOnObject("pattern021",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Shuriken"); } /// Normal Shuriken
if (iSmithChance>50){ CreateItemOnObject("pattern070",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Arrowheads"); } /// Normal Arrowheads
if (iSmithChance>50){ CreateItemOnObject("pattern062",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Bolt Tips"); } /// Normal Bolt Tips
if (iSmithChance>50){ CreateItemOnObject("pattern045",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Kama"); } /// Normal Kama
if (iSmithChance>100){ CreateItemOnObject("pattern032",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Dagger"); } /// Normal Dagger
if (iSmithChance>100){ CreateItemOnObject("pattern064",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Kukri");} /// Normal Kukri
if (iArmorChance>100){ CreateItemOnObject("pattern111",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Ringmail Armor"); } /// Normal Ringmail Armor
if (iSmithChance>150){ CreateItemOnObject("pattern027",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Shortsword"); } /// Normal Shortsword
if (iSmithChance>150){ CreateItemOnObject("pattern049",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Handaxe"); } /// Normal Handaxe
if (iSmithChance>150){ CreateItemOnObject("pattern039",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Throwing Axes"); } /// Normal Throwing Axes
if (iSmithChance>150){ CreateItemOnObject("pattern028",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Sickle"); } /// Normal Sickle
if (iArmorChance>150){ CreateItemOnObject("pattern201",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Horsehair Helmet"); } /// Normal Horsehair Helmet
if (iArmorChance>150){ CreateItemOnObject("pattern200",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Pot Helmet"); } /// Normal Pot Helmet
if (iArmorChance>150){ CreateItemOnObject("pattern202",OBJECT_SELF,1); SendMessageToPC(oPC,"Created Pattern Spike Helmet"); } /// Normal Spike Helmet
if (iArmorChance>150){ CreateItemOnObject("pattern203",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Stag Helmet"); } /// Normal Stag Helmet
if (iArmorChance>150){ CreateItemOnObject("pattern204",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Winged Helmet"); } /// Normal Winged Helmet
if (iSmithChance>200){ CreateItemOnObject("pattern031",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Mace"); } /// Normal Mace
if (iArmorChance >=250){ CreateItemOnObject("pattern029",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Small Shield"); } /// Normal Small Shield
if (iArmorChance >=250){ CreateItemOnObject("pattern110",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Chainmail Shirt"); } /// Normal Chainmail Shirt
if (iSmithChance >=250){ CreateItemOnObject("pattern046",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Longsword"); } /// Normal Longsword
if (iSmithChance >=250){ CreateItemOnObject("pattern040",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Light Flail"); } /// Normal Light Flail
if (iSmithChance >=250){ CreateItemOnObject("pattern044",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Light Hammer"); } /// Normal Light Hammer
if (iSmithChance >=250){ CreateItemOnObject("pattern024",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Rapier"); } /// Normal Rapier
if (iArmorChance >=300){ CreateItemOnObject("pattern108",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern scale mail armor"); } /// Normal scale mail armor
if (iSmithChance >=300){ CreateItemOnObject("pattern023",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Morning Star"); } /// Normal Morning Star
if (iSmithChance >=300){ CreateItemOnObject("pattern060",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Battleaxe"); } /// Normal Battleaxe
if (iSmithChance >=300){ CreateItemOnObject("pattern030",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Spear"); } /// Normal Spear
if (iSmithChance >=300){ CreateItemOnObject("pattern025",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Scimitar"); } /// Normal Scimitar
if (iArmorChance >=350){ CreateItemOnObject("pattern107",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Chainmail Armor"); } /// Normal Chainmail Armor
if (iArmorChance >=350){ CreateItemOnObject("pattern106",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Breastplate"); } /// Normal Breastplate
if (iSmithChance >=350){ CreateItemOnObject("pattern063",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Bastard Sword"); } /// Normal Bastard Sword
if (iSmithChance >=350){ CreateItemOnObject("pattern057",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Large Shield"); } /// Normal Large Shield
if (iSmithChance >=350){ CreateItemOnObject("pattern048",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Heavy Flail"); } /// Normal Heavy Flail
if (iSmithChance >=350){ CreateItemOnObject("pattern050",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Warhammer"); } /// Normal Warhammer
if (iSmithChance >=350){ CreateItemOnObject("pattern056",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Katana"); } /// Normal Katana
if (iArmorChance >=400){ CreateItemOnObject("pattern100",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Banded Mail Armor"); } /// Normal Banded Mail Armor
if (iArmorChance >=400){ CreateItemOnObject("pattern105",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Splint Mail Armor"); } /// Normal Splint Mail Armor
if (iSmithChance >=400){ CreateItemOnObject("pattern053",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Greatsword"); } /// Normal Greatsword
if (iSmithChance >=400){ CreateItemOnObject("pattern020",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Halberd"); } /// Normal Halberd
if (iSmithChance >=400){ CreateItemOnObject("pattern026",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Scythe"); } /// Normal Scythe
if (iArmorChance >=450){ CreateItemOnObject("pattern102",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Half Plate Armor"); } /// Normal Half Plate Armor
if (iArmorChance >=450){ CreateItemOnObject("pattern043",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Tower Shield"); } /// Normal Tower Shield
if (iArmorChance >=450){ CreateItemOnObject("pattern033",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Dire Mace"); } /// Normal Dire Mace
if (iArmorChance >=450){ CreateItemOnObject("pattern059",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Double Axe"); } /// Normal Double Axe
if (iArmorChance >=500){ CreateItemOnObject("pattern101",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Full Plate Armor"); } /// Normal Full Plate Armor
if (iArmorChance >=500){ CreateItemOnObject("pattern041",OBJECT_SELF,1);SendMessageToPC(oPC,"Created Pattern Two-Bladed Sword");} /// Normal Two-Bladed Sword
// 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);
}
}