Battledale_PRC8/_module/nss/jth_dmwand.nss
Jaysyn904 e5b3f6ad61 Finished PRC8 integration
Finished PRC8 integration.  Moved creature abilities to top hak.  Setup tooling.  Created release archive
2024-03-12 21:27:23 -04:00

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//////////////////////////////////
//: Script: jth_dmwand
//: Purpose: include file for a DM's Helper wand
//: Author: Dopple (dopple@why-bother-me.com
//////////////////////////////////
#include "prc_inc_racial"
// function for OnActivateItem
object oMySpeaker = GetLastSpeaker();
object oMyTarget = GetLocalObject(oMySpeaker, "dmwandtarget");
location lMyLoc = GetLocalLocation(oMySpeaker, "dmwandloc");
void dmwand_activate()
{
// get the wand's activator and target, put target info into local vars on activator
object oMyActivator = GetItemActivator();
object oMyTarget = GetItemActivatedTarget();
SetLocalObject(oMyActivator, "dmwandtarget", oMyTarget);
location lMyLoc = GetItemActivatedTargetLocation();
SetLocalLocation(oMyActivator, "dmwandloc", lMyLoc);
//Uncomment this for a silent shout whenever the DM wand is used
//AssignCommand(oMyActivator, ActionSpeakString("Using DM powers..", TALKVOLUME_SILENT_SHOUT));
//Make the activator start a conversation with itself
AssignCommand(oMyActivator, ActionStartConversation(oMyActivator, "dmwand", TRUE));
}
//////////////////////////////////
/// Tests for determining if a conversation option should be shown
//////////////////////////////////
// Check if the target is a lockable object
int dmwand_istargetlockable()
{
int nTargetType = GetObjectType(oMyTarget);
if(GetIsObjectValid(oMyTarget))
{
if((nTargetType == OBJECT_TYPE_DOOR) || (nTargetType == OBJECT_TYPE_PLACEABLE))
{
return TRUE;
}
}
return FALSE;
}
int dmwand_istargetplaceable()
{
int nTargetType = GetObjectType(oMyTarget);
if(GetIsObjectValid(oMyTarget))
{
if(nTargetType == OBJECT_TYPE_PLACEABLE)
{
return TRUE;
}
}
return FALSE;
}
// Check if the target can be created with CreateObject
int dmwand_istargetcreateable()
{
int nTargetType = GetObjectType(oMyTarget);
if(GetIsObjectValid(oMyTarget))
{
if((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE))
{
return TRUE;
}
}
return FALSE;
}
//Check if target is a destroyable object
int dmwand_istargetdestroyable()
{
int nTargetType = GetObjectType(oMyTarget);
if(GetIsObjectValid(oMyTarget) && (! GetIsPC(oMyTarget)))
{
if((nTargetType == OBJECT_TYPE_ITEM) || (nTargetType == OBJECT_TYPE_PLACEABLE) || (nTargetType == OBJECT_TYPE_CREATURE))
{
return TRUE;
}
}
return FALSE;
}
//Check if the target is a PC
int dmwand_istargetpc()
{
if(GetIsObjectValid(oMyTarget) && GetIsPC(oMyTarget))
{
return TRUE;
}
return FALSE;
}
//Check if the target is not myself
int dmwand_istargetnotme()
{
if(GetIsObjectValid(oMyTarget) && (oMySpeaker != oMyTarget))
{
return TRUE;
}
return FALSE;
}
//Check if target is an NPC or monster
int dmwand_istargetnpc()
{
if(GetIsObjectValid(oMyTarget) && GetAbilityScore(oMyTarget, ABILITY_CONSTITUTION))
{
if(! GetIsPC(oMyTarget))
{
return TRUE;
}
}
return FALSE;
}
// Check if the target is a PC or NPC
// uses the CON score currently
int dmwand_istargetpcornpc()
{
return (GetIsObjectValid(oMyTarget) && GetAbilityScore(oMyTarget, ABILITY_CONSTITUTION));
}
// checks if the wand was NOT clicked on an object
int dmwand_istargetinvalid()
{
return !GetIsObjectValid(oMyTarget);
}
// checks if a nearby object is destroyable
int dmwand_isnearbydestroyable()
{
object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
if(GetIsObjectValid(oMyTest))
{
return TRUE;
}
return FALSE;
}
///////////////////////////////////////////////////////////////
/// The actual meat of the DM wand
// Give a player the full map of an area
void dmwand_exploreareaforplayer()
{
object omyarea = GetArea(oMySpeaker);
ExploreAreaForPlayer(omyarea, oMyTarget);
}
// Reload the current running module, teleporting everyone to the starting position
void dmwand_reloadmodule()
{
string sModuleName = GetModuleName();
// SendMessageToPC(oMySpeaker,"CRASHES MODULE-DISABLED");
StartNewModule(sModuleName);
}
/////////////////////////////////////////////////
// Character Information Scripts
// I designed this script to get around the DM console limitation of not
// being able to get Player info. This script displays all you want to know about
// the player INCLUDING teh players inventory!
// I made all the info you retrieve into FUNCTIONS so you can easily lift them
// and put them in other scripts.
// When a player logs on the information is sent to the Server DM. I will
// be tweaking this code as I go, hopefully making it to where you can
// pass in a player paramter via teh DM console and get his information.
// Place script in the OnEnter event of the Area
// PLEASE: I script and give away for free, so I ask that any of my code
// you reuse, put my name and email address in it. You can freely distribute
// any of my code with your own as long as you do so.
// THANKS!
// Robert Bernavich
// robert_bernavich@mentor.com
//------------------------------------
string Gender(object oEntity)
{
// function returns a string value of objects gender
switch (GetGender(oEntity))
{
case GENDER_MALE: return "Male"; break;
case GENDER_FEMALE: return "Female"; break;
case GENDER_BOTH: return "Both"; break;
case GENDER_NONE: return "None"; break;
case GENDER_OTHER: return "Other"; break;
}
return "Wierdo";
}
//------------------------------------
//------------------------------------
string Alignment(object oEntity)
{
// function returns concatenated string version of
// objects Alignment
string sReturnString;
switch (GetAlignmentLawChaos(oEntity))
{
case ALIGNMENT_LAWFUL: sReturnString = "Lawful "; break;
case ALIGNMENT_NEUTRAL: sReturnString = "Neutral "; break;
case ALIGNMENT_CHAOTIC: sReturnString = "Chaotic "; break;
}
switch (GetAlignmentGoodEvil(oEntity))
{
case ALIGNMENT_GOOD: sReturnString = sReturnString + "Good"; break;
case ALIGNMENT_NEUTRAL: sReturnString = sReturnString + "Neutral"; break;
case ALIGNMENT_EVIL: sReturnString = sReturnString + "Evil"; break;
}
if (sReturnString == "Neutral Neutral"){sReturnString = "True Nuetral";}
return sReturnString;
}
//------------------------------------
//------------------------------------
string Race(object oEntity)
{
// Returns striong version of objects race
switch (MyPRCGetRacialType(oEntity))
{
case RACIAL_TYPE_ALL: return "All"; break;
case RACIAL_TYPE_ANIMAL: return "Animal"; break;
case RACIAL_TYPE_BEAST: return "Beast"; break;
case RACIAL_TYPE_CONSTRUCT: return "Construct"; break;
case RACIAL_TYPE_DRAGON: return "Dragon"; break;
case RACIAL_TYPE_DWARF: return "Dwarf"; break;
case RACIAL_TYPE_ELEMENTAL: return "Elemental"; break;
case RACIAL_TYPE_ELF: return "Elf"; break;
case RACIAL_TYPE_FEY: return "Fey"; break;
case RACIAL_TYPE_GIANT: return "Giant"; break;
case RACIAL_TYPE_GNOME: return "Gnome"; break;
case RACIAL_TYPE_HALFELF: return "Half Elf"; break;
case RACIAL_TYPE_HALFLING: return "Halfling"; break;
case RACIAL_TYPE_HALFORC: return "Half Orc"; break;
case RACIAL_TYPE_HUMAN: return "Human"; break;
case RACIAL_TYPE_HUMANOID_GOBLINOID: return "Goblinoid"; break;
case RACIAL_TYPE_HUMANOID_MONSTROUS: return "Monstrous"; break;
case RACIAL_TYPE_HUMANOID_ORC: return "Orc"; break;
case RACIAL_TYPE_HUMANOID_REPTILIAN: return "Reptillian"; break;
// case RACIAL_TYPE_INVALID: return "Unknown"; break;
case RACIAL_TYPE_MAGICAL_BEAST: return "Magical Beast"; break;
case RACIAL_TYPE_OUTSIDER: return "Outsider"; break;
case RACIAL_TYPE_SHAPECHANGER: return "Shapechanger"; break;
case RACIAL_TYPE_UNDEAD: return "Undead"; break;
case RACIAL_TYPE_VERMIN: return "Vermin"; break;
}
return "Unknown";
}
//------------------------------------
string ClassLevel(object oEntity)
{
// Returns all three classes and levels in string format of Object
string sReturnString;
string sClass;
string sClassOne;
string sClassTwo;
string sClassThree;
int nLevelOne;
int nLevelTwo;
int nLevelThree;
int iIndex;
// Loop through all three classes and pull out info
for(iIndex == 1;iIndex < 4;iIndex++)
{
switch (GetClassByPosition(iIndex,oEntity))
{
case CLASS_TYPE_ABERRATION: sClass ="Aberration";break;
case CLASS_TYPE_ANIMAL: sClass ="Animal"; break;
case CLASS_TYPE_BARBARIAN: sClass ="Barbarian";break;
case CLASS_TYPE_BARD: sClass ="Bard"; break;
case CLASS_TYPE_BEAST: sClass ="Beast"; break;
case CLASS_TYPE_CLERIC: sClass ="Cleric"; break;
case CLASS_TYPE_COMMONER: sClass ="Commoner";break;
case CLASS_TYPE_CONSTRUCT: sClass ="Construct"; break;
case CLASS_TYPE_DRAGON: sClass ="Dragon"; break;
case CLASS_TYPE_DRUID: sClass ="Druid";break;
case CLASS_TYPE_ELEMENTAL: sClass ="Elemental"; break;
case CLASS_TYPE_FEY: sClass ="Fey";break;
case CLASS_TYPE_FIGHTER: sClass ="Fighter"; break;
case CLASS_TYPE_GIANT: sClass ="Giant"; break;
case CLASS_TYPE_HUMANOID: sClass ="Humanoid"; break;
case CLASS_TYPE_INVALID: sClass ="";break;
case CLASS_TYPE_MAGICAL_BEAST:sClass ="Magical Beast"; break;
case CLASS_TYPE_MONK: sClass ="Monk"; break;
case CLASS_TYPE_OUTSIDER: sClass ="Outsider"; break;
case CLASS_TYPE_MONSTROUS: sClass ="Monstrous"; break;
case CLASS_TYPE_PALADIN: sClass ="Paladin";break;
case CLASS_TYPE_RANGER: sClass ="Ranger";break;
case CLASS_TYPE_ROGUE: sClass ="Rogue";break;
case CLASS_TYPE_SHAPECHANGER: sClass ="Shapechanger";break;
case CLASS_TYPE_SORCERER: sClass ="Sorcerer";break;
case CLASS_TYPE_UNDEAD: sClass ="Undead";break;
case CLASS_TYPE_VERMIN: sClass ="Vermin"; break;
case CLASS_TYPE_WIZARD: sClass ="Wizard"; break;
}
// Now depending on which iteration we just went through
// assign it to the proper class
switch (iIndex)
{
case 1: sClassOne = sClass; break;
case 2: sClassTwo = sClass; break;
case 3: sClassThree = sClass; break;
}
};
// Now get all three class levels. Wil be 0 if does class pos
//does not exists
nLevelOne = GetLevelByPosition(1,oEntity);
nLevelTwo = GetLevelByPosition(2,oEntity);
nLevelThree = GetLevelByPosition(3,oEntity);
//Start building return string
sReturnString = sClassOne + "(" + IntToString(nLevelOne) + ")" ;
//If second class exists append to return string
if(nLevelTwo > 0)
{
sReturnString =sReturnString + "/" + sClassTwo + "(" + IntToString(nLevelTwo) + ")";
}
//If third class exists append to return string
if(nLevelThree > 0)
{
sReturnString =sReturnString + "/" + sClassThree + "(" + IntToString(nLevelThree) + ")";
}
return sReturnString;
}
//-----------------------------------------------------
//------------------------------------
string Inventory(object oEntity)
{
//Loop through the objects inventory and return a string value of entire
// inventory !
string sBaseType;
string sReturnString;
object oItem = GetFirstItemInInventory(oEntity);
while(oItem != OBJECT_INVALID)
{
switch(GetBaseItemType(oItem))
{
case BASE_ITEM_AMULET: sBaseType ="Amulet";break;
case BASE_ITEM_ARMOR: sBaseType ="Armor";break;
case BASE_ITEM_ARROW: sBaseType ="Arrow";break;
case BASE_ITEM_BASTARDSWORD: sBaseType ="Bastard Sword";break;
case BASE_ITEM_BATTLEAXE: sBaseType ="Battle Axe";break;
case BASE_ITEM_BELT: sBaseType ="Belt";break;
case BASE_ITEM_BOLT : sBaseType ="Bolt";break;
case BASE_ITEM_BOOK: sBaseType ="Book";break;
case BASE_ITEM_BOOTS: sBaseType ="Boots";break;
case BASE_ITEM_BRACER: sBaseType ="Bracer";break;
case BASE_ITEM_BULLET: sBaseType ="Bullet";break;
case BASE_ITEM_CBLUDGWEAPON: sBaseType ="Bludgeoning Weap.";break;
case BASE_ITEM_CLOAK: sBaseType ="Cloak";break;
case BASE_ITEM_CLUB: sBaseType ="Club";break;
case BASE_ITEM_CPIERCWEAPON: sBaseType ="Pierceing Weap.";break;
case BASE_ITEM_CREATUREITEM: sBaseType ="Creature Item";break;
case BASE_ITEM_CSLASHWEAPON: sBaseType ="Slash Weap.";break;
case BASE_ITEM_CSLSHPRCWEAP: sBaseType ="Slash/Pierce Weap.";break;
case BASE_ITEM_DAGGER: sBaseType ="Dagger";break;
case BASE_ITEM_DART: sBaseType ="Dart";break;
case BASE_ITEM_DIREMACE: sBaseType ="Mace";break;
case BASE_ITEM_DOUBLEAXE: sBaseType ="Double Axe";break;
case BASE_ITEM_GEM: sBaseType ="Gem";break;
case BASE_ITEM_GLOVES: sBaseType ="Gloves";break;
case BASE_ITEM_GOLD: sBaseType ="Gold";break;
case BASE_ITEM_GREATAXE: sBaseType ="Great Axe";break;
case BASE_ITEM_GREATSWORD: sBaseType ="Great Sword";break;
case BASE_ITEM_HALBERD: sBaseType ="Halberd";break;
case BASE_ITEM_HANDAXE: sBaseType ="Hand Axe";break;
case BASE_ITEM_HEALERSKIT: sBaseType ="Healers Kit";break;
case BASE_ITEM_HEAVYCROSSBOW: sBaseType ="Heavy Xbow";break;
case BASE_ITEM_HEAVYFLAIL: sBaseType ="Heavy Flail";break;
case BASE_ITEM_HELMET: sBaseType ="Helmet";break;
case BASE_ITEM_INVALID: sBaseType ="";break;
case BASE_ITEM_KAMA: sBaseType ="Kama";break;
case BASE_ITEM_KATANA: sBaseType ="Katana";break;
case BASE_ITEM_KEY: sBaseType ="Key";break;
case BASE_ITEM_KUKRI: sBaseType ="Kukri";break;
case BASE_ITEM_LARGEBOX: sBaseType ="Large Box";break;
case BASE_ITEM_LARGESHIELD: sBaseType ="Large Shield";break;
case BASE_ITEM_LIGHTCROSSBOW: sBaseType ="Light Xbow";break;
case BASE_ITEM_LIGHTFLAIL: sBaseType ="Light Flail";break;
case BASE_ITEM_LIGHTHAMMER: sBaseType ="Light Hammer";break;
case BASE_ITEM_LIGHTMACE: sBaseType ="Light Mace";break;
case BASE_ITEM_LONGBOW: sBaseType ="Long Bow";break;
case BASE_ITEM_LONGSWORD: sBaseType ="Long Sword";break;
case BASE_ITEM_MAGICROD: sBaseType ="Magic Rod";break;
case BASE_ITEM_MAGICSTAFF: sBaseType ="Magic Staff";break;
case BASE_ITEM_MAGICWAND: sBaseType ="Magic Wand";break;
case BASE_ITEM_MISCLARGE: sBaseType ="Misc. Large";break;
case BASE_ITEM_MISCMEDIUM: sBaseType ="Misc. Medium";break;
case BASE_ITEM_MISCSMALL: sBaseType ="Misc. Small";break;
case BASE_ITEM_MISCTALL: sBaseType ="Misc. Small";break;
case BASE_ITEM_MISCTHIN: sBaseType ="Misc. Thin";break;
case BASE_ITEM_MISCWIDE: sBaseType ="Misc. Wide";break;
case BASE_ITEM_MORNINGSTAR: sBaseType ="Morningstar";break;
case BASE_ITEM_POTIONS: sBaseType ="Potion";break;
case BASE_ITEM_QUARTERSTAFF: sBaseType ="Quarterstaff";break;
case BASE_ITEM_RAPIER: sBaseType ="Rapier";break;
case BASE_ITEM_RING: sBaseType ="Ring";break;
case BASE_ITEM_SCIMITAR: sBaseType ="Scimitar";break;
case BASE_ITEM_SCROLL: sBaseType ="Scroll";break;
case BASE_ITEM_SCYTHE: sBaseType ="Scythe";break;
case BASE_ITEM_SHORTBOW: sBaseType ="Shortbow";break;
case BASE_ITEM_SHORTSPEAR: sBaseType ="Short Spear";break;
case BASE_ITEM_SHORTSWORD: sBaseType ="Short Sword";break;
case BASE_ITEM_SHURIKEN: sBaseType ="Shuriken";break;
case BASE_ITEM_SICKLE: sBaseType ="Sickle";break;
case BASE_ITEM_SLING: sBaseType ="Sling";break;
case BASE_ITEM_SMALLSHIELD: sBaseType ="Small Shield";break;
case BASE_ITEM_SPELLSCROLL: sBaseType ="Spell Scroll";break;
case BASE_ITEM_THIEVESTOOLS: sBaseType ="Thieves Tools";break;
case BASE_ITEM_THROWINGAXE: sBaseType ="Throwing Axe";break;
case BASE_ITEM_TORCH: sBaseType ="Torch";break;
case BASE_ITEM_TOWERSHIELD: sBaseType ="Tower Shield";break;
case BASE_ITEM_TRAPKIT: sBaseType ="Trap Kit";break;
case BASE_ITEM_TWOBLADEDSWORD: sBaseType ="2 Bladed Sword";break;
case BASE_ITEM_WARHAMMER: sBaseType ="Warhammer";break;
}
if (sBaseType != "Gold")
{
// If more than one item (stacked)
if (GetNumStackedItems(oItem) > 1 )
{
sReturnString= sReturnString + "\n (" + IntToString(GetNumStackedItems(oItem)) + ") "+ GetName(oItem) + " (" + sBaseType + ")";
}
else
{
// Build remainder of output string
sReturnString= sReturnString + "\n " + GetName(oItem) + " (" + sBaseType + ")";
}
}
oItem = GetNextItemInInventory(oEntity);
}; // While loop
return sReturnString;
}
//------------------------------------
// Send a private message to the DM with the PC or NPC's stats
void dmwand_showattr()
{
string sSTR = IntToString(GetAbilityScore(oMyTarget,ABILITY_STRENGTH));
string sINT = IntToString(GetAbilityScore(oMyTarget,ABILITY_INTELLIGENCE));
string sDEX = IntToString(GetAbilityScore(oMyTarget,ABILITY_DEXTERITY));
string sWIS = IntToString(GetAbilityScore(oMyTarget,ABILITY_WISDOM));
string sCON = IntToString(GetAbilityScore(oMyTarget,ABILITY_CONSTITUTION));
string sCHA = IntToString(GetAbilityScore(oMyTarget,ABILITY_CHARISMA));
SendMessageToPC(oMySpeaker,"\n-------------------------------------------" +
"\nReported: "+IntToString(GetTimeHour())+":"+IntToString(GetTimeMinute())+
"\nPlayer Name: " + GetPCPlayerName(oMyTarget) +
"PubCDKey: "+GetPCPublicCDKey(oMyTarget) +
"\nChar Name: " + GetName(oMyTarget) +
"\n-------------------------------------------" +
"\nRace: " + Race(oMyTarget) +
"\nClass: " + ClassLevel(oMyTarget) +
"\nXP: " + IntToString(GetXP(oMyTarget)) +
"\nGender: " + Gender(oMyTarget) +
"\nAign: " + Alignment(oMyTarget) +
"\nDiety: " + GetDeity(oMyTarget) +
"\n" +
"\nSTR: " + sSTR +
"\nINT: " + sINT +
"\nWIS: " + sWIS +
"\nDEX: " + sDEX +
"\nCON: " + sCON +
"\nCHA: " + sCHA +
"\n" +
"\nHPs: " + IntToString(GetCurrentHitPoints(oMyTarget)) +
" of " + IntToString(GetMaxHitPoints(oMyTarget)) +
"\nAC: " + IntToString(GetAC(oMyTarget)) +
"\n\nGold: " + IntToString(GetGold(oMyTarget)) +
"\nInventory:\n " + Inventory(oMyTarget) +
"\n-------------------------------------------");
}
// Change the module's weather
// nWeatherType = WEATHER_*
void dmwand_setweather(int nWeatherType)
{
object oMyArea = GetArea(oMySpeaker);
SetWeather(oMyArea, nWeatherType);
}
// Change the lock status of the target
void dmwand_fliplockstatus()
{
SetLocked(oMyTarget, !GetLocked(oMyTarget));
}
// advance the module time by the specified number of hours
void dmwand_advancetime(int nHours)
{
int nCurrentHour = GetTimeHour();
int nCurrentMinute = GetTimeMinute();
int nCurrentSecond = GetTimeSecond();
int nCurrentMilli = GetTimeMillisecond();
nCurrentHour += nHours;
SetTime(nCurrentHour, nCurrentMinute, nCurrentSecond, nCurrentMilli);
}
// change it instantly to day or night
void dmwand_swapdaynight()
{
int nCurrentHour = GetTimeHour();
int nCurrentMinute = GetTimeMinute();
int nCurrentSecond = GetTimeSecond();
int nCurrentMilli = GetTimeMillisecond();
// Since we can't set time backward, we just need to set it to the time
// needed.
if((nCurrentHour < 6) || (nCurrentHour > 18))
{
nCurrentHour = 7;
}
else
{
nCurrentHour = 19;
}
SetTime(nCurrentHour, nCurrentMinute, nCurrentSecond, nCurrentMilli);
}
// showfullstats code borrowed/adapted from Jhenne's DM tool
void dmwand_shiftalignment(string sAlign, int nShift)
{
if(TestStringAgainstPattern(sAlign, "Law"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_LAWFUL, nShift);
return;
}
if(TestStringAgainstPattern(sAlign, "Chaos"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_CHAOTIC, nShift);
return;
}
if(TestStringAgainstPattern(sAlign, "Good"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_GOOD, nShift);
return;
}
if(TestStringAgainstPattern(sAlign, "Evil"))
{
AdjustAlignment (oMyTarget, ALIGNMENT_EVIL, nShift);
return;
}
}
//Jhenne's Item Stripper - remove equipped items from target
void dmwand_takeoneitem(object oEquip)
{
if (GetIsObjectValid(oEquip) != 0)
{
AssignCommand(oMySpeaker, ActionTakeItem(oEquip, oMyTarget));
}
}
// Take all equipped items off of target
void dmwand_takeallequipped()
{
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_ARMS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_ARROWS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BELT, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BOLTS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BOOTS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_BULLETS, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_CHEST, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_CLOAK, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_HEAD, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_LEFTRING, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_NECK, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oMyTarget));
dmwand_takeoneitem(GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oMyTarget));
}
// take all items from target
void dmwand_takeallunequipped()
{
object oEquip = GetFirstItemInInventory(oMyTarget);
while(GetIsObjectValid(oEquip))
{
dmwand_takeoneitem(oEquip);
oEquip = GetNextItemInInventory(oMyTarget);
}
}
// destroy target object/creature/item
void dmwand_destroytarget()
{
effect eDestroy = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
DestroyObject(oMyTarget);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eDestroy, lMyLoc);
}
// destroy the first object we find nearby to the current location
void dmwand_destroynearbytarget()
{
effect eDestroy = EffectVisualEffect(VFX_IMP_SUNSTRIKE);
object oMyTest = GetFirstObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
while(GetIsObjectValid(oMyTest) && GetIsPC(oMyTest))
{
object oMyTest = GetNextObjectInShape(SHAPE_CUBE, 0.6, lMyLoc, FALSE, OBJECT_TYPE_ALL);
}
if(GetIsObjectValid(oMyTest) && (! GetIsPC(oMyTest)))
{
DestroyObject(oMyTest);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eDestroy, lMyLoc);
}
}
//Kick out the target PC
void dmwand_kickdapc()
{
BootPC(oMyTarget);
}
//Kill the target, forcing it to leave a corpse behind
//taken from Bioware's KillAndReplace()
void dmwand_killandreplace()
{
SetPlotFlag(oMyTarget, FALSE);
AssignCommand(oMyTarget, SetIsDestroyable(FALSE, FALSE));
AssignCommand(oMyTarget, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oMyTarget));
}
//Kill the target, no corpse
void dmwand_kill()
{
SetPlotFlag(oMyTarget, FALSE);
AssignCommand(oMyTarget, SetIsDestroyable(TRUE, FALSE, FALSE));
AssignCommand(oMyTarget, ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDeath(), oMyTarget));
}