void main() { int nCount; object oTarget; object oItem; // Get the creature who triggered this event. object oPC = GetEnteringObject(); // Only fire for (real) PCs. if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) ) return; // Only fire once. if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) ) return; SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE); // Relieve the PC of its possessions. oTarget = GetObjectByTag("start_chest"); oItem = GetFirstItemInInventory(oPC); while ( oItem != OBJECT_INVALID ) { AssignCommand(oTarget, ActionTakeItem(oItem, oPC)); oItem = GetNextItemInInventory(oPC); } // Relieve the PC of its equipment. nCount = NUM_INVENTORY_SLOTS; while ( nCount-- > 0 ) { oItem = GetItemInSlot(nCount, oPC); AssignCommand(oTarget, ActionTakeItem(oItem, oPC)); } // Relieve the PC of its gold. AssignCommand(oTarget, TakeGoldFromCreature(GetGold(oPC), oPC)); AssignCommand(oPC, TakeGoldFromCreature(GetGold(oPC), oPC, TRUE)); //AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_DEAD_FRONT, 1.0f, 4.0f)); FadeFromBlack(oPC); FadeFromBlack(oPC); }