//:://///////////////////////////////////////////// //:: bank_on_close.nss //:: Bank Vault on Close file //:: Version 1.9 //::////////////////////////////////////////////// /* 1.0 Orginal Version 1.1 Fixed problem with multiple opens where items from First opener where assign to Second, third, etc PC. OnDisturb checks to see if PC Adding/Removing items is the orginal Opener. Returns items if not. 1.2 Made workaround for Blank Template Problem. OnDistrub returns any items or Containers that have or contain a blank Template returned by GetResRef() function back to original PC. Made workaround for Multiple PC problem. Any PC opening Chest other then original PC will be teleported to the closest waypoint (WP_BankLobby) and told to wait their turn. :) 1.3 Fixed Blank Template Bug. Items that are split or bought from Merchants can now be placed into the Bank Vault. Fixed problem where item were being listed as unidentified even though they were list as ID when placed into Bank Vault. 1.4 Added a Storage Limit variable to limit items per PC that can be stored into Bank Chest. Currently set to 20. Change the iStorageLimit variable in the bank_inc.nss file to increase/decrease. 1.5 Fixed problem where gold was duplicating or dissapearing when adding more then 50000 gold pieces to the Bank Chest. Changed Bank Chest so that you don't need a WayPoint to transport any additonal PC's trying to access chest after the first. 1.6 Added the ability to switch the Bank Chest(s) to be either Module wide Chests (the same items appear no matter what Area you are in the Module), or Local Chests (Items are stored in a Area can only be retrieved in that Area). These options are controled by the "BankModule" variable in the Bank_inc.nss file. Added a switch that will store all PC Bank Vault data into a single database, (default "BankVault"), or create a seperate database for each Players's PC. This should help in Persistent Worlds with cleaningup character data. This is controlled with the "iSingleCamp" variable in the Bank_inc.nss file. 1.7 Added ablility to store unique objects that are not in the Module Pallette (aka no ResRef). PC's can now store items from other modules into the BankVault. Added a Anti-spam fixed to prevent users from duplicating items in BankVault. 1.8 Added Hash code for Database tag names to break 32 character barrier in both Bank Vault and Personal Vault. NOTE: This makes version 1.8 uncompatible with any previous versions of Bank Vault. NEW: Personal Storage Vaults with Access Control. You can now assign a Vault to a indiviual owner. This owner can specify his own set of friends that can access his/her Vault all in game and real time. See instructions. 1.9 Added the ability to switch the Bank Chest(s) to either have a seperate Vault for each Player's PC or to have a single Vault Space shared by every PC a Player creates. This is controlled with the "iPCGlobal" variable in the Bank_inc.nss file. Added the ability for the user to identify the Player by either his/her Player Name or by his/her Public CD Key. This is controlled with the "iCDKey" variable in the Bank_inc.nss file. This ability is only valid if you are using a single Vault Space. Fixed a duping exploit. */ //::////////////////////////////////////////////// //:: Created By: Clayten Gillis (a.k.a DragonsWake) //:: Created On: December 17, 2002 //::////////////////////////////////////////////// #include "bank_inc" void main() { int iNumInv = 0; int iConCount = 0; int I = 0; float fTime = 0.0; string sBPName; object oPC = GetLastClosedBy(); string PCKey = GetKey(oPC, 1); string sBPRef; int iStackAmt = 0; if ( ! iSingleCamp ) { sDataName = PCKey; } else { sDataName = sCampName; } if (! BankModule ) { sBankKey = GetKey(OBJECT_SELF, 0); } else { sBankKey = ""; } if ( iPCGlobal ) { sBankKey = sBankKey + GetKey(oPC, 0); } if ( iPCGlobal ) { oItemID = OBJECT_SELF; } else { oItemID = oPC; } string UsingPC = GetLocalString(OBJECT_SELF, "PCUsingChest"); iCurUse = GetTimeMillisecond(); iLastUse = GetLocalInt(OBJECT_SELF, sEventTime); SetLocalInt(OBJECT_SELF, sEventTime, iCurUse); if ( (iCurUse == iLastUse)) { ResetBank(OBJECT_SELF); return; } if ( TestStringAgainstPattern(UsingPC, PCKey) == FALSE ) { return; } // Remove any other PC's that have opened chest except for the first PC so we can close //ClearVault(OBJECT_SELF); //Debug if (Debug) { SendMessageToPC(oPC, "On CLOSE ROUTINE"); SendMessageToPC(oPC, sBankKey); } oCurInvObj = GetFirstItemInInventory(OBJECT_SELF); while ( GetIsObjectValid(oCurInvObj) == TRUE || GetResRef(oCurInvObj) == "nw_it_gold001") //Begin Processing Item in Inventory { iNumInv = iNumInv + 1; sBPName = GetResRef(oCurInvObj); if ( sBPName == "" ) { //sBPName = GetTag(oCurInvObj); //if ( sBPName == "") //{ iUnique = 1; sBPName = "UNIQUE"; //} //else //{ // iUnique = 0; // } } else { iUnique = 0; } if ( sBPName == "nw_it_gold001") { iNumInv = EncodeGold(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey); } else { //Debug if (Debug) { SendMessageToPC(oPC, "----------"); SendMessageToPC(oPC, "StackNum: "+IntToString(GetNumStackedItems(oCurInvObj))); SendMessageToPC(oPC, "----------"); } if (GetHasInventory(oCurInvObj) == TRUE ) { iConCount = EncodeContainer(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey, iUnique); //Debug if (Debug) { SendMessageToPC(oPC, "iNumInv: "+IntToString(iNumInv)); SendMessageToPC(oPC, "iConCount: "+IntToString(iConCount)); } while ( iNumInv < (iConCount - iHeaderCount) ) { //Debug if (Debug) { SendMessageToPC(oPC, "iNumInv: "+IntToString(iNumInv)); } oCurInvObj = GetNextItemInInventory(OBJECT_SELF); iNumInv = iNumInv + 1; } iNumInv = iConCount; } else { if (GetNumStackedItems(oCurInvObj) > 1) { iNumInv = EncodeStackItem( oPC, oCurInvObj, iNumInv, sDataName, sBankKey, iUnique); } else { if (sBPName != "chestdaemon") { EncodeItem(oPC, oCurInvObj, iNumInv, sBPName, sDataName, sBankKey, iUnique); } } } } oCurInvObj = GetNextItemInInventory(OBJECT_SELF); } //Debug if (Debug) { SendMessageToPC(oPC, "BankCount: "+IntToString(iNumInv) ); } SetCampaignInt(sDataName, IntToString(HashID("BankCount" + sBankKey)), iNumInv, oItemID); //AssignCommand(oPC, ActionMoveAwayFromObject(OBJECT_SELF, FALSE, 5.0)); // Clean UP Items in Bank Chest oCurInvObj = GetFirstItemInInventory(OBJECT_SELF); while ( GetIsObjectValid(oCurInvObj) == TRUE ) //Begin Processing Item in Inventory { DestroyObject(oCurInvObj, fTime); //Debug if (Debug) { SendMessageToPC(oPC, "Item Destroyed" ); } oCurInvObj = GetNextItemInInventory(OBJECT_SELF); } SetLocalInt(OBJECT_SELF, "ChestNotOpen", 1); //SetLocked(OBJECT_SELF, FALSE); //iBankChestNotOpen = 1; //sPCUsingChest = ""; }