Added Skullkeep's dynamic loot generation system
Added Skullkeep's PRC8 compatible dynamic loot generation system. Full compile. Updated release archive.
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224
_module/nss/sd_soc_install.nss
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224
_module/nss/sd_soc_install.nss
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const string COLORTOKEN = " ##################$%&'()*+,-./0123456789:;;==?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[[]^_`abcdefghijklmnopqrstuvwxyz{|}~~<7E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
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string ColorString(string sText, int nRed=255, int nGreen=255, int nBlue=255)
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{
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return "<c" + GetSubString(COLORTOKEN, nRed, 1) + GetSubString(COLORTOKEN, nGreen, 1) + GetSubString(COLORTOKEN, nBlue, 1) + ">" + sText + "</c>";
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}
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void RE_SOCKET(object oPC, object oItem)
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{
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int iLength, iStart, iVal, iAmt;
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string sSocks, sGem, i1, i2, i3, i4, i5, i6, i7, i8;
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string sName = GetName(oItem);
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iLength = GetStringLength(sName);
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sSocks = GetSubString(sName, iLength-6, 1);
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//SendMessageToPC(oPC, sName + " has " + sSocks + " sockets");
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iVal = StringToInt(sSocks);
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SetLocalInt(oItem, "SOCKETS",iVal);
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}
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void RE_GEM(object oPC, object oItem)
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{
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string sName, sType1;
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int rVal;
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sName = GetName(oItem);
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// Misc ability gems
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if (FindSubString(sName, "Vengeful")>=0) sType1 = "HOLY_AVENGER";
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if (FindSubString(sName, "Deadly")>=0) sType1 = "KEEN";
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if (FindSubString(sName, "Unstoppable")>=0) sType1 = "FREEDOM";
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if (FindSubString(sName, "Slippery")>=0) sType1 = "IMPROVED_EVASION";
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if (FindSubString(sName, "Speedy")>=0) sType1 = "HASTE";
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if (FindSubString(sName, "Ocular")>=0) sType1 = "TRUE_SEEING";
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// Attack Gems
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if (FindSubString(sName,"Enhancement")>=0){sType1 = "ENHANCEMENT_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Attack")>=0){sType1 = "ATTACK_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"AC")>=0){sType1 = "AC_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Brutal")>=0){sType1 = "MASSIVE_CRITICAL";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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// Ability bonus gems
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if (FindSubString(sName,"Mighty")>=0){sType1 = "STRENGTH_ABILITY_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Deft")>=0){sType1 = "DEXTERITY_ABILITY_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Wise")>=0){sType1 = "WISDOM_ABILITY_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Hardy")>=0){sType1 = "CONSTITUTION_ABILITY_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Clever")>=0){sType1 = "INTELLIGENCE_ABILITY_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Charming")>=0){sType1 = "CHARISMA_ABILITY_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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// Damage bonus gems
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if (FindSubString(sName,"Corrosive")>=0){sType1 = "ACID_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Thumping")>=0){sType1 = "BLUDGEONING_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Ice")>=0){sType1 = "COLD_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Holy")>=0){sType1 = "DIVINE_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Zapping")>=0){sType1 = "ELECTIRCAL_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Scorching")>=0){sType1 = "FIRE_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Magical")>=0){sType1 = "MAGICAL_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Evil")>=0){sType1 = "NEGATIVE_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Impaling")>=0){sType1 = "PIERCING_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Benevolent")>=0){sType1 = "POSITIVE_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Slicing")>=0){sType1 = "SLASHING_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Booming")>=0){sType1 = "SONIC_DAMAGE_BONUS";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Regeneration")>=0){sType1 = "REGENERATION";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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if (FindSubString(sName,"Vamp Regen")>=0){sType1 = "VAMPIRIC_REGENERATION";
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rVal = StringToInt(GetSubString(sName, 7, 1));}
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// Damage Res Gems
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if (FindSubString(sName, "Alkaline")>=0)
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{sType1 = "ACID_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Solid")>=0)
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{sType1 = "BLUDGEONING_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Warm")>=0)
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{sType1 = "COLD_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Absolvsion")>=0)
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{sType1 = "DIVINE_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Grounding")>=0)
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{sType1 = "ELECTRICAL_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Cool")>=0)
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{sType1 = "FIRE_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Mantle")>=0)
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{sType1 = "MAGICAL_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Bright")>=0)
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{sType1 = "NEGATIVE_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Shell")>=0)
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{sType1 = "PIERCING_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Malevolent")>=0)
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{sType1 = "POSITIVE_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Mesh")>=0)
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{sType1 = "SLASHING_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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if (FindSubString(sName, "Dampening")>=0)
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{sType1 = "SONIC_DAMAGE_RESISTANCE";
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if (GetSubString(sName, 9, 1)==" ")rVal = StringToInt(GetSubString(sName, 8, 1));
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else rVal = StringToInt(GetSubString(sName, 8, 2));}
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SetLocalString(oItem, "GEM_TYPE", sType1);
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SetLocalInt(oItem, "AMOUNT", rVal);
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}
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void main()
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{
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object oPC = OBJECT_SELF;
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object oItem;
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int iLength, iStart, iVal, iAmt;
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string sSocks, sName;
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// check item slots for socketed items
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_CHEST, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_CHEST, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_HEAD, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_HEAD, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_LEFTRING, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_LEFTRING, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_NECK, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_NECK, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_BOOTS, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_BOOTS, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_BELT, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_BELT, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_BOLTS, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_ARROWS, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_ARROWS, oPC));
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if (GetTag(GetItemInSlot(INVENTORY_SLOT_ARMS, oPC))== "sf_socket_item")
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RE_SOCKET(oPC, GetItemInSlot(INVENTORY_SLOT_ARMS, oPC));
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// check inventory for socketed items
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oItem = GetFirstItemInInventory(oPC);
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while (GetIsObjectValid(oItem))
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{
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if (GetTag(oItem)=="sf_socket_item")
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{
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RE_SOCKET(oPC, oItem);
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}
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if (GetResRef(oItem)=="sd_rune"||
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GetResRef(oItem)=="sd_rune2"||
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GetResRef(oItem)=="sd_rune3")
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{
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RE_GEM(oPC, oItem);
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}
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oItem = GetNextItemInInventory(oPC);
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}
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string sMess = ColorString("Socketed items system ", 255, 215, 0);
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sMess += ColorString("[loaded successfully]", 0, 255, 255);
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SendMessageToPC(oPC, sMess);
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return;
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}
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