void SD_NAMECHEST(object oChest, string sChestRange) { SetName(oChest, sChestRange); } void main() { object oMod = GetModule(); object oPC = GetFirstPC(); object oEnter = GetEnteringObject(); if (oEnter!=oPC)return; int iLevel = 1; SetLocalInt(oMod, "range", 1); string sLevel = IntToString(iLevel); int iWC = iLevel+0; int iSC = iLevel+5; int iAC = iLevel+10; int iMC = iLevel+15; int iGC = iLevel+20; int iGM = iLevel+25; string sWLev = IntToString(iWC); string sSLev = IntToString(iSC); string sALev = IntToString(iAC); string sMLev = IntToString(iMC); string sGLev = IntToString(iGC); string sGMLev = IntToString(iGM); object oWP1 = GetWaypointByTag("sd_weap"); object oWP2 = GetWaypointByTag("sd_shield"); object oWP3 = GetWaypointByTag("sd_arm"); object oWP4 = GetWaypointByTag("sd_magi"); object oWP5 = GetWaypointByTag("sd_gloves"); object oWP6 = GetWaypointByTag("sd_gems"); object oCH1 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP1), FALSE, sWLev); DelayCommand(0.2, SD_NAMECHEST(oCH1, "Weapon Chest: Range "+sLevel)); object oCH2 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP2), FALSE, sSLev); DelayCommand(0.2, SD_NAMECHEST(oCH2, "Shield Chest: Range "+sLevel)); object oCH3 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP3), FALSE, sALev); DelayCommand(0.2, SD_NAMECHEST(oCH3, "Armor Chest: Range "+sLevel)); object oCH4 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP4), FALSE, sMLev); DelayCommand(0.2, SD_NAMECHEST(oCH4, "Mag Item Chest: Range "+sLevel)); object oCH5 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP5), FALSE, sGLev); DelayCommand(0.2, SD_NAMECHEST(oCH5, "Monk Gloves Chest: Range "+sLevel)); object oCH6 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP6), FALSE, sGMLev); DelayCommand(0.2, SD_NAMECHEST(oCH6, "Gem Chest: Range "+sLevel)); }