778 lines
23 KiB
Plaintext
778 lines
23 KiB
Plaintext
/*--------------------------------------------------------
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Script Name: inv_system3_ou
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----------------------------------------------------------
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Created By: Genisys(Guile)
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Created On: 3/21/09
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----------------------------------------------------------
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This is a revision of my original system that works specifically
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with server modules. I have reworked the system so that
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it's won't have errors, and it checks for variables on
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the inventory organizer to tell the PC what to do and when
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to do it, it's also error proof, so there is nothing to worry
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about as far as losing items! I have playtest this system
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on a working server it works flawlessly everytime with a lot
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of different players using it across multiple restarts!
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----------------------------------------------------------*/
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/////////////////////////////////////////////////////////////////////////
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//DON'T TOUCH ANYTHING BELOW UNLESS YOUR AN ADVANCED SCRIPTER!!!////////
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///////////////////////////////////////////////////////////////////////
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//Delcare all prototypes
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///////////////////////////////////////////////////////////////////
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//PROTOTYPES DECLARED
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int GetNum(object oTarget);
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void CheckBox(object oTarget, object oReciever);
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void Seperate(object oTarget);
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void ReturnUndroppables(object oTarget, object oReciever);
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void SortContainer(object oTarget, object oReciever);
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void SortBox(object oTarget, object oReciever);
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void SortBoxes(object oReciever);
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void ClearBag(object oTarget, object oReciever);
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void StartSorting(object oTarget, object oReciever);
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void SortHoldingTank(object oTarget, object oReciever);
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void GiveAll(object oTarget, object oReciever);
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void ClearAll(object oTarget);
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///////////////////////////////////////////////////////////////////
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//Main Script
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void main()
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{
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//Declare all major variables..
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object oPC = GetLastUsedBy();
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object oNPC = GetObjectByTag("ihold4u2");
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object oPBox = GetObjectByTag("plotbox2");
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object oMe = OBJECT_SELF;
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object oItem;
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string sMsg;
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string sPass;
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int nProcess = GetLocalInt(oMe, "PROCESS");
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string sCD = GetPCPublicCDKey(oPC, FALSE);
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string sUser = GetLocalString(oMe, "USER");
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////////////////////////////////////////////////////////////////////////
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//First let's make sure that it's not a DM using the organizer..
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if(GetIsDM(oPC)||GetIsDMPossessed(oPC))
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{
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SendMessageToAllDMs("DMs Cannot Use The Inventory Organizer, Sorry!");
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return;
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}
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////////////////////////////////////////////////////////////////////////
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//This is an important fix for Module Events OnAcquire / OnUnAcquire
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//A lot of items are beinging taken / given, so it would fire
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//these Module Event Scripts repeatedly, which is REAL bad!
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SetLocalInt(oPC, "ORGANIZING", 1);
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////////////////////////////////////////////////////////////
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//First see if the system is in use or not..
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if(GetLocalInt(oMe, "IS_IN_USE")==1)
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{
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FloatingTextStringOnCreature("This system is busy, please wait..", oPC, FALSE);
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//Stop the script here!
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return;
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}
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///////////////////////////////////////////////////////////////////////////////
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//This is a main else, so it must be all encompassing of all other functions!!
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else
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{
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//If the string is blank...(meaning nobody has used it before)
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if(GetStringLength(sUser) == 0)
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{
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//Set that this system is in use. (Temporarially)
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SetLocalInt(oMe, "IS_IN_USE", 1);
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SetLocalString(oMe, "USER", sCD);
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}
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//Continue if the system is clear for use...
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else if(sUser == "FRESH_START")
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{
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//Set that this system is in use. (Temporarially)
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SetLocalInt(oMe, "IS_IN_USE", 1);
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SetLocalString(oMe, "USER", sCD);
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}
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//Continue if the user is the Original user during use...
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else if(sUser == sCD)
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{
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//Set that this system is in use. (Temporarially)
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SetLocalInt(oMe, "IS_IN_USE", 1);
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SetLocalString(oMe, "USER", sCD);
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}
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//whomever is trying to use this system is not correct!
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else
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{
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//Tell the PC we are taking their items..
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sMsg = "The system is in use or you have encountered an error..";
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AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK));
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}
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//If we have not started taking item from the PC yet..
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if(GetLocalInt(oMe, "TAKING")!=3 && nProcess ==0)
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{
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//First Clear All Actions FROM ALL Boxes in the room & the PC!
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ClearAll(oPC);
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//Set that we have done this already...
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SetLocalInt(oMe, "TAKING", 3);
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//Set that this process was done...
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SetLocalInt(oMe, "PROCESS", 1);
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//Tell the PC we are taking their items..
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sMsg = "I'm taking your items for sorting, please wait 20 seconds";
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AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK));
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//Main Fuction....
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//First take all of the items from the PC, cause this takes
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//the longest it must be delayed the most!
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oItem = GetFirstItemInInventory(oPC);
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while(GetIsObjectValid(oItem))
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{
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AssignCommand(oNPC, ActionTakeItem(oItem, oPC));
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oItem = GetNextItemInInventory(oPC);
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//While Loop End
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}
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//Set that the player can use the system again now...
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DelayCommand(20.0 , SetLocalInt(oMe, "IS_IN_USE", 0));
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//Set that we are done taking...
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DelayCommand(20.1, SetLocalInt(oMe, "TAKING", 0));
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//Tell the PC we are done taking and to use the system again...
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sMsg = "I'm finshed, please click on me again.";
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DelayCommand(20.2 , AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK)));
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}
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////////////////////////////////////////////////////////////////////
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//If we have not started sorting items in the holding tank yet...
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else if(GetLocalInt(oMe, "DE_BAGGING")!=3 && nProcess ==1)
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{
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//First Clear All Actions FROM ALL Things!
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//ClearAll(oPC);
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//Set that we are debagging now...
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SetLocalInt(oMe, "DE_BAGGING", 3);
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//Set that this process was done...
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SetLocalInt(oMe, "PROCESS", 2);
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//Tell the PC we are taking their items..
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sMsg = "I'm removing your items out of bags, please wait 25 seconds";
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AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK));
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//Main Function...
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//Start removing items out of the bags inside the main holding box..
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SortHoldingTank(oNPC, oPC);
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//Set that the player can use the system again now...
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DelayCommand(25.0 , SetLocalInt(oMe, "IS_IN_USE", 0));
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//Set that we are done debagging now...
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DelayCommand(25.1, SetLocalInt(oMe, "DE_BAGGING", 0));
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//Tell the PC we are done taking and to use the system again...
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sMsg = "I'm finshed, please click on me again.";
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DelayCommand(25.2 , AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK)));
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}
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//If we have not started removing items out of bags yet...
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else if(GetLocalInt(oMe, "SEPERATING")!=3 && nProcess ==2)
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{
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//First Clear All Actions FROM ALL Things!
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//ClearAll(oPC);
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//Set that we are sorting now..
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SetLocalInt(oMe, "SEPERATING", 3);
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//Set that this process was done...
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SetLocalInt(oMe, "PROCESS",3);
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//Tell the PC we are taking their items..
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sMsg = "I'm sorting your items, please wait 20 seconds";
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AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK));
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//Main Fuction....
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//Let's make sure all actions are cleared before we start this process!
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ClearAll(oPC);
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//Start seperating the items in the holding tank and putting them in other boxes.
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Seperate(oPC);
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//Set that the player can use the system again now...
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DelayCommand(20.0 , SetLocalInt(oMe, "IS_IN_USE", 0));
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//Set that we are done Seperating..
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DelayCommand(20.1, SetLocalInt(oMe, "SEPERATING", 0));
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//Tell the PC we are done taking and to use the system again...
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sMsg = "I'm finshed, please click on me again.";
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DelayCommand(20.2 , AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK)));
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}
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else if(GetLocalInt(oMe, "SORTING")!=3 && nProcess ==3)
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{
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//First Clear All Actions FROM ALL Things!
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//ClearAll(oPC);
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//Set that we are returning the items now..
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SetLocalInt(oMe, "SORTING", 3);
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//Set that all processes are done!
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SetLocalInt(oMe, "PROCESS", 0);
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//Tell the PC we are taking their items..
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sMsg = "I'm sorting your items, please wait 20 seconds";
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AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK));
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//Main Fuction....
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//Return all the undroppable items from the plot box back to the PC..
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//ReturnUndroppables(GetObjectByTag("plotbox"));
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StartSorting(oNPC, oPC);
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//Make sure the PC has all of the items back...
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DelayCommand(19.0, GiveAll(oNPC, oPC));
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//Set that the player can use the system again now...
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DelayCommand(20.0 , SetLocalInt(oMe, "IS_IN_USE", 0));
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//Set that we are done Seperating..
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DelayCommand(20.2, SetLocalInt(oMe, "SORTING", 0));
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//Tell the PC we are done taking and to use the system again...
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sMsg = "Organizing is complete, make sure you check your inventory BEFORE leaving!";
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DelayCommand(20.4 , AssignCommand(oMe, ActionSpeakString(sMsg, TALKVOLUME_TALK)));
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DelayCommand(20.8, SetLocalString(oMe, "USER", "FRESH_START"));
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DelayCommand(21.0, SetLocalInt(oPC, "ORGANIZING", 0));
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}
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//Else statement end..
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}
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//Main Script End
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}
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////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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////////////////////DEFINE ALL PROTOTYPES/////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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//DON'T TOUCH ANYTHING BELOW UNLESS YOUR AN ADVANCED SCRIPTER!!!////////
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///////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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// Return the number of items oTarget possesses in thier inventory
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int GetNum(object oTarget)
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{
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int nNum = 0;
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object oItem = GetFirstItemInInventory(oTarget);
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while (GetIsObjectValid(oItem))
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{
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if(GetIsObjectValid(oItem))
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{ nNum +=1; }
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oItem = GetNextItemInInventory(oTarget);
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}
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if(nNum>=1)
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{
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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//END PROTOTYPE
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}
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////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void CheckBox(object oTarget, object oReciever)
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{
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object oBox = oTarget;
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//We only continue if the box has items!
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if(GetNum(oBox)!=FALSE)
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{
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DelayCommand(0.2, SortBox(oTarget, oReciever));
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}
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//PROTOTYPE END
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}
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////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void Seperate(object oTarget)
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{
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//We are going to take items in bags with this function.
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//NOTE: oTarget = The bag which we identified in Clear Bags
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//Declare major variables
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object oBox, oBox1, oBox2,oBox3, oBox4, oBox5, oBox6, oBox7, oNPC, oItem;
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int nType;
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oBox = GetObjectByTag("ibox2");
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oBox1 = GetObjectByTag("plotbox2");
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oBox2 = GetObjectByTag("potbox2");
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oBox3 = GetObjectByTag("wepbox2");
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oBox4 = GetObjectByTag("armbox2");
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oBox5 = GetObjectByTag("obox2");
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oBox6 = GetObjectByTag("ammobox2");
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oBox7 = GetObjectByTag("rswbox2");
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//The Main Box...
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oNPC = GetObjectByTag("ihold4u2");
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//Now lets deal with the items in the bags
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oItem = GetFirstItemInInventory(oNPC);
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while(GetIsObjectValid(oItem))
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{
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nType = GetBaseItemType(oItem);
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//If in fact the item in Undroppable, then give it back to the PC
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if(GetItemCursedFlag(oItem)==TRUE)
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{
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AssignCommand(oNPC, ActionGiveItem(oItem, oTarget));
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}
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//Serpate ALL Potions & Scrolls into the potbox
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else if(nType==BASE_ITEM_POTIONS ||
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nType==BASE_ITEM_ENCHANTED_POTION ||
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nType==BASE_ITEM_ENCHANTED_SCROLL ||
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nType==BASE_ITEM_SPELLSCROLL)
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{
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AssignCommand(oBox2, ActionTakeItem(oItem, oNPC));
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}
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//Put all ammunitions in the ammobox
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else if(nType==BASE_ITEM_ARROW ||nType==BASE_ITEM_BOLT ||
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nType==BASE_ITEM_BULLET || nType==BASE_ITEM_DART ||
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nType==BASE_ITEM_SHURIKEN || nType==BASE_ITEM_THROWINGAXE)
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{
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AssignCommand(oBox6, ActionTakeItem(oItem, oNPC));
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}
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//Seperate all Rods / Staves / Wands into the srwbox
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else if(nType==BASE_ITEM_MAGICROD ||
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nType==BASE_ITEM_MAGICSTAFF || nType==BASE_ITEM_MAGICWAND)
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{
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AssignCommand(oBox7, ActionTakeItem(oItem, oNPC));
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}
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/* //Disabled...
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//now let's seperate all the miscellaneous items
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//Grenades, Trapkits, and Thieving Tools into the oBox
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else if(nType==BASE_ITEM_MISCSMALL || nType==BASE_ITEM_MISCMEDIUM ||
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nType==BASE_ITEM_MISCLARGE || nType==BASE_ITEM_MISCTHIN ||
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nType==BASE_ITEM_MISCWIDE || nType==BASE_ITEM_MISCTALL ||
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nType==BASE_ITEM_GRENADE || nType==BASE_ITEM_THIEVESTOOLS ||
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nType==BASE_ITEM_TRAPKIT)
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{
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AssignCommand(oBox5, ActionTakeItem(oItem, oNPC));
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}
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*/
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//Seperate the Armor & Worn Items into the armbox
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else if(nType==BASE_ITEM_AMULET ||
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nType==BASE_ITEM_ARMOR || nType==BASE_ITEM_BELT ||
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nType==BASE_ITEM_BOOTS || nType==BASE_ITEM_BRACER ||
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nType==BASE_ITEM_CLOAK || nType==BASE_ITEM_GLOVES ||
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nType==BASE_ITEM_HELMET || nType==BASE_ITEM_LARGESHIELD ||
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nType==BASE_ITEM_RING || nType==BASE_ITEM_SMALLSHIELD ||
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nType==BASE_ITEM_TOWERSHIELD)
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{
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AssignCommand(oBox4, ActionTakeItem(oItem, oNPC));
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}
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//Put all weapons in the weapon box..
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else if(nType== BASE_ITEM_BASTARDSWORD ||
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nType== BASE_ITEM_BATTLEAXE || nType== BASE_ITEM_CLUB ||
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nType== BASE_ITEM_DAGGER || nType== BASE_ITEM_DIREMACE ||
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nType== BASE_ITEM_DOUBLEAXE || nType== BASE_ITEM_DWARVENWARAXE ||
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nType== BASE_ITEM_GREATAXE || nType== BASE_ITEM_GREATSWORD ||
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nType== BASE_ITEM_HALBERD || nType== BASE_ITEM_HANDAXE ||
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nType== BASE_ITEM_HEAVYFLAIL || nType== BASE_ITEM_KAMA ||
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nType== BASE_ITEM_KATANA || nType== BASE_ITEM_KUKRI ||
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nType== BASE_ITEM_LIGHTFLAIL || nType== BASE_ITEM_LIGHTHAMMER)
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{
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AssignCommand(oBox3, ActionTakeItem(oItem, oNPC));
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}
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//Break up the weapons so it's less search time..
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else if(nType== BASE_ITEM_LIGHTMACE || nType== BASE_ITEM_LONGSWORD ||
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nType== BASE_ITEM_MORNINGSTAR || nType== BASE_ITEM_QUARTERSTAFF ||
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nType== BASE_ITEM_RAPIER || nType== BASE_ITEM_SCIMITAR ||
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nType== BASE_ITEM_SCYTHE || nType== BASE_ITEM_SHORTSPEAR ||
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nType== BASE_ITEM_SHORTSWORD || nType== BASE_ITEM_SICKLE ||
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nType== BASE_ITEM_TRIDENT || nType== BASE_ITEM_TWOBLADEDSWORD ||
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nType== BASE_ITEM_WARHAMMER || nType== BASE_ITEM_WHIP)
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{
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AssignCommand(oBox3, ActionTakeItem(oItem, oNPC));
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}
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//Ranged Weapons
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else if(nType== BASE_ITEM_HEAVYCROSSBOW || nType== BASE_ITEM_LIGHTCROSSBOW ||
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nType== BASE_ITEM_LONGBOW || nType== BASE_ITEM_SHORTBOW ||
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nType== BASE_ITEM_SLING)
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{
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AssignCommand(oBox3, ActionTakeItem(oItem, oNPC));
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}
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//Otherwise put the item in the ibox!
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else
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{
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AssignCommand(oBox, ActionTakeItem(oItem, oNPC));
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}
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//Continue the loop
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oItem = GetNextItemInInventory(oNPC);
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//While loop end
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}
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//PROTOTYPE END
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}
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///////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void ReturnUndroppables(object oTarget, object oReciever)
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{
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//NOTE: oTarget = the plotBox;
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object oPC = oTarget;
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object oItem;
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oItem = GetFirstItemInInventory(oTarget);
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while(GetIsObjectValid(oItem))
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{
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//return all containers to the PC!
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if(GetItemCursedFlag(oItem))
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{
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//Give everything to the PC..
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AssignCommand(oTarget, ActionGiveItem(oItem, oPC));
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}
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oItem = GetNextItemInInventory(oTarget);
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}
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//PROTOTYPE END
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}
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//////////////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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void SortContainer(object oTarget, object oReciever)
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{
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//NOTE: oTarget = The Box assigned to be sorted
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//Declare Major Variables
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object oPC = oReciever;
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object oNPC = GetObjectByTag("ihold4u2");
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string sTag = GetTag(oTarget);
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object oBox = GetObjectByTag(sTag);
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||
object oBag = GetItemPossessedBy(oNPC, sTag);
|
||
object oMine;
|
||
string sName;
|
||
|
||
//First Put all the items that will fit into the bag
|
||
//on the NPC into the bag..
|
||
oMine = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oMine)==TRUE)
|
||
{
|
||
|
||
AssignCommand(oTarget, ActionGiveItem(oMine, oBag));
|
||
|
||
oMine = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
//Make the bags unsellable and undroppable!!
|
||
SetItemCursedFlag(oBag, FALSE);
|
||
SetPlotFlag(oBag, TRUE);
|
||
|
||
//Determine what to name the Bags based on the box's tagname
|
||
|
||
if(GetTag(oTarget) == "ibox2")
|
||
{
|
||
sName = "<cr<63> >Other Items";
|
||
}
|
||
else if(GetTag(oTarget) == "plotbox2")
|
||
{
|
||
sName = "<c<><63> >Plot Items";
|
||
}
|
||
else if(GetTag(oTarget) == "potbox2")
|
||
{
|
||
sName = "<c <20><>>Potions & Scrolls";
|
||
}
|
||
else if(GetTag(oTarget) == "wepbox2")
|
||
{
|
||
sName = "<c<> >Weapons2";
|
||
}
|
||
else if(GetTag(oTarget) == "armbox2")
|
||
{
|
||
sName = "<c=w<>>Armor & Clothing";
|
||
}
|
||
else if(GetTag(oTarget) == "obox2")
|
||
{
|
||
sName = "<c<><63>~>Miscellaneous Items";
|
||
}
|
||
else if(GetTag(oTarget) == "ammobox2")
|
||
{
|
||
sName = "<c<><63> >Ammunition";
|
||
}
|
||
else if(GetTag(oTarget) == "rswbox2")
|
||
{
|
||
sName = "<c<><63> >Rods/Staves/Wands";
|
||
}
|
||
else
|
||
{
|
||
sName = "<c<><63> >Sorted Items";
|
||
}
|
||
//Give the bag a the proper name with color :)
|
||
DelayCommand(0.4,SetName(oBag, sName));
|
||
|
||
//Give the PC the bag now that it has items in it.
|
||
DelayCommand(0.6, AssignCommand(oNPC, ActionGiveItem(oBag, oPC)));
|
||
|
||
//0.8 Seconds is the miminum delay here!
|
||
DelayCommand(0.8, CheckBox(oTarget, oReciever));
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
//////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
void SortBox(object oTarget, object oReciever)
|
||
{
|
||
|
||
//NOTE: oTarget = The Box Assigned to be sorted.
|
||
|
||
//Declare Major Variables
|
||
object oPC = oReciever;
|
||
object oNPC = GetObjectByTag("ihold4u2");
|
||
object oBox = GetObjectByTag(GetTag(oTarget));
|
||
object oItem;
|
||
|
||
//We only continue if the box has items!
|
||
if((GetNum(oBox)==TRUE))
|
||
{
|
||
//Give the NPC a Bag to store items in.
|
||
//Give the bag the tagname of the box.
|
||
CreateItemOnObject("NW_IT_CONTAIN006", oNPC, 1, GetTag(oTarget));
|
||
|
||
//Start putting items in the bag on the NPC.
|
||
DelayCommand(0.3, SortContainer(oTarget, oPC));
|
||
}
|
||
|
||
//PROTOTYPES End
|
||
}
|
||
|
||
//////////////////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
|
||
void SortBoxes(object oReciever)
|
||
{
|
||
object oBox = GetObjectByTag("ibox2");
|
||
object oBox1 = GetObjectByTag("plotbox2");
|
||
object oBox2 = GetObjectByTag("potbox2");
|
||
object oBox3 = GetObjectByTag("wepbox2");
|
||
object oBox4 = GetObjectByTag("armbox2");
|
||
object oBox5 = GetObjectByTag("obox2");
|
||
object oBox6 = GetObjectByTag("ammobox2");
|
||
object oBox7= GetObjectByTag("rswbox2");
|
||
object oBox8= GetObjectByTag("ihold4u2");
|
||
|
||
//ClearAll();
|
||
|
||
//Start bagging the items in boxes with sorted items..
|
||
//NOTE: This is most resource intensive part, and can be effected
|
||
//by lagg, so.......
|
||
DelayCommand(0.2, SortBox(oBox1, oReciever));
|
||
DelayCommand(0.6, SortBox(oBox2, oReciever));
|
||
DelayCommand(0.8, SortBox(oBox3, oReciever));
|
||
DelayCommand(1.2, SortBox(oBox4, oReciever));
|
||
DelayCommand(1.6, SortBox(oBox5, oReciever));
|
||
DelayCommand(2.0, SortBox(oBox6, oReciever));
|
||
DelayCommand(2.4, SortBox(oBox7, oReciever));
|
||
DelayCommand(2.8, SortBox(oBox, oReciever));
|
||
|
||
//We must delay the reuturn of all items
|
||
//DelayCommand(15.0, GiveAll(oBox));
|
||
//DelayCommand(15.1, GiveAll(oBox1));
|
||
//DelayCommand(15.2, GiveAll(oBox2));
|
||
//DelayCommand(15.3, GiveAll(oBox3));
|
||
//DelayCommand(15.4, GiveAll(oBox4));
|
||
//DelayCommand(15.5, GiveAll(oBox5));
|
||
//DelayCommand(15.6, GiveAll(oBox6));
|
||
//DelayCommand(15.7, GiveAll(oBox7));
|
||
//DelayCommand(15.9, GiveAll(oBox8));
|
||
}
|
||
|
||
//////////////////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
|
||
void ClearBag(object oTarget, object oReciever)
|
||
{
|
||
|
||
//NOTE: oTarget = oPC
|
||
//AssignCommand(oTarget, ClearAllActions());
|
||
|
||
object oNPC = GetObjectByTag("ihold4u2");
|
||
object oItem;
|
||
|
||
//First, take all items from inside of bags first!
|
||
oItem = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oItem))
|
||
{
|
||
//Have the NPC (Box) take all of the items out of the bag
|
||
//if(!GetHasInventory(oItem))
|
||
AssignCommand(oNPC, ActionTakeItem(oItem, oTarget));
|
||
|
||
oItem = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
/////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
|
||
//This is the hard core part of the script, where it actually processes the
|
||
//items in the each box, puts it in a bag and then returns it to the PC.
|
||
void StartSorting(object oTarget, object oReciever)
|
||
{
|
||
|
||
//Remove all Action Ques from all boxes FIRST!
|
||
//ClearAll(GetLastUsedBy());
|
||
|
||
//Now sort all the boxes holding the sorted items..
|
||
DelayCommand(0.4, SortBoxes(oReciever));
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
//////////////////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
void SortHoldingTank(object oTarget, object oReciever)
|
||
{
|
||
|
||
//WARNING: DO NOT CHANGE ANY DELAY BELOW!!!!
|
||
SendMessageToAllDMs("ATTENTION: Inventory System is in use!");
|
||
|
||
object oItem;
|
||
oItem = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oItem))
|
||
{
|
||
|
||
//Take all items out of bags and put them in the Holding Box
|
||
if(GetHasInventory(oItem))
|
||
{
|
||
ClearBag(oItem, oReciever);
|
||
|
||
DelayCommand(14.0, DestroyObject(oItem, 0.0f));
|
||
}
|
||
//Otherwise leave the item alone!
|
||
else
|
||
{
|
||
//Do nothing!
|
||
}
|
||
|
||
oItem = GetNextItemInInventory(oTarget);
|
||
}
|
||
//Next, Sort the items in the holding box
|
||
//Need a slight delay to allow clear all actions to finish!
|
||
//DelayCommand(20.5, Seperate(oTarget));
|
||
|
||
//Note, the seperating goes fast above, like within 3 seconds
|
||
//HOWEVER, let's give it 10 seconds just in case!
|
||
//DelayCommand(30.5, StartSorting(oTarget));
|
||
|
||
//PROTOTYPE END..
|
||
}
|
||
|
||
|
||
///////////////////////////////////////////////////////
|
||
void GiveAll(object oTarget, object oReciever)
|
||
{
|
||
|
||
object oItem;
|
||
|
||
|
||
oItem = GetFirstItemInInventory(oTarget);
|
||
while(GetIsObjectValid(oItem))
|
||
{
|
||
//Give everything to the PC inside this target box..
|
||
//Note: this function may not work, due to the fact that
|
||
//those items were assigned to bags!
|
||
AssignCommand(oTarget, ActionGiveItem(oItem, oReciever));
|
||
|
||
//Continue to find all of the items in the box..
|
||
oItem = GetNextItemInInventory(oTarget);
|
||
}
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
//////////////////////////////////////////////////////////////////////////
|
||
//PROTOTYPE DEFINED
|
||
void ClearAll(object oTarget)
|
||
{
|
||
|
||
//Clear the actions of the PC!
|
||
AssignCommand(oTarget, ClearAllActions());
|
||
|
||
//Forgot to remove all action ques from the boxes!
|
||
//This was a very hard error to find!
|
||
|
||
//Otherwise the system would not work 2 times!
|
||
object oBox = GetObjectByTag("ibox2");
|
||
object oBox1 = GetObjectByTag("plotbox2");
|
||
object oBox2 = GetObjectByTag("potbox2");
|
||
object oBox3 = GetObjectByTag("wepbox2");
|
||
object oBox4 = GetObjectByTag("armbox2");
|
||
object oBox5 = GetObjectByTag("obox2");
|
||
object oBox6 = GetObjectByTag("ammobox2");
|
||
object oBox7= GetObjectByTag("rswbox2");
|
||
object oBox8= GetObjectByTag("ihold4u2");
|
||
|
||
AssignCommand(oBox, ClearAllActions());
|
||
AssignCommand(oBox1, ClearAllActions());
|
||
AssignCommand(oBox2, ClearAllActions());
|
||
AssignCommand(oBox3, ClearAllActions());
|
||
AssignCommand(oBox4, ClearAllActions());
|
||
AssignCommand(oBox5, ClearAllActions());
|
||
AssignCommand(oBox6, ClearAllActions());
|
||
AssignCommand(oBox7, ClearAllActions());
|
||
AssignCommand(oBox8, ClearAllActions());
|
||
|
||
//PROTOTYPE END
|
||
}
|
||
|
||
////////////////////////////////////////////////////////////////////////////
|
||
//////////WELCOME TO THE 900 CLUB WITH YOUR HOST GENISYS :p ///////////////
|
||
//////////////////////////////////////////////////////////////////////////
|
||
//THE END, WOOOOOOOSHHH!!!////////////////////FINAL EDITION!/////////////
|
||
////////////////////////////////////////////////////////////////////////
|