Initial upload
Initial upload
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63
_module/nss/ac_itemseller.nss
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63
_module/nss/ac_itemseller.nss
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//Author Unknown..
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//Edited By Genisys (guile) - 4/19/09
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#include "x2_inc_switches"
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///////////////////////////////////////////////////////////////////////
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//PROTOTYPE DEFINED
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//This returns the Massive Critical Damage to be applied to the weapon
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int GetIsAmmo(int nType)
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{
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int n;
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n = FALSE;
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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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{ n = TRUE; }
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return n;
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}
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//Main Script
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void main()
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{
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// Check if we have the correct event firing the script
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if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return;
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//Define Variables
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object oItem=GetItemActivated();
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object oActivator=GetItemActivator();
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object oPlayer = GetItemActivator();
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object target = GetItemActivatedTarget();
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string tag = GetTag(oItem);
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//You main script function goes under this line.
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{
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object oPC = GetItemActivator();
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object oTarget = GetItemActivatedTarget();
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if(GetObjectType(oTarget) != OBJECT_TYPE_ITEM) return;
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if(!GetIsObjectValid(oTarget)) return;
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if(GetPlotFlag(oTarget) == TRUE) return;
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int iValue = GetGoldPieceValue(oTarget);
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int nType = GetBaseItemType(oTarget);
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int iAssess = iValue/20;
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if(iAssess>=400000)
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{ iAssess = 400000; }
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if(GetIsAmmo(nType))
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{
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FloatingTextStringOnCreature("Ammunition cannot be sold!", oPC, FALSE);
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return;
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}
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GiveGoldToCreature(oPC, iAssess);
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DestroyObject(oTarget);
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}
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}
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