This is the basics of how to strip a PC useing the OnEnter of a trigger, area, or OnClientEnter of a Module. Further modification can be done for your application. void main() { object oPC = GetEnteringObject(); if(!GetIsPC(oPC)) return; // Check Equip Items and get rid of them int i; for(i=0; i<14; i++) { object oEquip = GetItemInSlot(i,oPC); if(GetIsObjectValid(oEquip)) { SetPlotFlag(oEquip,FALSE); DestroyObject(oEquip); } } // Check general Inventory and clear it out. object oItem = GetFirstItemInInventory(oPC); while(GetIsObjectValid(oItem)) { SetPlotFlag(oItem,FALSE); DestroyObject(oItem); oItem = GetNextItemInInventory(oPC); } //Take their Gold int nAmount = GetGold(oPC); if(nAmount > 0) { AssignCommand(oPC,TakeGoldFromCreature(nAmount,oPC,TRUE)); } }
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rdfs:label
| - Strip a pc of all items and gold
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rdfs:comment
| - This is the basics of how to strip a PC useing the OnEnter of a trigger, area, or OnClientEnter of a Module. Further modification can be done for your application. void main() { object oPC = GetEnteringObject(); if(!GetIsPC(oPC)) return; // Check Equip Items and get rid of them int i; for(i=0; i<14; i++) { object oEquip = GetItemInSlot(i,oPC); if(GetIsObjectValid(oEquip)) { SetPlotFlag(oEquip,FALSE); DestroyObject(oEquip); } } // Check general Inventory and clear it out. object oItem = GetFirstItemInInventory(oPC); while(GetIsObjectValid(oItem)) { SetPlotFlag(oItem,FALSE); DestroyObject(oItem); oItem = GetNextItemInInventory(oPC); } //Take their Gold int nAmount = GetGold(oPC); if(nAmount > 0) { AssignCommand(oPC,TakeGoldFromCreature(nAmount,oPC,TRUE)); } }
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dcterms:subject
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abstract
| - This is the basics of how to strip a PC useing the OnEnter of a trigger, area, or OnClientEnter of a Module. Further modification can be done for your application. void main() { object oPC = GetEnteringObject(); if(!GetIsPC(oPC)) return; // Check Equip Items and get rid of them int i; for(i=0; i<14; i++) { object oEquip = GetItemInSlot(i,oPC); if(GetIsObjectValid(oEquip)) { SetPlotFlag(oEquip,FALSE); DestroyObject(oEquip); } } // Check general Inventory and clear it out. object oItem = GetFirstItemInInventory(oPC); while(GetIsObjectValid(oItem)) { SetPlotFlag(oItem,FALSE); DestroyObject(oItem); oItem = GetNextItemInInventory(oPC); } //Take their Gold int nAmount = GetGold(oPC); if(nAmount > 0) { AssignCommand(oPC,TakeGoldFromCreature(nAmount,oPC,TRUE)); } }
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