void main()
{
int nCount;
object oTarget;
object oItem;
// Get the creature who triggered this event.
object oPC = GetEnteringObject();
// Only fire for (real) PCs.
if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
return;
// Only fire once.
if ( GetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF)) )
return;
SetLocalInt(GetModule(), "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
// Relieve the PC of its possessions.
oTarget = GetObjectByTag("chest_pc_items");
oItem = GetFirstItemInInventory(oPC);
while ( oItem != OBJECT_INVALID )
{
AssignCommand(oTarget, ActionTakeItem(oItem, oPC));
oItem = GetNextItemInInventory(oPC);
}
// Relieve the PC of its equipment.
nCount = NUM_INVENTORY_SLOTS;
while ( nCount-- > 0 )
{
oItem = GetItemInSlot(nCount, oPC);
AssignCommand(oTarget, ActionTakeItem(oItem, oPC));
}
// Relieve the PC of its gold.
AssignCommand(oTarget, TakeGoldFromCreature(GetGold(oPC), oPC));
}
Modifié par andysks, 14 octobre 2013 - 06:36 .





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