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Itens Undroppable and unmerchantable. How?


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6 réponses à ce sujet

#1
WhiteTiger

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How to make an item stuck to the character?

 

Thank you.



#2
SokataKlasa

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Well I think the simpliest solution would be to go to the item's properties in the toolset and set it to undroppable on the properties page of the item and set it to plot on the general page of the item. Easiest way to do it I think.


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#3
WhiteTiger

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OK, I'll try. Thanks, SokataKlasa. 

 

And what about to set Stolen item, It's useful to?



#4
SokataKlasa

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The Stolen property is used to tag the item as stolen. So if you have a merchant who will buy stolen items, and a merchant who won't buy stolen items, the player would only be able to sell said item to the first merchant.


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#5
FunkySwerve

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Counterintuitively, setting the item to undroppable won't stop players from dropping it - that flag is for NPC drops. Use the scripting command SetCursed.

 

Funky


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#6
Proleric

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Counterintuitively, setting the item to undroppable won't stop players from dropping it - that flag is for NPC drops. Use the scripting command SetCursed.
 
Funky

I find that the Undroppable flag on an item template stops players from dropping the item, selling it or removing it from companions. Is that the same flag as SetCursed, or is there a loophole I've missed?

Not to be confused with the Droppable flag in creature inventory, which determines whether the item is lootable.
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#7
WhiteTiger

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Thanks all replies. 

 

// When cursed, items cannot be dropped
void SetItemCursedFlag(object oItem, int nCursed)