/** * Copyright (c)2000-2002 Sony Online Entertainment Inc. * All Rights Reserved * * Title: player_beta.script * Description: required script functionality for all player objects * @author $Author:$ * @version $Revision:$ */ include java.lang.System; include java.lang.reflect.*; include java.util.Arrays; include java.util.Vector; include java.lang.Math; include library.sui; include library.skill; include library.pclib; include library.utils; include library.money; const string SKILL_WEAPON_RANGED_BASIC = "combat_ranged_weapons_basic"; //No longer used. Retained here for B8A flexibility. const string SKILL_WEAPON_MELEE_BASIC = "combat_melee_basic"; //No longer used. Retained here for BETA flexibility. const string SKILL_NOVICE_SCOUT = "outdoors_scout_novice"; const string SKILL_NOVICE_MARKSMAN = "combat_marksman_novice"; const string SKILL_NOVICE_BRAWLER = "combat_brawler_novice"; const string SKILL_NOVICE_ENTERTAINER = "social_entertainer_novice"; const string SKILL_NOVICE_MEDIC = "science_medic_novice"; const string SKILL_NOVICE_ARTISAN = "crafting_artisan_novice"; // BEGIN BETA CRAP THAT SHOULD BE DELETED LATER messageHandler sendLoginMessage() { detachScript( self, "player.player_beta"); /* string strLoginMessageTitle = ""; string strLoginMessage = ""; debugServerConsoleMsg(self, "Logging into game with beta script"); location locTest = getLocation(self); obj_id objPlanetObject = getPlanetByName(locTest.area); if(objPlanetObject!=null) { debugServerConsoleMsg(self, "Non-Null planet object"); if(hasObjVar(objPlanetObject, "strLoginMessageTitle")) { strLoginMessageTitle = getStringObjVar(objPlanetObject, "strLoginMessageTitle"); } if(hasObjVar(objPlanetObject, "strLoginMessage")) { strLoginMessage = getStringObjVar(objPlanetObject, "strLoginMessage"); } debugServerConsoleMsg(self, "strLoginMessageTitle is "+strLoginMessageTitle); debugServerConsoleMsg(self, "strLoginMessage is "+strLoginMessage); if((strLoginMessage!="")&&(strLoginMessageTitle!="")) { // send persistent chat message debugServerConsoleMsg(self, "sending message to "+getName(self)); chatSendPersistentMessage("StarWarsGalaxies",getName(self), strLoginMessageTitle,strLoginMessage, null); chatSendPersistentMessage(self, strLoginMessageTitle,strLoginMessage, null); } else { debugServerConsoleMsg(self, "Bad message"); } } */ return SCRIPT_CONTINUE; } trigger OnAddedToWorld() { detachScript( self, "player.player_beta"); /* location locTest = getLocation(self); obj_id objPlanetObject = getPlanetByName(locTest.area); dictionary dctParams = new dictionary(); messageTo(self, "sendLoginMessage", dctParams, 10, false); deltadictionary dctPlayerInformation = objPlanetObject.getScriptVars(); // we have 2 things in this array // 1 is a a GIANT ARRAY // the other is a bunch dictionarys using "obj_id". Inside they have an "arrayIndex" = # string Vector vctPlayers; obj_id[] objPlayers = dctPlayerInformation.getObjIdArray("objPlayers"); if(objPlayers == null) { debugServerConsoleMsg(self, "Null array"); objPlayers = new obj_id[1]; objPlayers[0] = self; if ( objPlayers != null ) dctPlayerInformation.put("objPlayers", objPlayers); } else { debugServerConsoleMsg(self, "Non Null players making a vector and stuff"); vctPlayers = new Vector(Arrays.asList(objPlayers)); if(!(vctPlayers.contains(self))) { vctPlayers.add(self); } vctPlayers.toArray(objPlayers); if ( objPlayers != null ) dctPlayerInformation.put("objPlayers", objPlayers); } */ return SCRIPT_CONTINUE; } trigger OnLogout() { detachScript( self, "player.player_beta"); /* location locTest = getLocation(self); obj_id objPlanetObject = getPlanetByName(locTest.area); deltadictionary dctPlayerInformation = objPlanetObject.getScriptVars(); Vector vctPlayers; obj_id[] objPlayers = dctPlayerInformation.getObjIdArray("objPlayers"); if(objPlayers==null) { return SCRIPT_CONTINUE; } else { vctPlayers = new Vector(Arrays.asList(objPlayers)); if(!(vctPlayers.contains(self))) { vctPlayers.remove(self); } vctPlayers.toArray(objPlayers); dctPlayerInformation.put("objPlayers", objPlayers); } */ return SCRIPT_CONTINUE; } /* // END BETA CRAP trigger OnAttach() { // Beta HACK //giveItemsToPlayer(self); //money.bankTo("travel_test", self, 1000000); //attachScript(self, "ai.pet_master"); return SCRIPT_CONTINUE; } */ trigger OnInitialize() { detachScript( self, "player.player_beta"); // skill.assignSkillTemplate(self, skill.PLAYER_BETA); return SCRIPT_CONTINUE; } /* trigger OnSpeaking(string text) { /* boolean gaveItem = false; obj_id inventory = getObjectInSlot(self, "inventory"); //give random armor if(text == "givearmor") { gaveItem = givePlayerArmor(self, inventory); if(!gaveItem) { LOG("player_beta", "Armor granting failed!"); } } //give random ranged weapon if(text == "giveranged") { if(hasSkill(self, "basic_ranged_weapons")) { boolean boolGaveRW = giveRangedWeapon(self, inventory); if(!gaveItem) { LOG("player_beta", "Armor granting failed!"); } } else { sendSystemMessage(self, "You can't have a ranged weapon because you don't have the skill basic_ranged_weapons."); return SCRIPT_OVERRIDE; } } //give melee weapon if(text == "givemelee") { if(hasSkill(self, "basic_melee_combat")) { boolean boolGaveMW = giveMeleeWeapon(self, inventory); if(!gaveItem) { LOG("player_beta", "Armor granting failed!"); } } else { sendSystemMessage(self, "You can't have a ranged weapon because you don't have the skill basic_ranged_weapons."); return SCRIPT_OVERRIDE; } } return SCRIPT_CONTINUE; } */ // *********************************************************************************** // *********************** DEMO - COMBAT MUSIC TRIGGERS - DEMO *********************** // *********************************************************************************** /* trigger OnEnteredCombat() { playMusic(self, "sound/music_player_v_creat_lp.snd"); return SCRIPT_CONTINUE; } trigger OnExitedCombat() { playMusic(self, "sound/music_player_v_creat_vict.snd"); return SCRIPT_CONTINUE; } */ //put shit in the player inventory void giveItemsToPlayer(obj_id self) { //money.bankTo("travel_test", self, 100000); //get the inventory object obj_id inventory = getObjectInSlot(self, "inventory"); //is it null? if ( inventory == null ) { debugSpeakMsg(self, "inventory is null!"); return; } //maybe some food and medicine /*YOU GET NOTHING! obj_id loaf = createObject("object/tangible/food/bread_loaf_full_s1.iff", inventory,""); obj_id melon = createObject("object/tangible/food/fruit_melon.iff", inventory,""); obj_id damageMedicine = createObject("object/tangible/medicine/newbie_medpack_damage.iff", inventory,""); obj_id woundHealthMedicine1 = createObject("object/tangible/medicine/newbie_medpack_wound_health.iff", inventory,""); obj_id woundHealthMedicine2 = createObject("object/tangible/medicine/newbie_medpack_wound_health.iff", inventory,""); obj_id woundActionMedicine1 = createObject("object/tangible/medicine/newbie_medpack_wound_action.iff", inventory,""); */ //obj_id kabob = createObject("object/tangible/food/meat_kabob.iff", inventory,""); //how about some healing items? //obj_id antidote = createObject("object/tangible/medicine/antidote_sm_s1.iff", inventory,""); //obj_id medpack = createObject("object/tangible/medicine/medpack_sm_s1.iff", inventory,""); //obj_id stimpack = createObject("object/tangible/medicine/stimpack_sm_s1.iff", inventory,""); //Some Grenades //obj_id cryoGrenade = createObject ("object/weapon/ranged/grenade/grenade_cryoban.iff", inventory, ""); //obj_id impDetGrenade = createObject ("object/weapon/ranged/grenade/grenade_imperial_detonator.iff", inventory, ""); //obj_id fragGrenade = createObject ("object/weapon/ranged/grenade/grenade_fragmentation.iff", inventory, ""); //Giving them Crafting Things //obj_id craftingTool = createObject ("object/tangible/crafting/station/generic_tool.iff", inventory, ""); // Give Random survey tool string surveyTool = "mineral"; /* int surveyType = rand (1,4); switch (surveyType) { case 1: surveyTool = "gas"; break; case 2: surveyTool = "liquid"; break; case 3: surveyTool = "mineral"; break; case 4: surveyTool = "moisture"; break; default: break; } */ //obj_id equipSurvey = createObject ("object/tangible/survey_tool/survey_tool_" + surveyTool + ".iff", inventory, ""); //obj_id smallHouseDeed = createObject ("object/tangible/deed/player_house_deed/tatooine_house_small_deed.iff", inventory, ""); //obj_id medHouseDeed = createObject ("object/tangible/deed/player_house_deed/tatooine_house_medium_deed.iff", inventory, ""); //obj_id solarGenerator = createObject ("object/tangible/deed/generator_deed/power_generator_solar_deed.iff", inventory, ""); //obj_id moistureHarvester = createObject ("object/tangible/deed/harvester_deed/moisture_harvester_deed.iff", inventory, ""); boolean gaveItem = false; //how about some armor? if ( getSpecies(self) != SPECIES_WOOKIEE ) { gaveItem = givePlayerArmor(self, inventory); if(!gaveItem) { debugSpeakMsg (self,"Armor granting failed!"); } } //give random ranged weapon if(!hasSkill(self, SKILL_WEAPON_RANGED_BASIC)) { // grantSkill (self, SKILL_WEAPON_RANGED_BASIC); // Removed on 11-26-02 by CBarnes // There is no "basic ranged weapon" ability for all players anymore. } boolean boolGaveRW = giveRangedWeapon(self, inventory); if(!boolGaveRW) { debugSpeakMsg (self, "Ranged Weapon granting failed!"); } //give melee weapon if(!hasSkill(self, SKILL_WEAPON_MELEE_BASIC)) { //grantSkill (self, SKILL_WEAPON_MELEE_BASIC); // Removed on 11-26-02 by CBarnes // There is no longer a basic melee weapon ability for all players } boolean boolGaveMW = giveMeleeWeapon(self, inventory); if(!boolGaveMW) { debugSpeakMsg (self, "Melee Weapon granting failed!"); } //give musical instrument boolean boolGaveMI = giveMusicalInstrument(self, inventory); if(!boolGaveMI) { debugSpeakMsg (self, "Musical Instrument granting failed!"); } //*********************************************************************************************** //*********************************************************************************************** // //This is non-beta stuff, class specific starting Items which should be left behind when all beta //testing Items are removed later. // //*********************************************************************************************** //*********************************************************************************************** //SCOUTS if (hasSkill (self, SKILL_NOVICE_SCOUT)) { string toolType = "gas"; int randType = rand (1,4); switch (randType) { case 1: toolType = "gas"; break; case 2: toolType = "liquid"; break; case 3: toolType = "mineral"; break; case 4: toolType = "moisture"; break; default: break; } boolean boolGaveBlaster = giveRangedWeapon(self, inventory); //obj_id surveyEqp = createObject ("object/tangible/survey_tool/survey_tool_" + toolType + ".iff", self, ""); } //MARKSMAN if (hasSkill (self, SKILL_NOVICE_MARKSMAN)) { string rifleType = "dlt20a"; int randRifle = rand (1,4); switch (randRifle) { case 1: rifleType = "laser"; break; case 2: rifleType = "dlt20"; break; case 3: rifleType = "dlt20a"; break; case 4: rifleType = "sg82"; break; default: break; } boolean boolGaveBlaster = giveRangedWeapon(self, inventory); obj_id rifle = createObject ("object/weapon/ranged/rifle/rifle_" + rifleType + ".iff", self, ""); //Buffs? } //BRAWLER if (hasSkill (self, SKILL_NOVICE_BRAWLER)) { string swordType = "sword_01"; int randSword = rand (1,4); switch (randSword) { case 1: swordType = "01"; break; case 2: swordType = "02"; break; case 3: swordType = "blade_ryyk"; break; case 4: swordType = "blade_rantok"; break; default: break; } string polearmType = "sword_01"; int randPole = rand (1,5); switch (randPole) { case 1: polearmType = "controllerfp"; break; case 2: polearmType = "staff_metal"; break; case 3: polearmType = "staff_wood_s1"; break; case 4: polearmType = "staff_wood_s2"; break; case 5: polearmType = "vibrolance"; break; default: break; } obj_id sword = createObject ("object/weapon/melee/sword/sword_" + swordType + ".iff", self, ""); obj_id polearm = createObject ("object/weapon/melee/polearm/lance_" + polearmType + ".iff", self, ""); obj_id belt = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_belt.iff", self, ""); obj_id lArm = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bracer_l.iff", self, ""); obj_id rArm = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bracer_r.iff", self, ""); obj_id lBicep = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bicep_l.iff", self, ""); obj_id rBicep = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_bicep_r.iff", self, ""); obj_id gloves = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_gloves.iff", self, ""); obj_id helmet = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_helmet.iff", self, ""); obj_id chest = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_chest_plate.iff", self, ""); obj_id legs = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_leggings.iff", self, ""); obj_id boots = createObject ("object/tangible/wearables/armor/padded/armor_padded_s01_boots.iff", self, ""); } //ENTERTAINER if (hasSkill (self, SKILL_NOVICE_ENTERTAINER)) { string instrumentType = "bandfill"; int randInst = rand (1,7); switch (randInst) { case 1: instrumentType = "bandfill"; break; case 2: instrumentType = "fanfar"; break; case 3: instrumentType = "fizz"; break; case 4: instrumentType = "kloo_horn"; break; case 5: instrumentType = "mandoviol"; break; case 6: instrumentType = "slitherhorn"; break; case 7: instrumentType = "traz"; break; default: break; } boolean boolGaveBlaster = giveRangedWeapon(self, inventory); obj_id imageKit = createObject ("", self, ""); obj_id instrument = createObject ("object/tangible/instrument/" + instrumentType + ".iff", self, ""); obj_id clothes = createObject ("object/tangible/wearables/bodysuit/bodysuit_s15.iff", self, ""); } //MEDIC if (hasSkill (self, SKILL_NOVICE_MEDIC)) { string medType = "damage"; int randMed = rand (1,7); switch (randMed) { case 1: medType = "damage"; break; case 2: medType = "sm_s1"; break; case 3: medType = "wound"; break; case 4: medType = "wound_action"; break; case 5: medType = "wound_constitution"; break; case 6: medType = "wound_health"; break; case 7: medType = "wound_stamina"; break; default: break; } boolean boolGaveBlaster = giveRangedWeapon(self, inventory); obj_id stimpack1 = createObject ("object/tangible/medicine/stimpack_sm_s1.iff", self, ""); obj_id stimpack2 = createObject ("object/tangible/medicine/antidote_sm_s1.iff", self, ""); obj_id medpack1 = createObject ("object/tangible/medicine/medpack_" + medType + ".iff", self, ""); obj_id medpack2 = createObject ("object/tangible/medicine/medpack_" + medType + ".iff", self, ""); } //ARTISAN if (hasSkill (self, SKILL_NOVICE_ARTISAN)) { boolean boolGaveBlaster = giveRangedWeapon(self, inventory); obj_id craftStation = createObject ("object/tangible/crafting/station/generic_tool.iff", self, ""); //Add some resources. } return; } boolean givePlayerArmor(obj_id self, obj_id inventory) { boolean gaveItem = true; return gaveItem; /* int type = rand(1,9); obj_id armor = obj_id.NULL_ID; switch(type) { case 1: // blast LOG("beta_script", "You get stormtrooper blast armor!"); armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_boots.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_leggings.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_gloves.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 2: armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_bracer_l.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_bracer_r.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_chest_plate.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 3: armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_gloves.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_leggings.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/bone/gp_armor_bone_chest_plate.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 4: // padded LOG("beta_script", "You get padded armor!"); armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_boots.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_belt.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_chest_plate.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 5: armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_bracer_r.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_bracer_l.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_leggings.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 6: armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_chest_plate.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_gloves.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/padded/impact_armor_padded_leggings.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 7: //chitin energy LOG("beta_script", "You get chitin energy armor!!"); armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_boots.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bicep_l.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bicep_r.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 8: armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bracer_l.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_bracer_r.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_chest_plate.iff", inventory,""); if(armor == null) { gaveItem = false; } break; case 9: armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_gloves.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_chest_plate.iff", inventory,""); if(armor == null) { gaveItem = false; } armor= createObject("object/tangible/wearables/armor/chitin/energy_armor_chitin_leggings.iff", inventory,""); if(armor == null) { gaveItem = false; } break; default: //oops break; } if ( armor != obj_id.NULL_ID ) { setAutoInsured(armor); } return gaveItem; */ } boolean giveRangedWeapon(obj_id self, obj_id inventory) { boolean gaveItem = false; obj_id weapon = obj_id.NULL_ID; int randType = rand(0,10); switch(randType) { case 0: weapon = createObject("object/weapon/ranged/pistol/pistol_cdef.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 1: weapon = createObject("object/weapon/ranged/pistol/pistol_d18.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 2: weapon = createObject("object/weapon/ranged/pistol/pistol_dh17.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 3: weapon = createObject("object/weapon/ranged/pistol/pistol_dl44.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 4: weapon = createObject("object/weapon/ranged/pistol/pistol_dl44_metal.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 5: weapon = createObject("object/weapon/ranged/pistol/pistol_dx2.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 6: weapon = createObject("object/weapon/ranged/pistol/pistol_fwg5.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 7: weapon = createObject("object/weapon/ranged/pistol/pistol_power5.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 8: weapon = createObject("object/weapon/ranged/pistol/pistol_scout_blaster.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 9: weapon = createObject("object/weapon/ranged/pistol/pistol_srcombat.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 10: weapon = createObject("object/weapon/ranged/pistol/pistol_striker.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; default: break; } if ( weapon != obj_id.NULL_ID ) { setAutoInsured(weapon); } return(gaveItem); } boolean giveMeleeWeapon(obj_id self, obj_id inventory) { // Uncomment the line below if you want to give a weapon boolean gaveItem = false; // Comment the line below and uncomment the above to run the switch function below //boolean gaveItem = true; obj_id weapon = obj_id.NULL_ID; int randType = rand(1,4); switch(randType) { case 1: weapon = createObject("object/weapon/melee/knife/knife_dagger.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 2: weapon = createObject("object/weapon/melee/knife/knife_stone.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 3: weapon = createObject("object/weapon/melee/knife/knife_survival.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; case 4: weapon = createObject("object/weapon/melee/knife/knife_vibroblade.iff", inventory,""); if (weapon != null) { gaveItem = true; } break; default: break; } if ( weapon != obj_id.NULL_ID ) { setAutoInsured(weapon); } return(gaveItem); } boolean giveMusicalInstrument(obj_id self, obj_id inventory) { // Uncomment the line below if you want to give an instrument boolean gaveItem = false; // Comment the line below and uncomment the above to run the switch function below //boolean gaveItem = true; obj_id instrument = obj_id.NULL_ID; int randType = rand(1,3); // We're only picking the first three for BETA. switch(randType) { case 1: instrument = createObject("object/tangible/instrument/kloo_horn.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 2: instrument = createObject("object/tangible/instrument/traz.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 3: instrument = createObject("object/tangible/instrument/slitherhorn.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 4: instrument = createObject("object/tangible/instrument/nalargon.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 5: instrument = createObject("object/tangible/instrument/traz.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 6: instrument = createObject("object/tangible/instrument/fanfar.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 7: instrument = createObject("object/tangible/instrument/flute_droopy.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 8: instrument = createObject("object/tangible/instrument/fizz.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 9: instrument = createObject("object/tangible/instrument/bandfill.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; case 10: instrument = createObject("object/tangible/instrument/ommni_box.iff", inventory,""); if (instrument != null) { gaveItem = true; } break; default: break; } if ( instrument != obj_id.NULL_ID ) { setAutoInsured(instrument); } return(gaveItem); } messageHandler handleInventoryCheck() { if ( params == null ) { return SCRIPT_OVERRIDE; } obj_id[] items = params.getObjIdArray(pclib.DICT_ITEM_ID); if ( (items == null) || (items.length == 0) ) { debugSpeakMsg(self, "handleInventoryCheck: no items at time of check"); } else { string[] report = new string[items.length]; for ( int i = 0; i < items.length; i++ ) { report[i] = "(" + items[i] + ") " + getName(items[i]); } sui.listbox(self, "Inventory Check Report", report); } return SCRIPT_CONTINUE; }