Exemple #1
0
        private static NWItem CopyWeaponAppearance(NWPlayer oPC, NWItem oSource, NWItem oDest, bool copyPropsAndVars)
        {
            NWPlaceable oTempStorage = (GetObjectByTag("OUTFIT_BARREL"));

            oSource.SetLocalString("TEMP_OUTFIT_UUID", oPC.GlobalID.ToString());

            uint oCopy = CopyItem(oDest.Object, oTempStorage.Object, true);

            oCopy = CopyItemAndModify(oCopy, ItemAppearanceType.WeaponModel, 0, (int)GetItemAppearance(oSource, ItemAppearanceType.WeaponModel, 0), true);
            oCopy = CopyItemAndModify(oCopy, ItemAppearanceType.WeaponColor, 0, (int)GetItemAppearance(oSource, ItemAppearanceType.WeaponColor, 0), true);

            oCopy = CopyItemAndModify(oCopy, ItemAppearanceType.WeaponModel, 1, (int)GetItemAppearance(oSource, ItemAppearanceType.WeaponModel, 1), true);
            oCopy = CopyItemAndModify(oCopy, ItemAppearanceType.WeaponColor, 1, (int)GetItemAppearance(oSource, ItemAppearanceType.WeaponColor, 1), true);

            oCopy = CopyItemAndModify(oCopy, ItemAppearanceType.WeaponModel, 2, (int)GetItemAppearance(oSource, ItemAppearanceType.WeaponModel, 2), true);
            oCopy = CopyItemAndModify(oCopy, ItemAppearanceType.WeaponColor, 2, (int)GetItemAppearance(oSource, ItemAppearanceType.WeaponColor, 2), true);

            SetName(oCopy, GetName(oSource));
            SetDescription(oCopy, GetDescription(oSource));
            //LocalVariableService.CopyVariables(oSource, oCopy);

            NWItem oFinal = (CopyItem(oCopy, oPC.Object, true));

            oFinal.DeleteLocalString("TEMP_OUTFIT_UUID");

            if (copyPropsAndVars)
            {
                // strip all item props from new item
                foreach (ItemProperty itemProp in oFinal.ItemProperties)
                {
                    RemoveItemProperty(oFinal, itemProp);
                }
                // add all item props from original item to new item
                foreach (ItemProperty itemProp in oSource.ItemProperties)
                {
                    AddItemProperty(DurationType.Permanent, itemProp, oFinal);
                }
                // finally, copy local vars
                LocalVariableService.CopyVariables(oSource, oFinal);
            }

            DestroyObject(oCopy);
            oDest.Destroy();

            foreach (NWItem item in oTempStorage.InventoryItems)
            {
                if (item.GetLocalString("TEMP_OUTFIT_UUID") == oPC.GlobalID.ToString())
                {
                    item.Destroy();
                }
            }
            return(oFinal);
        }
        private static SerializedObjectData ProcessVersion6LightsaberItem(NWItem item)
        {
            if (item.CustomItemType != CustomItemType.Lightsaber &&
                item.CustomItemType != CustomItemType.Saberstaff)
            {
                return(new SerializedObjectData(null, null));
            }

            NWPlaceable         storage    = _.GetObjectByTag("MIGRATION_STORAGE");
            NWItem              newVersion = _.CreateItemOnObject(item.Resref, storage);
            List <ItemProperty> ipsToAdd   = new List <ItemProperty>();

            // There's a quirk with NWN in how it handles removing of item properties.
            // IPs don't get removed immediately - instead, they get removed after the script exits.
            // Because we're serializing during this process, it causes us to get duplicate item properties
            // since they haven't actually been removed yet.
            // To work around this, we return both the serialized item as well as the item properties we need
            // to add to the item once it's been deserialized.
            // Nasty workaround, but it does work!
            foreach (var ip in item.ItemProperties)
            {
                ipsToAdd.Add(ip);
            }

            // Copy all local variables from old to new version.
            LocalVariableService.CopyVariables(item, newVersion);

            // Destroy the old item.
            item.Destroy();

            // We return the serialized value. Be sure we do this before destroying the object.
            // The reason for this is to ensure we don't hit an infinite loop. The calling method uses a loop iterating
            // over the player's inventory. Creating an item will cause an infinite loop to happen.
            string retVal = SerializationService.Serialize(newVersion);

            // Destroy the copy on the container.
            newVersion.Destroy();

            return(new SerializedObjectData(retVal, ipsToAdd));
        }
Exemple #3
0
        public static void OnChestUsed(NWPlaceable oChest)
        {
            NWPlayer oPC = (_.GetLastUsedBy());

            if (!oPC.IsPlayer)
            {
                return;
            }


            NWPlaceable oCopy = (_.CreateObject(_.OBJECT_TYPE_PLACEABLE, SearchSiteCopyResref, oChest.Location));

            oCopy.Name = oChest.Name;
            _.SetFacingPoint(oPC.Position);

            LocalVariableService.CopyVariables(oChest, oCopy);

            oPC.AssignCommand(() =>
            {
                _.ActionInteractObject(oCopy.Object);
            });
        }