Yrian

02/03/2014 13:39:17

Bueno tengo un script metido en el onenter del modulo, el problema es que no se porque los players al morir, reentran y aparecen con la vida llena y vivos. lei por aqui el script que te reconoce si estan muertos y te lleva al limbo o al area indicada, el problema es. Para que no hicieran chanchullos, lo que hice fue crear un item al morir en el inventario de los personajes, para que al reentrar si reconoce el item de muerte, te lleve directamente al limbo para que la gente no espere por reinicio para estar vivos.

[quote:d4610e33a8]//----------------------------------------------------------------------
//Si el jugador esta muerto en el ultimo reinicio, hala, al limbo.
if (IsInInventory(oJugador,"estasmuerto"))
{
AssignCommand(oJugador, JumpToObject(GetObjectByTag("tx_Limbo")));
SendMessageToPC(oJugador,"Estas muerto todavia, tu lugar es el Limbo");
}//fin libro de mirar si esta muerto.[/quote:d4610e33a8]


ahora bien, en el on enter del module, tengo mil y una frases y no puedo conseguir compilarlo con el script original que tengo en el onenter que es este

[quote:d4610e33a8]// hcr3.1
// took out old subrace code.
// added crr subrace support.
// added nodrop checking.
// fixed check for bleedsystem and used limbo.
// changed name of function.
// fix for player renentering while dying.
// fix for limiting accounts
// fix for pw worlds and persistent corpses.
// fixed dead player state login to transfer right to fugue.
// set sID as a local string on pc.
// 7/18/2003 added code to fix login on death problems.
// took out multiclass code as its fixed.
// added code to disable prestige classes based on hc_defaults.
// added giving healing ability token to pc.
// fixed bug with loggin in dead wont kill you now if your already in fugue.
// DMFI support added to wands.
// sr6.1
// added delay to killing while loggin in and dying or disabled.
// sr 6.0
// addded small delay to going to dying state.
// sr 5.5.3
// fix for loggin in while not dead.
// HCR 5.5.2 change by Lorinton
// Modified to respawn the subrace after removing effects.
// Modified to reduce (hopefully eliminate) subrace effects being stripped by the game
// and other effects such as level drain being stripped by the subrace system.
// sr 5.5.1
// check for dms in multichar logins thanks Elric.
// sr 5.5
// took out trap tool code because its no longer needed.
//sr5.4.1
// add setting plot code for emote wands due to exploit in selling them thanks Elric
// sr5.4
// Added code for limiting multi chars per server instead of just one.
// Added stripping of gold to avoid cheats thanks Apok
// changed if else logic to correctly account for player death in persistent worlds thanks Tim.
//sr 5.3
// added new strip talents script from Arch to keep track of spells and feats.
// added new code to be able to skip subrace support if turned off by SUBRACES variable.
//Hardcore Client Entering
//Archaegeo 2002 Jun 24
#include "gsc_include"
// This script goes in OnClientEnter in Module Properties - Events
// It checks to see if they have a Death Amulet on them, and if so
// It sets thier player state to Dead and rekills them.
#include "hc_inc"
#include "hc_inc_on_enter"
#include "hc_cdrop_on_ent"
#include "hc_text_enter"
#include "hc_inc_helper"
#include "hc_inc_rezpen"
#include "hc_inc_htf"
#include "hc_inc_timecheck"
// hcr3 7/18/2003
#include "hc_id"
// hcr3 7/27/2003
#include "hc_inc_persist"
#include "i_tagtests"
// hcr3.1
#include "crr_subrace_hc_i"
#include "nw_i0_spells"
#include "nw_i0_plot"

//#include "gogs_afk_inc"

int VerifyPlayernameAgainstCDKey(object oPlayer) {
int nBoot = FALSE;
string sPName = GetStringLowerCase(GetPCPlayerName(oPlayer));
string sKey = GetPCPublicCDKey(oPlayer);

string sNewKey, sAddingKey, sStoredKey = GetCampaignString("PlayernameKey", sPName);

/* there's at least one key stored already */

if (sStoredKey != "") {
sAddingKey = GetStringLeft(sStoredKey, 3);
sStoredKey = GetStringRight(sStoredKey, GetStringLength(sStoredKey) - 3);

/* they indicated that they wanted to add a key this login */

if (sAddingKey == "ADD") {

/* their current key is not in the key string, add it unless at 7 keys already */
if (FindSubString(sStoredKey, sKey) == -1) {
int nKeyLength = GetStringLength(sStoredKey);

/* allow 7 keys max SET-key-key-key-key-key-key-key SET/ADD + 7 spacers + 7x8 keys = 66 */
if (nKeyLength > 65) {
nBoot = TRUE;

/* must mark as no longer adding */
SetCampaignString("PlayernameKey", sPName, "SET" + sStoredKey);

/* add the key to the string */
} else {
sNewKey = "SET" + sStoredKey + "-" + sKey;
SetCampaignString("PlayernameKey", sPName, sNewKey);
DelayCommand(25.0, FloatingTextStringOnCreature("New CD Key Successfully Added!", oPlayer, FALSE));
}

/* let them know they already had this key in their string */
} else {
DelayCommand(25.0,
FloatingTextStringOnCreature("CD Key Addition Failed! This key already listed for this account!", oPlayer,
FALSE));

/* must mark as no longer adding */
SetCampaignString("PlayernameKey", sPName, "SET" + sStoredKey);
}


/* they are not adding, and the cd key doesnt match those listed - boot and log */
} else if (FindSubString(sStoredKey, sKey) == -1) {
string sReport = "INCORRECT CD KEY DETECTED! ID: " + sPName + "; Name: " +
GetName(oPlayer) + "; CD Key: " + sKey + "; IP: " + GetPCIPAddress(oPlayer);

WriteTimestampedLogEntry(sReport);
SendMessageToAllDMs(sReport);

nBoot = TRUE;
}


/* new account, add the key */
} else {
SetCampaignString("PlayernameKey", sPName, "SET-" + sKey);
}

return nBoot;
}


// hcr3 if not restarted kill them.
// 7/25/2003 fixed to kill to create raisable corpse even on restart for PW.
// 8/3/2003 fix for entering while dying.


void main()
{
/////////////////////////////////////
object oPC = GetEnteringObject();

/* verify CD keys and double logins to stop hackers */
if (VerifyPlayernameAgainstCDKey(oPC)) {
if (GetIsObjectValid(oPC))
BootPC(oPC);
return;
}
/////////////////////////////////////
{
object oPC = GetEnteringObject();
SetLocalString(oPC, "sBleeding", "True");
}


object oPc=GetEnteringObject();
string sSubraza=GetSubRace(oPc);
int oNoche=GetIsNight();
int oDia=GetIsDay();
/////////////////////////////////////////////////////
//GOGsAFKDetector(oPc);
/////////////////////////////////////////////////////


if (sSubraza=="Drow")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "habindrow1");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("habilidadesinnat", GetEnteringObject(), 1);

}
if (sSubraza=="Herbolath")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "habinher");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("habilidadinatade", GetEnteringObject(), 1);
object oItemToTake2;
oItemToTake2 = GetItemPossessedBy(GetEnteringObject(), " propherbolath");
if(GetIsObjectValid(oItemToTake2) != 0)
DestroyObject(oItemToTake2);
CreateItemOnObject("wyrmlhide_blu002", GetEnteringObject(), 1);

}
if (sSubraza=="Montaraz")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "ccdm");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("conocimientos001", GetEnteringObject(), 1);
object oItemToTake1;
oItemToTake1 = GetItemPossessedBy(GetEnteringObject(), "penmonta");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu018", GetEnteringObject(), 1);
}
if (sSubraza=="Cafre")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "pdc");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("pinturadecafre", GetEnteringObject(), 1);
object oItemToTake2;
oItemToTake2 = GetItemPossessedBy(GetEnteringObject(), "pencaf");
if(GetIsObjectValid(oItemToTake2) != 0)
DestroyObject(oItemToTake2);
CreateItemOnObject("wyrmlhide_blu005", GetEnteringObject(), 1);

}
if (sSubraza=="Cazarrecompensas")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "eccc");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("estratagemasdeca", GetEnteringObject(), 1);
}
if (sSubraza=="Duergar")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "deasv");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("item026", GetEnteringObject(), 1);
}
if (sSubraza=="Gully")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "poteg");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("poteg", GetEnteringObject(), 1);
object oItemToTake2;
oItemToTake2 = GetItemPossessedBy(GetEnteringObject(), "pengul");
if(GetIsObjectValid(oItemToTake2) != 0)
DestroyObject(oItemToTake2);
CreateItemOnObject("wyrmlhide_blu008", GetEnteringObject(), 1);

}
if (sSubraza=="Desdoblador")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "hdd");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("habilidaddedesdo", GetEnteringObject(), 1);
object oItemToTake2;
oItemToTake2 = GetItemPossessedBy(GetEnteringObject(), "pendes");
if(GetIsObjectValid(oItemToTake2) != 0)
DestroyObject(oItemToTake2);
CreateItemOnObject("wyrmlhide_blu011", GetEnteringObject(), 1);

}

if (sSubraza=="Escribano")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penescriban");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu003",GetEnteringObject(), 1);

}



if (sSubraza=="Apdraco")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penapd");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu006", GetEnteringObject(), 1);

}
if (sSubraza=="Cazarrecompensas")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "pencaz");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu007", GetEnteringObject(), 1);

}
if (sSubraza=="Tribal")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "pentri");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu009", GetEnteringObject(), 1);

}




GSC_OnClientEnter(oPC);
if (sSubraza=="Kender")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penken");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu010", GetEnteringObject(), 1);

}
if (sSubraza=="Knokro")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penkno");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu012", GetEnteringObject(), 1);

}
if (sSubraza=="Bulk")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penbul");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu013", GetEnteringObject(), 1);

}
if (sSubraza=="Samurai")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "pensam");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu004", GetEnteringObject(), 1);

}
if (sSubraza=="Lunar")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penlun");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu017", GetEnteringObject(), 1);

}
if (sSubraza=="Hunthel")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penhunt");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu019", GetEnteringObject(), 1);

}
if (sSubraza=="Kather")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penkath");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu020", GetEnteringObject(), 1);

}
if (sSubraza=="Elementalista")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penelemen");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu021", GetEnteringObject(), 1);

}
if (sSubraza=="Ninja")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penninj");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu022", GetEnteringObject(), 1);

}
if (sSubraza=="Minotauro")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penmino");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu023", GetEnteringObject(), 1);

}
if (sSubraza=="Gnoll")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "pengnoll");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu025", GetEnteringObject(), 1);

}
if (sSubraza=="Kobold")
{
object oItemToTake;
oItemToTake = GetItemPossessedBy(GetEnteringObject(), "penkob");
if(GetIsObjectValid(oItemToTake) != 0)
DestroyObject(oItemToTake);
CreateItemOnObject("wyrmlhide_blu026", GetEnteringObject(), 1);

}

{
object oPEN=GetObjectByTag("propherbolath");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN,INVENTORY_SLOT_RIGHTRING));
object oPEN1=GetObjectByTag("pencaf");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN1,INVENTORY_SLOT_RIGHTRING));
object oPEN2=GetObjectByTag("pengul");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN2,INVENTORY_SLOT_RIGHTRING));
object oPEN3=GetObjectByTag("pendes");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN3,INVENTORY_SLOT_RIGHTRING));
object oPEN4=GetObjectByTag("penescriban");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN4,INVENTORY_SLOT_RIGHTRING));


object oPEN6=GetObjectByTag("penapd");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN6,INVENTORY_SLOT_RIGHTRING));
object oPEN7=GetObjectByTag("pencaz");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN7,INVENTORY_SLOT_RIGHTRING));
object oPEN8=GetObjectByTag("pentri");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN8,INVENTORY_SLOT_RIGHTRING));
object oPEN9=GetObjectByTag("penken");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN9,INVENTORY_SLOT_RIGHTRING));
object oPEN10=GetObjectByTag("penkno");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN10,INVENTORY_SLOT_RIGHTRING));
object oPEN11=GetObjectByTag("penbul");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN11,INVENTORY_SLOT_RIGHTRING));
object oPEN12=GetObjectByTag("pensam");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN12,INVENTORY_SLOT_RIGHTRING));
object oPEN13=GetObjectByTag("penlun");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN13,INVENTORY_SLOT_RIGHTRING));
object oPEN14=GetObjectByTag("penmonta");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN14,INVENTORY_SLOT_RIGHTRING));
object oPEN15=GetObjectByTag("penhunt");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN15,INVENTORY_SLOT_RIGHTRING));
object oPEN16=GetObjectByTag("penkath");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN16,INVENTORY_SLOT_RIGHTRING));
object oPEN17=GetObjectByTag("penelemen");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN17,INVENTORY_SLOT_RIGHTRING));
object oPEN18=GetObjectByTag("penninj");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN18,INVENTORY_SLOT_RIGHTRING));
object oPEN19=GetObjectByTag("penmino");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN19,INVENTORY_SLOT_RIGHTRING));
object oPEN20=GetObjectByTag("pengnoll");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN20,INVENTORY_SLOT_RIGHTRING));
object oPEN21=GetObjectByTag("penkob");
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_ARMS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_ARROWS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_BELT));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_BOLTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_BOOTS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_BULLETS));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_CARMOUR));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_CHEST));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_CLOAK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_CWEAPON_B));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_CWEAPON_L));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_CWEAPON_R));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_HEAD));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_LEFTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_LEFTRING));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_NECK));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_RIGHTHAND));
AssignCommand(GetEnteringObject(),ActionEquipItem(oPEN21,INVENTORY_SLOT_RIGHTRING));
}
object qqq=GetEnteringObject();
object oarmadura=GetItemInSlot(INVENTORY_SLOT_CHEST,qqq);
object oyelmo=GetItemInSlot(INVENTORY_SLOT_HEAD,qqq);
object oarma=GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,qqq);
object oescudo=GetItemInSlot(INVENTORY_SLOT_LEFTHAND,qqq);
string sarmadura=GetTag(oarmadura);
string syelmo=GetTag(oyelmo);
string sarma=GetTag(oarma);
string sescudo=GetTag(oescudo);

if(GetNumItems(qqq,sarmadura)>1)
{
DestroyObject(oarmadura);
DestroyObject(GetItemPossessedBy(qqq,sarmadura));
}
if(GetNumItems(qqq,syelmo)>1)
{
DestroyObject(oyelmo);
DestroyObject(GetItemPossessedBy(qqq,syelmo));
}
if(GetNumItems(qqq,sarma)>1)
{
DestroyObject(oarma);
DestroyObject(GetItemPossessedBy(qqq,sarma));
}
if(GetNumItems(qqq,sescudo)>1)
{
DestroyObject(oescudo);
DestroyObject(GetItemPossessedBy(qqq,sescudo));
}


if (GetRacialType(GetEnteringObject())==RACIAL_TYPE_HUMAN)
{
SendMessageToPC(GetEnteringObject(),"solo hablas comun");

}
else
{
object oItemToTakex;
oItemToTakex = GetItemPossessedBy(GetEnteringObject(), "leng");
if(GetIsObjectValid(oItemToTakex) != 0)
DestroyObject(oItemToTakex);
CreateItemOnObject("usodelalenguarac", GetEnteringObject(), 1);
}
object oItemToTakex;
oItemToTakex = GetItemPossessedBy(GetEnteringObject(), "j_news_paper");
if(GetIsObjectValid(oItemToTakex) != 0)
DestroyObject(oItemToTakex);
CreateItemOnObject("j_news_paper", GetEnteringObject(), 1);
}

void RestoreAddictions(object oPC);
string GetFirstToken(string sString);
string GetNextToken(string sString);




//////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////[/quote:d4610e33a8]

Alguno sabe cual es el problema? deberian entrar muertos los personajes, aun asi si no estan las lineas, como compilo esos dos scripts? porque me da fallo todo el rato

Gracias chicos

ppmateos

04/03/2014 13:59:03

En vez de hacer más grande el script del onenter has probado a añadir sólo esto?

[code:1:f37cd035d9]ExecuteScript ("el_script_que_también_quieres_que_se ejecute", oTarget);[/code:1:f37cd035d9]

El script que quieres lo pones entre las comillas. Depende de quien quieres que sea el Target.

Así te debería compilar.

A mi es que las HCR no me gustan, prefiero hacerlo todo yo manualmente para poder tenerlo todo controlado.

Cerril

04/03/2014 15:38:27

El problema de utilizar un item para marcar a un personaje como muerto es cuando tienes un personaje con el inventario completamente lleno , el objeto aparece en el suelo y por tanto el script no funciona correctamente.

Es mejor utilizar una variable de campaña empleando las funciones:

SetCampaingInt
GetCampaingInt

Estableciendo el valor a TRUE o FALSE en función de si está vivo o muerto. Aclarar que las variables de campaña no se borrar entre reinicios por lo tanto hay que tener un poco de cuidado al manejarlas.

Dicho esto el problema que veo en el segundo script es que no está incluido el primero.
Deberias incluirlo, el problema que tienes muchisimo código metido entre medias así que como no lo voy a revisar todo te aconsejo que lo incluyas dendtro de la función void main()

Te debería quedar una cosa así:

[code:1:d7b02bf39d]
void main()
{
/////////////////////////////////////
object oPC = GetEnteringObject();

/* verify CD keys and double logins to stop hackers */
if (VerifyPlayernameAgainstCDKey(oPC)) {
if (GetIsObjectValid(oPC))
BootPC(oPC);
return;
}
/////////////////////////////////////
{
object oPC = GetEnteringObject();
SetLocalString(oPC, "sBleeding", "True");

//----------------------------------------------------------------------
//Si el jugador esta muerto en el ultimo reinicio, hala, al limbo.
if (IsInInventory(oPC,"estasmuerto"))
{
AssignCommand(oPC, JumpToObject(GetObjectByTag("tx_Limbo")));
SendMessageToPC(oPC,"Estas muerto todavia, tu lugar es el Limbo");
}//fin libro de mirar si esta muerto.
}
[/code:1:d7b02bf39d]

Esto es un apaño para que funcione con el objeto marcador de muerte, pero como te digo no es la mejor forma de hacerlo.

Yrian

04/03/2014 15:44:28

Muchísimas gracias cerril, si mirare las que me has dicho pero al
Menos mientras tanto la gente no entra y dale cada vez que muere para revivir así voy tirando. Otra vez muchas gracias sois mi salvación en momentos de crisis

Cerril

04/03/2014 15:52:52

he modificado el código porque me di cuenta de que está mal, la variable no es oJugador sino oPC, ahora deberia funcionar bien.

Yrian

04/03/2014 23:07:56

[quote:d6fd01859f="Cerril"]

[code:1:d6fd01859f]
void main()
{
/////////////////////////////////////
object oPC = GetEnteringObject();

/* verify CD keys and double logins to stop hackers */
if (VerifyPlayernameAgainstCDKey(oPC)) {
if (GetIsObjectValid(oPC))
BootPC(oPC);
return;
}
/////////////////////////////////////
{
object oPC = GetEnteringObject();
SetLocalString(oPC, "sBleeding", "True");

//----------------------------------------------------------------------
//Si el jugador esta muerto en el ultimo reinicio, hala, al limbo.
if (IsInInventory(oPC,"tx_Limbo"))
{
AssignCommand(oPC, JumpToObject(GetObjectByTag("tx_Limbo")));
SendMessageToPC(oPC,"Estas muerto todavia, tu lugar es el Limbo");
}//fin libro de mirar si esta muerto.
}
[/code:1:d6fd01859f]

[/quote:d6fd01859f]

Me da fallo de compilacion hc_on_cl_enter.nss(157): ERROR: FALTA PARÉNTESIS DERECHO EN EXPRESIÓN

en esta linea

if (IsInInventory(oPC,"estasmuerto"))

Cerril

05/03/2014 17:31:10

Esque no veas como tienes el código macho, da miedo verlo...

Para la proxima vez que lo peges tal cual usa el botón Code y no el botón Quote...

Puedes copiar el código original solo que usando el botón code?