Uhm yeah the filter that i'm using doesn't like me if someone could check it for me and help me that would be great thank you.
void main()
{
object oPC = GetEnteringObject();
string sEnteringPC = GetPCPlayerName(oPC);
{
object oItem;
int nCount;
oItem = GetFirstItemInInventory(oPC);
while ( GetIsObjectValid(oItem) == TRUE)
{
/*Items in inventory with the following properties will be destroyed
(to allow a property listed toggle the corresponding flag [i.e. TRUE to FALSE])*/
if ((GetItemHasItemProperty(oItem, ITEM_PROPERTY_CAST_SPELL) == TRUE)
|| GetPlotFlag(oItem) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ON_HIT_PROPERTIES) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_TRAP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_THIEVES_TOOLS) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ON_MONSTER_HIT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ABILITY_SCORE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_AC) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_DAMAGE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SAVING_THROWS) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_MONSTER_DAMAGE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION_VAMPIRIC) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_REDUCTION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ONHITCASTSPELL)== TRUE )
|| GetItemCost(oItem, 500000)
DestroyObject(oItem);
}
oItem = GetNextItemInInventory(oPC);
}
for ( nCount = 0; nCount < NUM_INVENTORY_SLOTS; nCount++ )
{
oItem = GetItemInSlot(nCount,oPC);
/*Equipped items with the following properties will be destroyed
(to allow a property listed toggle the corresponding flag [i.e. TRUE to FALSE])*/
if ((GetItemHasItemProperty(oItem, ITEM_PROPERTY_CAST_SPELL) == TRUE)
|| GetPlotFlag(oItem) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ON_HIT_PROPERTIES) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_DAMAGE_TYPE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_MISCELLANEOUS) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPECIFIC_SPELL) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPELL_SCHOOL) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_IMMUNITY_SPELLS_BY_LEVEL) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_TRAP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_THIEVES_TOOLS) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION_VAMPIRIC) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ON_MONSTER_HIT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_MONSTER_DAMAGE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_REDUCTION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ONHITCASTSPELL)== TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ABILITY_SCORE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_AC) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ATTACK_MODIFIER) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_DAMAGE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ENHANCEMENT_MODIFIER) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SAVING_THROWS) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SAVING_THROWS_SPECIFIC) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_SKILL_MODIFIER) == TRUE )
{
DestroyObject(oItem);
}
if(GetPlotFlag(oPC) == TRUE)
{
SetPlotFlag(oPC,FALSE);
}
}
}
}
Okay that's on my OnClientEnter by the way.
Also having a few problems with my thrones... here's the code i'm using now...
void main()
{
object oPC = GetLastUsedBy();
object oThrone = OBJECT_SELF;
// place the effect you want to apply to the throne in brackets
effect eVis = EffectVisualEffect(VFX_DUR_GLOW_GREEN);
// this will prevent the effect from being dispelled
eVis = SupernaturalEffect(eVis);
if(GetIsObjectValid(oThrone)&&
!GetIsObjectValid(GetSittingCreature(oThrone)) &&
GetPCPlayerName(oPC)== "fireknight40")
{
AssignCommand(oPC, ActionSit(oThrone));
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis, OBJECT_SELF);
}
else
{
string NoSit = "You are not allowed to sit on this throne! It belongs to
Brior!";
FloatingTextStringOnCreature(NoSit, oPC);
}
}
That's on the on used by the way. I want it so only that person can sit in it unfortunately i can't seem to get the public CD key fetcher to work so i'm trying t use the account name. Thanks again.