Author Topic: Strange happenings without filter  (Read 6254 times)

Offline Razor Blade

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Strange happenings without filter
« on: January 29, 2005, 05:49:08 PM »
Oke when i enter my module where there is no filter! i loose my helmet and more importantly my keys that i made for some doors that can only be openend with the key.. how come the keys are being removed in the module without no filter??
BoSnIaN pRiDe Is My MiNd, BoSnIaN bLoOd Is My KiNd, So StEp AsIdE, & LeT uS tHrOuGh, CaUsE iTs AlL aBoUt, tHe bOsNiAn CreW!



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Offline CleTus

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Strange happenings without filter
« Reply #1 on: January 29, 2005, 07:17:59 PM »
What's on your onenter? onclient enter, or onarea enter.
GIT-R-DONE!

Light travels faster than sound. That is why some people appear bright until you hear them speak.

Offline Razor Blade

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Strange happenings without filter
« Reply #2 on: January 29, 2005, 07:27:01 PM »
Nevermind i had a filter on my mod lol hehe forgot about it but i can't find in it why it distroys my helmet?? can someone find in it what's wrong?

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_AC_BONUS_VS_ALIGNMENT_GROUP) == TRUE)
|| GetPlotFlag(oItem) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_BONUS_FEAT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_REDUCTION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_RESISTANCE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DARKVISION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ABILITY_SCORE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_AC) == 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_IMMUNITY_DAMAGE_TYPE) == 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_IMPROVED_EVASION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_SPELL_RESISTANCE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_KEEN) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION_VAMPIRIC)== TRUE )
{
    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_AC_BONUS_VS_ALIGNMENT_GROUP) == TRUE)
|| GetPlotFlag(oItem) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_DAMAGE_TYPE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_AC_BONUS_VS_SPECIFIC_ALIGNMENT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_BONUS_FEAT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_REDUCTION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_RESISTANCE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_VULNERABILITY) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DARKVISION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_ABILITY_SCORE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DECREASED_AC) == 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_IMMUNITY_DAMAGE_TYPE) == 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_IMPROVED_EVASION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_SPELL_RESISTANCE) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ATTACK_BONUS_VS_SPECIFIC_ALIGNMENT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DAMAGE_BONUS_VS_SPECIFIC_ALIGNMENT) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_ALIGNMENT_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_ENHANCEMENT_BONUS_VS_RACIAL_GROUP) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_KEEN) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_REGENERATION_VAMPIRIC)== TRUE )
{
    DestroyObject(oItem);
}
    if(GetPlotFlag(oPC) == TRUE)
{
    SetPlotFlag(oPC,FALSE);
}
BoSnIaN pRiDe Is My MiNd, BoSnIaN bLoOd Is My KiNd, So StEp AsIdE, & LeT uS tHrOuGh, CaUsE iTs AlL aBoUt, tHe bOsNiAn CreW!



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Offline Tea-cup

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Strange happenings without filter
« Reply #3 on: January 29, 2005, 07:38:17 PM »
Before I start looking, what's on your helmet? That may already help a bit.

-Mel

Offline Tea-cup

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Strange happenings without filter
« Reply #4 on: January 30, 2005, 12:29:54 PM »
It filters (destorys) items with darkvision and keen. A helm that has trueseeing on gs (ie. 6 darkvisions) gets destroyed by it. A weapon with keen will get destroyed too.

You can just delete these two lines to get rid of it:
Code: [Select]
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_DARKVISION) == TRUE
|| GetItemHasItemProperty(oItem, ITEM_PROPERTY_KEEN) == TRUE

-Mel

Offline Razor Blade

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Strange happenings without filter
« Reply #5 on: January 30, 2005, 02:59:48 PM »
cool thx mel (it works) now why my keys to unlocking doors are destroyed??
BoSnIaN pRiDe Is My MiNd, BoSnIaN bLoOd Is My KiNd, So StEp AsIdE, & LeT uS tHrOuGh, CaUsE iTs AlL aBoUt, tHe bOsNiAn CreW!



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Offline Tea-cup

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Strange happenings without filter
« Reply #6 on: January 30, 2005, 04:30:23 PM »
Quote
cool thx mel (it works) now why my keys to unlocking doors are destroyed??
[snapback]17252[/snapback]
Maybe they are plot
Code: [Select]
|| GetPlotFlag(oItem) == TRUERemove that line. The last lines that set plotflags to false are useless if you keep that other line anyway.

-Mel