local keep_items -- conditions to be kept in inventory -- if returns true, keep the item local conditions = { function(item) return SYS_GetParam(1, item:section(), "quest_item") end, function(item) return keep_items[item:section()] end, function(item) if IsAmmo(item) and item_backpack.is_ammo_for_wpn(item:section()) then return true end end, function(item) if db.actor:is_on_belt(item) or item_backpack.is_in_slot(item) then return true end end, } function add_condition(f) table.insert(conditions, f) end function eval(item) for _, cond in pairs(conditions) do if cond(item) then return false end end return true end function item_backpack.actor_on_item_use(obj) if not obj or (obj:section() ~= "itm_actor_backpack") then return end local backpack = db.actor:item_in_slot(13) if not backpack then actor_menu.set_msg(1, game.translate_string("st_stash_no_backpack_found"),4) return end local actor = db.actor local se_obj = alife_create("inv_backpack",actor:position(),actor:level_vertex_id(),actor:game_vertex_id()) if (se_obj) then local txt = strformat(game.translate_string("st_itm_stash_of_character"), db.actor:character_name()) level.map_add_object_spot_ser(se_obj.id, "treasure", txt) actor_menu.set_msg(1, game.translate_string("st_stash_created"),4) local m_data = alife_storage_manager.get_state() if not (m_data.player_created_stashes) then m_data.player_created_stashes = {} end m_data.player_created_stashes[se_obj.id] = backpack:section() SendScriptCallback("actor_on_before_stash_create", backpack, se_obj) local b_id = backpack:id() alife_release(backpack) local function transfer_items(id) local obj = level.object_by_id(id) if (obj) then local function itr_inv(temp,item) if item:id() ~= b_id and eval(item) then db.actor:transfer_item(item,obj) end end db.actor:iterate_inventory(itr_inv) return true end return false end CreateTimeEvent(0,"actor_backpack",0,transfer_items,se_obj.id) end end function item_backpack.UICreateStash:OnAccept() local se_obj = alife_create("inv_backpack",db.actor:position(),db.actor:level_vertex_id(),db.actor:game_vertex_id()) if (se_obj) then local txt = self.input:GetText() txt = txt ~= "" and txt or strformat(game.translate_string("st_itm_stash_of_character"), db.actor:character_name()) level.map_add_object_spot_ser(se_obj.id, "treasure", txt) actor_menu.set_msg(1, game.translate_string("st_stash_created"),4) local m_data = alife_storage_manager.get_state() if not (m_data.player_created_stashes) then m_data.player_created_stashes = {} end SendScriptCallback("actor_on_before_stash_create", get_object_by_id(self.id), se_obj) m_data.player_created_stashes[se_obj.id] = self.section alife_release_id(self.id) local data = { stash_id = se_obj.id, stash_name = txt, stash_section = self.section, } SendScriptCallback("actor_on_stash_create",data) end self:Close() end function on_game_start() local ini_stash = ini_file("items\\settings\\backpack_stash.ltx") keep_items = utils_data.collect_section(ini_stash,"actor_backpack_keep_items",true) AddScriptCallback("actor_on_before_stash_create") end