local keep_items function eval(item) if SYS_GetParam(1, item:section(), "quest_item") then return false end if keep_items[item:section()] then return false end if IsAmmo(item) and item_backpack.is_ammo_for_wpn(item:section()) then return false end if db.actor:is_on_belt(item) or item_backpack.is_in_slot(item) then return false end return true end function item_backpack.actor_on_item_use(obj) local ini_stash = ini_file("items\\settings\\backpack_stash.ltx") keep_items = utils_data.collect_section(ini_stash,"actor_backpack_keep_items",true) if obj and (obj:section() == "itm_actor_backpack") then local backpack = db.actor:item_in_slot(13) if backpack then 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() 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 else actor_menu.set_msg(1, game.translate_string("st_stash_no_backpack_found"),4) end end end function on_game_start() keep_items = utils_data.collect_section(ini_stash,"actor_backpack_keep_items",true) end