60 lines
2.0 KiB
Plaintext
60 lines
2.0 KiB
Plaintext
local keep_items
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function eval(item)
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if SYS_GetParam(1, item:section(), "quest_item") then return false end
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if keep_items[item:section()] then return false end
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if IsAmmo(item) and item_backpack.is_ammo_for_wpn(item:section()) then return false end
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if db.actor:is_on_belt(item) or item_backpack.is_in_slot(item) then return false end
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return true
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end
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function item_backpack.actor_on_item_use(obj)
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local ini_stash = ini_file("items\\settings\\backpack_stash.ltx")
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keep_items = utils_data.collect_section(ini_stash,"actor_backpack_keep_items",true)
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if obj and (obj:section() == "itm_actor_backpack") then
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local backpack = db.actor:item_in_slot(13)
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if backpack then
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local actor = db.actor
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local se_obj = alife_create("inv_backpack",actor:position(),actor:level_vertex_id(),actor:game_vertex_id())
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if (se_obj) then
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local txt = strformat(game.translate_string("st_itm_stash_of_character"), db.actor:character_name())
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level.map_add_object_spot_ser(se_obj.id, "treasure", txt)
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actor_menu.set_msg(1, game.translate_string("st_stash_created"),4)
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local m_data = alife_storage_manager.get_state()
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if not (m_data.player_created_stashes) then
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m_data.player_created_stashes = {}
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end
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m_data.player_created_stashes[se_obj.id] = backpack:section()
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local b_id = backpack:id()
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alife_release(backpack)
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local function transfer_items(id)
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local obj = level.object_by_id(id)
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if (obj) then
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local function itr_inv(temp,item)
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if item:id() ~= b_id and eval(item) then
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db.actor:transfer_item(item,obj)
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end
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end
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db.actor:iterate_inventory(itr_inv)
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return true
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end
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return false
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end
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CreateTimeEvent(0,"actor_backpack",0,transfer_items,se_obj.id)
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end
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else
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actor_menu.set_msg(1, game.translate_string("st_stash_no_backpack_found"),4)
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end
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end
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end
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function on_game_start()
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keep_items = utils_data.collect_section(ini_stash,"actor_backpack_keep_items",true)
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end |