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Old 04-27-2002, 07:17 AM
Malevolent
Hill Giant
 
Join Date: Mar 2002
Posts: 171
Default

i OP_ClickGive
Code:
									if (tmp->IsNPC()) { 
										if (TradeList[0]==tmp->CastToNPC()->GetItemRequested()) {
											
											this->Message(MT_Say, "%s says, 'Thank you for your hard work!'", tmp->GetName());
											
											if (tmp->CastToNPC()->GetMaster() !=0)
												this->Message(MT_Say, "%s says, 'I'm sure %s will look kindly upon this act'", tmp->GetName(), entity_list.RemoveNumbers(tmp->CastToNPC()->GetMaster()));
											uint32 somenum=rand()%32531;
											Item_Struct* award_item = database.GetItem(somenum);
											if (award_item->name!=0) {
												this->Message(MT_Emote, "%s opens a small box and hands you a %s'", tmp->GetName(), award_item->name);
												this->Message(MT_Say, "%s says, 'I hope you enjoy it!'", tmp->GetName());
												this->PutItemInInventory(0,award_item);
											} else {
												this->Message(MT_Say, "%s says, 'I haven't anything spare, but maybe you'll have learned something.'", tmp->GetName());
												this->AddEXP(somenum*10);
											}

										} else {
											
											this->Message(MT_Emote, "%s looks oddly at what you just handed them.'", tmp->GetName());
										}
										CheckQuests(zone->GetShortName(), "%%item%%", tmp->CastToNPC()->GetNPCTypeID(), TradeList[0]); 

									}
Ideally the random item would be a random item within a predefined list. But, the above works pretty well.
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