Author Topic: Itens Undroppable and unmerchantable. How?  (Read 359 times)

Legacy_WhiteTiger

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Itens Undroppable and unmerchantable. How?
« on: March 03, 2014, 10:48:22 pm »


               

How to make an item stuck to the character?


 


Thank you.



               
               

               
            

Legacy_SokataKlasa

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Itens Undroppable and unmerchantable. How?
« Reply #1 on: March 03, 2014, 11:06:13 pm »


               

Well I think the simpliest solution would be to go to the item's properties in the toolset and set it to undroppable on the properties page of the item and set it to plot on the general page of the item. Easiest way to do it I think.



               
               

               
            

Legacy_WhiteTiger

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Itens Undroppable and unmerchantable. How?
« Reply #2 on: March 03, 2014, 11:20:18 pm »


               

OK, I'll try. Thanks, SokataKlasa. 


 


And what about to set Stolen item, It's useful to?



               
               

               
            

Legacy_SokataKlasa

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Itens Undroppable and unmerchantable. How?
« Reply #3 on: March 03, 2014, 11:24:11 pm »


               

The Stolen property is used to tag the item as stolen. So if you have a merchant who will buy stolen items, and a merchant who won't buy stolen items, the player would only be able to sell said item to the first merchant.



               
               

               
            

Legacy_FunkySwerve

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Itens Undroppable and unmerchantable. How?
« Reply #4 on: March 04, 2014, 01:35:06 am »


               

Counterintuitively, setting the item to undroppable won't stop players from dropping it - that flag is for NPC drops. Use the scripting command SetCursed.


 


Funky



               
               

               
            

Legacy_Proleric

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Itens Undroppable and unmerchantable. How?
« Reply #5 on: March 04, 2014, 09:52:34 am »


               

Counterintuitively, setting the item to undroppable won't stop players from dropping it - that flag is for NPC drops. Use the scripting command SetCursed.
 
Funky

I find that the Undroppable flag on an item template stops players from dropping the item, selling it or removing it from companions. Is that the same flag as SetCursed, or is there a loophole I've missed?

Not to be confused with the Droppable flag in creature inventory, which determines whether the item is lootable.
               
               

               
            

Legacy_WhiteTiger

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Itens Undroppable and unmerchantable. How?
« Reply #6 on: March 04, 2014, 11:27:03 am »


               

Thanks all replies. 


 


// When cursed, items cannot be dropped

void SetItemCursedFlag(object oItem, int nCursed)