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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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Quantum.Server.Inventory = {}
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Quantum.Inventory.Size = Quantum.Inventory.Width * Quantum.Inventory.Height
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function Quantum.Server.Inventory.Create( char )
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char.inventory = {}
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char.equiped = {
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[Quantum.EquipSlots.Head] = -1, -- -1 means that it is empty
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[Quantum.EquipSlots.Chest] = -1,
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[Quantum.EquipSlots.Legs] = -1,
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[Quantum.EquipSlots.Boots] = -1,
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[Quantum.EquipSlots.Weapon] = -1
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}
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char.effects = {}
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return char.inventory
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end
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local function isEquippable( item )
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return item.equipslot != nil
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end
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local function isStackable( item )
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return item.stack || false
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end
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function Quantum.Server.Inventory.SetEquipSlotItem( pl, slot, itemindex )
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local char = Quantum.Server.Char.GetCurrentCharacter( pl )
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local slotitem = Quantum.Server.Inventory.GetSlotItem( char, index )
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local itemTbl = Quantum.Item.Get( slotitem[1] )
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local equipslot = itemTbl.equipslot
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if( equipslot == nil ) then
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Quantum.Error( tostring(pl) .. " tried to equip an non-equipable item (" .. tostring(itemTbl[1]) .. ")" )
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return
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else
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Quantum.Debug( "Commin' soon." )
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-- add effects here and equip it to the slot but check before
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end
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end
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function Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, amount )
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local setItemTbl = {}
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if( amount < 1 ) then
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setItemTbl = nil
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else
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local item = Quantum.Item.Get( itemid )
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if( isEquippable( item ) || !isStackable( item ) ) then
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amount = nil
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setItemTbl = { itemid }
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else
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amount = amount || 1
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setItemTbl = { itemid, amount }
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end
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end
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char.inventory[pos] = setItemTbl -- remove the item
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-- Sent the new data to the client
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Quantum.Net.Inventory.SetItem( pl, pos, itemid, amount )
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end
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function Quantum.Server.Inventory.GetSlotItem( char, pos ) return char.inventory[pos] end
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function Quantum.Server.Inventory.FindStackable( char, item )
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if( item.stack ) then
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local inv = Quantum.Server.Char.GetInventory( char )
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for i, item2 in pairs( inv ) do
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if( item2[1] == item.id && item2[2] < item.stack ) then -- if the item is stackable and it is the same item
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return i -- return its index
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end
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end
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else
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return
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end
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end
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function Quantum.Server.Inventory.FindItemSpot( char )
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local inv = Quantum.Server.Char.GetInventory( char )
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local pos = 0
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local item
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for ii = 1, Quantum.Inventory.Width * Quantum.Inventory.Height, 1 do
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item = inv[ii]
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if( item == nil ) then
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pos = ii
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break
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end
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end
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return pos
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end
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local function getStackSize( char, item )
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return item.stack || 1
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end
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local function sortItem( pl, char, itemid, amount )
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Quantum.Debug( "--Stacking Debug--" )
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local item = Quantum.Item.Get( itemid )
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local slotitem = Quantum.Server.Inventory.GetSlotItem( char, index )
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local inv = Quantum.Server.Char.GetInventory( char )
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local stacksize = getStackSize( char, item )
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local index = Quantum.Server.Inventory.FindStackable( char, item ) || #inv + 1
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local rest = amount
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if( slotitem != nil ) then rest = rest + slotitem[2] end
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local count = 0
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local itemInSlot = Quantum.Server.Inventory.GetSlotItem( char, index )
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if( itemInSlot != nil ) then
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if( itemInSlot[1] == itemid && itemInSlot[2] < stacksize ) then
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local add = itemInSlot[2] + amount
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if( add > stacksize ) then
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rest = rest - ( stacksize - itemInSlot[2] )
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else
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rest = rest - amount
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end
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local setAmt = math.Clamp( add, 1, stacksize )
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Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, setAmt )
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print( "1", itemid, setAmt, rest, index )
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end
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else
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local setAmt = math.Clamp( amount, 1, stacksize )
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local pos = Quantum.Server.Inventory.FindItemSpot( char )
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rest = rest - setAmt
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Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, setAmt )
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print( "2", itemid, setAmt, rest, pos )
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end
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while( rest >= stacksize ) do
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count = count + 1
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if( count == 1 ) then
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local setAmt = math.Clamp( amount, 1, stacksize )
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if( itemInSlot != nil ) then
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setAmt = math.Clamp( itemInSlot[2] + amount, 1, stacksize )
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end
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rest = rest - setAmt
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local pos = Quantum.Server.Inventory.FindItemSpot( char )
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Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, setAmt )
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print( "3", itemid, setAmt, rest, pos )
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else
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index = index + 1
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itemInSlot = Quantum.Server.Inventory.GetSlotItem( char, index )
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if( itemInSlot != nil ) then
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if( itemInSlot[1] == itemid && itemInSlot[2] < stacksize ) then
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rest = rest - ( stacksize - itemInSlot[2] )
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Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, stacksize )
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print( "4", itemid, stacksize, rest, index )
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if( rest <= 0 ) then
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rest = 0
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break
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end
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end
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else
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rest = rest - stacksize
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Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, stacksize )
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print( "5", itemid, stacksize, rest, index )
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end
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end
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end
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local stackIndex = Quantum.Server.Inventory.FindStackable( char, item )
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print( "stackIndex=", stackIndex )
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local pos
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if( stackIndex == nil ) then
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pos = Quantum.Server.Inventory.FindItemSpot( char )
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Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, rest )
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print( "6", itemid, rest, rest, pos )
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else
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if( rest > 0 ) then
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pos = stackIndex
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itemInSlot = Quantum.Server.Inventory.GetSlotItem( char, pos )
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local setAmt = math.Clamp( itemInSlot[2] + rest, 1, stacksize )
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local diff = ( itemInSlot[2] + rest ) - setAmt
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rest = rest - diff
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if( rest <= 0 ) then
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Quantum.Server.Inventory.SetSlotItem( pl, char, pos, itemid, setAmt )
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print( "7", itemid, setAmt, rest, pos )
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end
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end
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end
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Quantum.Debug( "--End of Stacking Debug--" )
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end
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function Quantum.Server.Inventory.GiveItem( pl, itemid, amount ) -- Quantum.Server.Inventory.GiveItem( Entity(1), "test2", 21 )
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local char = Quantum.Server.Char.GetCurrentCharacter( pl ) -- Quantum.Server.Inventory.GiveItem( Entity(1), "test", 1 )
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local inv = Quantum.Server.Char.GetInventory( char )
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local item = Quantum.Item.Get( itemid )
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if( item == nil ) then Quantum.Error( "Tried to give " .. tostring(pl) .. " a non-existent item! Item '" .. tostring(itemid) .. "' does not exist." ) return end
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if( #inv + 1 <= Quantum.Inventory.Size || Quantum.Server.Inventory.FindStackable( char, item ) != nil ) then
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sortItem( pl, char, itemid, amount )
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else
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Quantum.Debug( "Tried to give " .. tostring(pl) .. " a item but their inventory is full!" )
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end
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end
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function Quantum.Server.Inventory.DropItem( pl, index, amount ) -- Quantum.Server.Inventory.DropItem( Entity(1), 1, 9 )
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local char = Quantum.Server.Char.GetCurrentCharacter( pl ) -- Quantum.Server.Inventory.DropItem( Entity(1), 4, 1 )
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local inv = Quantum.Server.Char.GetInventory( char )
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if( inv[index] != nil ) then
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local itemid = inv[index][1]
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local item = Quantum.Item.Get( itemid )
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if( item.soulbound == true ) then
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Quantum.Notify.Deny( pl, "You can not drop that item!" )
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return
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end -- players cant drop soulbound items
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local am_diff = inv[index][2] - amount
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if( am_diff >= 0 ) then -- drop the item from the players inv
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-- remove the items am_diff from its stack
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Quantum.Server.Inventory.SetSlotItem( pl, char, index, itemid, am_diff )
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-- spawn the item infront of the player
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Quantum.Server.Item.SpawnItemAtPlayer( pl, itemid, amount )
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end
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else
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Quantum.Error( "Player " .. tostring( pl ) .. " tried to drop a something from index=" .. tostring(index) .. " where there exists no item." )
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end
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end
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function Quantum.Server.Inventory.UseItem( pl, index )
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local char = Quantum.Server.Char.GetCurrentCharacter( pl )
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local inv = Quantum.Server.Char.GetInventory( char )
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local item = inv[index]
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if( item != nil || #item > 0 ) then
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local itemTbl = Quantum.Item.Get( item[1] )
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if( itemTbl.usefunction != nil ) then
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Quantum.Server.Inventory.SetSlotItem( pl, char, index, item[1], item[2] - 1 )
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itemTbl.usefunction(pl) -- call the function
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end
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end
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end
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function Quantum.Server.Inventory.EatItem( pl, index )
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local char = Quantum.Server.Char.GetCurrentCharacter( pl )
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local inv = Quantum.Server.Char.GetInventory( char )
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local item = inv[index]
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if( item != nil || #item > 0 ) then
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local itemTbl = Quantum.Item.Get( item[1] )
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if( itemTbl.consumefunction != nil ) then
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Quantum.Server.Inventory.SetSlotItem( pl, char, index, item[1], item[2] - 1 )
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itemTbl.consumefunction( pl )
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end
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end
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end
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