# -*- coding: utf-8 -*- # takeitem.py # This is one of the files that can be called by an npc_dialog, # The following code runs when a dialog has a post rule of 'takeitem' # The syntax is ["takeitem", "itemtotake", "quantitytotake"] # "quantitytotake" is optional, if it is missing, then 1 is assumed. # if it is 0, then *all* instances of the item are taken. # The player must have a sufficiant quantity of the item being taken # This should normally be determined by doing an "item" check in the # pre-block of the rule # items are matched by item name, not arch name. ## DIALOGCHECK ## MINARGS 1 ## MAXARGS 2 ## .* ## \d+ ## ENDDIALOGCHECK itemname = args[0] if len(args) == 2: quantity = args[1] else: quantity = 1 Crossfire.Log(Crossfire.LogDebug, "CFDialog: trying to take: %s of item %s from character %s" %(quantity, itemname, character.Name )) if itemname == "money": paid = character.PayAmount(int(quantity)) if paid == 0: Crossfire.Log(Crossfire.LogError, "Tried to make player %s pay more than they had" %(character.Name)) else: inv = character.CheckInventory(itemname) if inv: if quantity == 0: inv.Remove() else: status = CFItemBroker.Item(inv).subtract(int(quantity)) if status == 0: Crossfire.Log(Crossfire.LogError, "Dialog script tried to remove more items than available from player %s" %(character.Name)) # we might have been wearing an item that was taken. character.Fix() else: Crossfire.Log(Crossfire.LogError, "Dialog script tried to remove non-existant item from player %s" %(character.Name))