Code:ch_ret tes_equipment_thief(int sn, int level, CHAR_DATA * ch, void *vo) { OBJ_DATA *weapon; OBJ_DATA *cuirass; OBJ_DATA *greaves; OBJ_DATA *helm; OBJ_DATA *gauntlets; OBJ_DATA *boots; OBJ_DATA *pauldrons; int random_cuirass; random_cuirass = number_range(1,18); if(get_eq_char(ch, WEAR_BODY) == NULL) { if(random_cuirass == 1) {cuirass = create_object(get_obj_index(OBJ_EQ_BOILED_NETCH_LEATHER_CUIRASS), 0);} if(random_cuirass == 2) {cuirass = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_CUIRASS), 0);} if(random_cuirass == 3) {cuirass = create_object(get_obj_index(OBJ_EQ_NORDIC_BEARSKIN_CUIRASS), 0);} if(random_cuirass == 4) {cuirass = create_object(get_obj_index(OBJ_EQ_MITHRIL_CUIRASS), 0);} if(random_cuirass == 5) {cuirass = create_object(get_obj_index(OBJ_EQ_GLASS_CUIRASS), 0);} if(random_cuirass == 6) {cuirass = create_object(get_obj_index(OBJ_EQ_IMPERIAL_STUDDED_LEATHER_CUIRASS), 0);} if(random_cuirass == 7) {cuirass = create_object(get_obj_index(OBJ_EQ_CHITIN_CUIRASS), 0);} if(random_cuirass == 8) {cuirass = create_object(get_obj_index(OBJ_EQ_FUR_CUIRASS), 0);} if(random_cuirass == 9) {cuirass = create_object(get_obj_index(OBJ_EQ_LEATHER_CUIRASS), 0);} if(random_cuirass == 10) {cuirass = create_object(get_obj_index(OBJ_EQ_LEATHER_CUIRASS), 0);} if(random_cuirass == 11) {cuirass = create_object(get_obj_index(OBJ_EQ_COMMON_ROBE), 0);} if(random_cuirass == 12) {cuirass = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_ROBE), 0);} if(random_cuirass == 13) {cuirass = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_ROBE), 0);} if(random_cuirass == 14) {cuirass = create_object(get_obj_index(OBJ_EQ_EXQUISITE_ROBE), 0);} if(random_cuirass == 15) {cuirass = create_object(get_obj_index(OBJ_EQ_COMMON_SHIRT), 0);} if(random_cuirass == 16) {cuirass = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_SHIRT), 0);} if(random_cuirass == 17) {cuirass = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_SHIRT), 0);} if(random_cuirass == 18) {cuirass = create_object(get_obj_index(OBJ_EQ_EXQUISITE_SHIRT), 0);} obj_to_char(cuirass, ch); equip_char(ch, cuirass, WEAR_BODY); } int random_greaves; random_greaves = number_range(1,13); if(get_eq_char(ch, WEAR_LEGS) == NULL) { if(random_greaves == 1) {greaves = create_object(get_obj_index(OBJ_EQ_FUR_GREAVES), 0);} if(random_greaves == 2) {greaves = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_GREAVES), 0);} if(random_greaves == 3) {greaves = create_object(get_obj_index(OBJ_EQ_CHITIN_GREAVES), 0);} if(random_greaves == 4) {greaves = create_object(get_obj_index(OBJ_EQ_GLASS_GREAVES), 0);} if(random_greaves == 5) {greaves = create_object(get_obj_index(OBJ_EQ_MITHRIL_GREAVES), 0);} if(random_greaves == 6) {greaves = create_object(get_obj_index(OBJ_EQ_LEATHER_GREAVES), 0);} if(random_greaves == 7) {greaves = create_object(get_obj_index(OBJ_EQ_COMMON_PANTS), 0);} if(random_greaves == 8) {greaves = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_PANTS), 0);} if(random_greaves == 9) {greaves = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_PANTS), 0);} if(random_greaves == 10) {greaves = create_object(get_obj_index(OBJ_EQ_EXQUISITE_PANTS), 0);} if(random_greaves == 11) {greaves = create_object(get_obj_index(OBJ_EQ_IMPERIAL_TEMPLAR_SKIRT), 0);} if(random_greaves == 12) {greaves = create_object(get_obj_index(OBJ_EQ_IMPERIAL_SKIRT), 0);} if(random_greaves == 13) {greaves = create_object(get_obj_index(OBJ_EQ_COMMON_SKIRT), 0);} obj_to_char(greaves, ch); equip_char(ch, greaves, WEAR_LEGS); } int random_helm; random_helm = number_range(1,14); if(get_eq_char(ch, WEAR_HEAD) == NULL) { if(random_helm == 1) {helm = create_object(get_obj_index(OBJ_EQ_CHITIN_MASK_HELM), 0);} if(random_helm == 2) {helm = create_object(get_obj_index(OBJ_EQ_CHITIN_HELM), 0);} if(random_helm == 3) {helm = create_object(get_obj_index(OBJ_EQ_MITHRIL_HELM), 0);} if(random_helm == 4) {helm = create_object(get_obj_index(OBJ_EQ_GLASS_HELM), 0);} if(random_helm == 5) {helm = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_HELM), 0);} if(random_helm == 6) {helm = create_object(get_obj_index(OBJ_EQ_COLOVIAN_FUR_HELM), 0);} if(random_helm == 7) {helm = create_object(get_obj_index(OBJ_EQ_MORAG_TONG_HELM), 0);} if(random_helm == 8) {helm = create_object(get_obj_index(OBJ_EQ_REDORAN_WATCHMAN_HELM), 0);} if(random_helm == 9) {helm = create_object(get_obj_index(OBJ_EQ_TELVANI_CEPHALOPOD_HELM), 0);} if(random_helm == 10) {helm = create_object(get_obj_index(OBJ_EQ_TELVANI_DUST_ADEPT_HELM), 0);} if(random_helm == 11) {helm = create_object(get_obj_index(OBJ_EQ_TELVANI_MOLE_CRAB_HELM), 0);} if(random_helm == 12) {helm = create_object(get_obj_index(OBJ_EQ_BOILED_NETCH_LEATHER_HELM), 0);} if(random_helm == 13) {helm = create_object(get_obj_index(OBJ_EQ_LEATHER_HELM), 0);} if(random_helm == 14) {helm = create_object(get_obj_index(OBJ_EQ_FUR_HELM), 0);} obj_to_char(helm, ch); equip_char(ch, helm, WEAR_HEAD); } int random_gauntlets; random_gauntlets = number_range(1,11); if(get_eq_char(ch, WEAR_HANDS) == NULL) { if(random_gauntlets == 1) {gauntlets = create_object(get_obj_index(OBJ_EQ_LEATHER_GAUNTLETS), 0);} if(random_gauntlets == 2) {gauntlets = create_object(get_obj_index(OBJ_EQ_FUR_GAUNTLETS), 0);} if(random_gauntlets == 3) {gauntlets = create_object(get_obj_index(OBJ_EQ_MITHRIL_GAUNTLETS), 0);} if(random_gauntlets == 4) {gauntlets = create_object(get_obj_index(OBJ_EQ_GLASS_GAUNTLETS), 0);} if(random_gauntlets == 5) {gauntlets = create_object(get_obj_index(OBJ_EQ_CHITIN_GAUNTLETS), 0);} if(random_gauntlets == 6) {gauntlets = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_GAUNTLETS), 0);} if(random_gauntlets == 7) {gauntlets = create_object(get_obj_index(OBJ_EQ_LEATHER_BRACERS), 0);} if(random_gauntlets == 8) {gauntlets = create_object(get_obj_index(OBJ_EQ_CLOTH_BRACERS), 0);} if(random_gauntlets == 9) {gauntlets = create_object(get_obj_index(OBJ_EQ_COMMON_GLOVES), 0);} if(random_gauntlets == 10) {gauntlets = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_GLOVES), 0);} if(random_gauntlets == 11) {gauntlets = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_GLOVES), 0);} obj_to_char(gauntlets, ch); equip_char(ch, gauntlets, WEAR_HANDS); } int random_boots; random_boots = number_range(1,10); if(get_eq_char(ch, WEAR_FEET) == NULL) { if(random_boots == 1) {boots = create_object(get_obj_index(OBJ_EQ_CHITIN_BOOTS), 0);} if(random_boots == 2) {boots = create_object(get_obj_index(OBJ_EQ_GLASS_BOOTS), 0);} if(random_boots == 3) {boots = create_object(get_obj_index(OBJ_EQ_MITHRIL_BOOTS), 0);} if(random_boots == 4) {boots = create_object(get_obj_index(OBJ_EQ_FUR_BOOTS), 0);} if(random_boots == 5) {boots = create_object(get_obj_index(OBJ_EQ_LEATHER_BOOTS), 0);} if(random_boots == 6) {boots = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_BOOTS), 0);} if(random_boots == 7) {boots = create_object(get_obj_index(OBJ_EQ_COMMON_SHOES), 0);} if(random_boots == 8) {boots = create_object(get_obj_index(OBJ_EQ_EXPENSIVE_SHOES), 0);} if(random_boots == 9) {boots = create_object(get_obj_index(OBJ_EQ_EXTRAVAGANT_SHOES), 0);} if(random_boots == 10) {boots = create_object(get_obj_index(OBJ_EQ_EXQUISITE_SHOES), 0);} obj_to_char(boots, ch); equip_char(ch, boots, WEAR_FEET); } int random_pauldrons; random_pauldrons = number_range(1,4); if(get_eq_char(ch, WEAR_ARMS) == NULL) { if(random_pauldrons == 1) {pauldrons = create_object(get_obj_index(OBJ_EQ_CHITIN_PAULDRONS), 0);} if(random_pauldrons == 2) {pauldrons = create_object(get_obj_index(OBJ_EQ_GLASS_PAULDRONS), 0);} if(random_pauldrons == 3) {pauldrons = create_object(get_obj_index(OBJ_EQ_NETCH_LEATHER_PAULDRONS), 0);} if(random_pauldrons == 4) {pauldrons = create_object(get_obj_index(OBJ_EQ_NORD_FUR_PAULDRONS), 0);} obj_to_char(pauldrons, ch); equip_char(ch, pauldrons, WEAR_ARMS); } int random_weapon; random_weapon = number_range(1,42); if(get_eq_char(ch, WEAR_WIELD) == NULL) { if(random_weapon == 1) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_CESTUS), 0);} if(random_weapon == 2) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_CESTUS), 0);} if(random_weapon == 3) {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_CESTUS), 0);} if(random_weapon == 4) {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_CESTUS), 0);} if(random_weapon == 5) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_DAGGER), 0);} if(random_weapon == 6) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_DAGGER), 0);} if(random_weapon == 7) {weapon = create_object(get_obj_index(OBJ_EQ_CHITIN_DAGGER), 0);} if(random_weapon == 8) {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_DAGGER), 0);} if(random_weapon == 9) {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_DAGGER), 0);} if(random_weapon == 10) {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_DAGGER), 0);} if(random_weapon == 11) {weapon = create_object(get_obj_index(OBJ_EQ_ELVEN_DAGGER), 0);} if(random_weapon == 12) {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_DAGGER), 0);} if(random_weapon == 13) {weapon = create_object(get_obj_index(OBJ_EQ_EBONY_DAGGER), 0);} if(random_weapon == 14) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_TANTO), 0);} if(random_weapon == 15) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_TANTO), 0);} if(random_weapon == 16) {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_TANTO), 0);} if(random_weapon == 17) {weapon = create_object(get_obj_index(OBJ_EQ_IMPERIAL_SHORTSWORD), 0);} if(random_weapon == 18) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_SHORTSWORD), 0);} if(random_weapon == 19) {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_SHORTSWORD), 0);} if(random_weapon == 20) {weapon = create_object(get_obj_index(OBJ_EQ_CHITIN_SHORTSWORD), 0);} if(random_weapon == 21) {weapon = create_object(get_obj_index(OBJ_EQ_EBONY_SHORTSWORD), 0);} if(random_weapon == 22) {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_SHORTSWORD), 0);} if(random_weapon == 23) {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_SHORTSWORD), 0);} if(random_weapon == 24) {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_SHORTSWORD), 0);} if(random_weapon == 25) {weapon = create_object(get_obj_index(OBJ_EQ_ELVEN_SHORTSWORD), 0);} if(random_weapon == 26) {weapon = create_object(get_obj_index(OBJ_EQ_ADAMANTIUM_SHORTSWORD), 0);} if(random_weapon == 27) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_SHORTSWORD), 0);} if(random_weapon == 28) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_WAKIZASHI), 0);} if(random_weapon == 29) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_WAKIZASHI), 0);} if(random_weapon == 30) {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_WAKIZASHI), 0);} if(random_weapon == 31) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_LONGBOW), 0);} if(random_weapon == 32) {weapon = create_object(get_obj_index(OBJ_EQ_BONEMOLD_LONGBOW), 0);} if(random_weapon == 33) {weapon = create_object(get_obj_index(OBJ_EQ_SILVER_LONGBOW), 0);} if(random_weapon == 34) {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_LONGBOW), 0);} if(random_weapon == 35) {weapon = create_object(get_obj_index(OBJ_EQ_ELVEN_LONGBOW), 0);} if(random_weapon == 36) {weapon = create_object(get_obj_index(OBJ_EQ_GLASS_LONGBOW), 0);} if(random_weapon == 37) {weapon = create_object(get_obj_index(OBJ_EQ_EBONY_LONGBOW), 0);} if(random_weapon == 38) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_LONGBOW2), 0);} if(random_weapon == 39) {weapon = create_object(get_obj_index(OBJ_EQ_DAEDRIC_LONGBOW), 0);} if(random_weapon == 40) {weapon = create_object(get_obj_index(OBJ_EQ_IRON_LONGBOW), 0);} if(random_weapon == 41) {weapon = create_object(get_obj_index(OBJ_EQ_STEEL_CROSSBOW), 0);} if(random_weapon == 42) {weapon = create_object(get_obj_index(OBJ_EQ_DWARVEN_CROSSBOW), 0);} obj_to_char(weapon, ch); equip_char(ch, weapon, WEAR_WIELD); } return rNONE; }