@TheBarbarian - Below is a consolidated script fromwhat you gave me today with my list of ResRefs:
// Destroys all items tagged sTag possessed by oHasItem, and gives oGetsReward
// the XP and gold rewards times the amount of items found.
void RedeemBountyItemType(string sTag, int nGoldReward, int nXPReward, object oHasItem, object oGetsReward)
{
int nBounty = DestroyItemsInInventory(oHasItem, sTag, 9999);
GiveGoldToCreature(oGetsReward, nGoldReward * nBounty);
GiveXPToCreature(oGetsReward, nXPReward * nBounty);
}
// Redeems bounty items. Lists tags and XP/Gold rewards of redeemable
// bounty items; add new bounty items here.
void RedeemAllBountyItems(object oHasItem, object oGetsReward);
void RedeemAllBountyItems(object oHasItem, object oGetsReward)
{
RedeemBountyItemType("ArustethHead", 75, 75, oHasItem, oGetsReward);
RedeemBountyItemType("BeholderEyeStalk", 75, 75, oHasItem, oGetsReward);
RedeemBountyItemType("BisonMeat", 40, 40, oHasItem, oGetsReward);
RedeemBountyItemType("BisonSkin", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("BisonTongue", 60, 60, oHasItem, oGetsReward);
RedeemBountyItemType("BoarSkin", 25, 25, oHasItem, oGetsReward);
RedeemBountyItemType("1Shortbow", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("CarasinHobgoblinEar", 75, 75, oHasItem, oGetsReward);
RedeemBountyItemType("1Crossbow", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("tr_forrestboarskin", 25, 25, oHasItem, oGetsReward);
RedeemBountyItemType("FireGiantHead", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("FriaknarOrcEar", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("FrostGiantHead", 150, 150, oHasItem, oGetsReward);
RedeemBountyItemType("GatorSkin", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("GlacierBearSkin", 250, 250, oHasItem, oGetsReward);
RedeemBountyItemType("GlacierBearSkin2", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("GoblinEar", 50, 50, oHasItem, oGetsReward);
RedeemBountyItemType("HrendyrHide", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("KoboldEar", 50, 50, oHasItem, oGetsReward);
RedeemBountyItemType("Sharpzombiebone", 50, 50, oHasItem, oGetsReward);
RedeemBountyItemType("SpiderHeart", 60, 60, oHasItem, oGetsReward);
RedeemBountyItemType("SpineGiantHand", 200, 200, oHasItem, oGetsReward);
RedeemBountyItemType("ViperSkin", 150, 150, oHasItem, oGetsReward);
RedeemBountyItemType("Toweraxe", 100, 100, oHasItem, oGetsReward);
RedeemBountyItemType("WildlingScalp", 50, 50, oHasItem, oGetsReward);
RedeemBountyItemType("WorgsTail", 50, 50, oHasItem, oGetsReward);
}
void main()
{
object oPC = GetPCSpeaker();
// Redeem bounty items on the PC speaker.
RedeemAllBountyItems(oPC, oPC);
// Start looking through the faction members.
object oTarget = GetFirstFactionMember(oPC);
// As long as a valid faction member continues to be found...
while (oTarget != OBJECT_INVALID)
{
// Only target faction members who are henchmen whose master is the PC speaker.
if (GetAssociateType(oTarget) == ASSOCIATE_TYPE_HENCHMAN && GetMaster(oTarget) == oPC)
{
// Redeem bounty items on the henchman.
RedeemAllBountyItems(oTarget, oPC);
}
// Check the next faction member.
oTarget = GetNextFactionMember(oPC);
}
}
VERY much obliged to you for your assistance here.