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Remake anti trash script
#1
So I found this great script on the forums that should work great for runemaking when people tries blocking my house entrance with furniture, but I was wondering if its possible to remake this script to make it throw all the trash to a specific tile insted of all over the place ? And also only for it to to do if its next to the specific SQM its suppose to anti trash.

Also I notcied real quick while trying the script out that it doesnt move parcels for some reason? is there a specific reason for that ?

local LOCATION = { X = 12345, Y = 12345, Z = 5 } -- Location that you want to untrash.

if (posx() ~= LOCATION.X or posy() ~= LOCATION.Y) and posz() == LOCATION.Z then

    local tile = gettile(LOCATION.X, LOCATION.Y, LOCATION.Z)

    if CACHED_TILE_ITEMS == nil then
        CACHED_TILE_ITEMS = tile.items
    else
        if tile.itemcount > 1 then
            for _, item_tile in ipairs(tile.items) do
                local found_item = false
                for __, item_cached in ipairs(CACHED_TILE_ITEMS) do
                    if item_cached.id == item_tile.id then
                        found_item = true
                        break
                    end
                end

                if found_item == false and item_tile.id > 99 then
                    if itemhasflags(item_tile.id, 13) then
                        printerror('Found item ' .. item_tile.id .. ' on location, but cannot move it.')
                        playsound('default')
                        flashclient()
                    else       
                        if reachlocation(LOCATION.X, LOCATION.Y, LOCATION.Z) then
                            local move_item_sqm = wheretomoveitem(LOCATION.X, LOCATION.Y, LOCATION.Z, true, 2)
                            if move_item_sqm.posx > 0 then
                                moveitems(item_tile.id, ground(move_item_sqm.posx, move_item_sqm.posy, move_item_sqm.posz), ground(LOCATION.X, LOCATION.Y, LOCATION.Z), 100)
                                wait(300, 500)
                            end
                        end
                    end
                end
            end
        end
    end
end
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#2
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