hopefully fixed the no death panel problem

The rest were creature and area changes I got around to doing
This commit is contained in:
EpicValor
2023-09-06 17:57:36 -05:00
parent 49aab355dd
commit 80bc1e0c92
42 changed files with 3282 additions and 2447 deletions

View File

@@ -18,8 +18,6 @@ SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 74, oPlayer);
}
else
{
AssignCommand(GetLastPlayerDying(), ClearAllActions());
AssignCommand(GetLastPlayerDying(),SpeakString( "I Dying"));
PopUpGUIPanel(GetLastPlayerDying(),GUI_PANEL_PLAYER_DEATH);
DelayCommand(5.0, PopUpGUIPanel(oPlayer,GUI_PANEL_PLAYER_DEATH));
}
}

View File

@@ -9,5 +9,5 @@
void main()
{
ExecuteScript("prc_ondeath", OBJECT_SELF);
//ExecuteScript("_ondeath", OBJECT_SELF);
ExecuteScript("_ondeath", OBJECT_SELF);
}

View File

@@ -0,0 +1,34 @@
/*
* Script generated by LS Script Generator, v.TK.0
*
* For download info, please visit:
* http://nwvault.ign.com/View.php?view=Other.Detail&id=1502
*/
// Put this script OnPerceived (of a creature).
void main()
{
// We are only interested in "seen" events.
if ( !GetLastPerceptionSeen() )
return;
// Get the creature who triggered this event.
object oPC = GetLastPerceived();
// Only fire for (real) PCs.
if ( GetIsDMPossessed(oPC) )
return;
// Abort if failed a 1% chance.
if ( Random(100) >= 1 )
return;
// If the local int is more than 0.
if ( GetLocalInt(oPC, "NPCTalk") > 0 )
{
// Have us strike up a conversation with the PC.
ActionStartConversation(oPC, "convohere", FALSE, FALSE);
}
}