Modified loot.
Gave all items worn by enemies a chance to drop. Drastically reduced gold awards.
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vendored
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@ -2,3 +2,4 @@
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_haks/output/poa_dev.md5
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_haks/output/poa_dev.md5
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Compiler - 35spells.bat
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Compiler - 35spells.bat
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*.md5
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*.md5
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_module/poa.mod
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@ -11,7 +11,65 @@
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//:: Created On: 12/22/2002
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//:: Created On: 12/22/2002
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//:://////////////////////////////////////////////////
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//:://////////////////////////////////////////////////
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void RndDropGear(object oNPC);
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void RndDropGear(object oNPC)
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{
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//:: Declare major variables
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object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
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object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);
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object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
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object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD, oNPC);
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object oNecklace = GetItemInSlot(INVENTORY_SLOT_NECK, oNPC);
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object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS, oNPC);
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object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS, oNPC);
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object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT, oNPC);
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object oBolts = GetItemInSlot(INVENTORY_SLOT_BOLTS, oNPC);
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object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS, oNPC);
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object oBullets = GetItemInSlot(INVENTORY_SLOT_BULLETS, oNPC);
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object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK, oNPC);
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object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oNPC);
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object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oNPC);
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//:: Give a 3% chance to drop each type of equipment
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int bDropArmor = d100() > 97;
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int bDropWeapon = d100() > 97;
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int bDropShield = d100() > 97;
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int bDropHelm = d100() > 97;
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int bDropNecklace = d100() > 97;
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int bDropArms = d100() > 97;
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int bDropArrows = d100() > 97;
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int bDropBelt = d100() > 97;
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int bDropBolts = d100() > 97;
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int bDropBoots = d100() > 97;
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int bDropBullets = d100() > 97;
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int bDropCloak = d100() > 97;
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int bDropLeftRing = d100() > 97;
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int bDropRightRing = d100() > 97;
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//:: Set Droppable Flag as determined above.
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SetDroppableFlag(oArmor, bDropArmor);
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SetDroppableFlag(oWeapon, bDropWeapon);
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SetDroppableFlag(oShield, bDropShield);
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SetDroppableFlag(oHelm, bDropHelm);
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SetDroppableFlag(oNecklace, bDropNecklace);
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SetDroppableFlag(oArms, bDropArms);
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SetDroppableFlag(oArrows, bDropArrows);
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SetDroppableFlag(oBelt, bDropBelt);
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SetDroppableFlag(oBolts, bDropBolts);
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SetDroppableFlag(oBoots, bDropBoots);
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SetDroppableFlag(oBullets, bDropBullets);
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SetDroppableFlag(oCloak, bDropCloak);
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SetDroppableFlag(oLeftRing, bDropLeftRing);
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SetDroppableFlag(oRightRing, bDropRightRing);
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}
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void main()
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void main()
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{
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{
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ExecuteScript("sf_xp", OBJECT_SELF);
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ExecuteScript("sf_xp", OBJECT_SELF);
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RndDropGear(OBJECT_SELF);
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}
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}
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@ -26,7 +26,7 @@ const int REWARD_GP = TRUE;
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// Default is 1.0 (1.0 means equal to the amount of XP given, 2.0 would mean
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// Default is 1.0 (1.0 means equal to the amount of XP given, 2.0 would mean
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// double the amount of gold and 0.5 would mean half).
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// double the amount of gold and 0.5 would mean half).
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// It basically multiplies the XP reward (GP_REWARD_MULTIPLIER x XP = GP Reward)
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// It basically multiplies the XP reward (GP_REWARD_MULTIPLIER x XP = GP Reward)
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const float GP_REWARD_MULTIPLIER = 16.0;
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const float GP_REWARD_MULTIPLIER = 0.5;
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// Bonus XP/GP reward for the dealing the killing blow to the creature
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// Bonus XP/GP reward for the dealing the killing blow to the creature
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// Default is 0.1 = 10%
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// Default is 0.1 = 10%
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_module/poa.mod
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