Fixed XP & GP rewards

Fixed XP & GP rewards.  Enabled PRC's PnP XP system.  Scripted GP reward system.  Unplotted several items.  Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904 2024-03-15 09:27:38 -04:00
parent f5a98c2d22
commit 835e72242a
9 changed files with 228 additions and 173 deletions

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"value": 0.02988394536077976 "value": 0.02499994076788425
} }
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@ -26380,7 +26380,7 @@
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"value": 0.02500049956142902 "value": 0.02500005997717381
} }
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@ -26395,7 +26395,7 @@
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} }
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@ -26410,7 +26410,7 @@
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} }
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@ -26425,7 +26425,7 @@
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"PointZ": { "PointZ": {
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} }
} }
] ]
@ -26583,7 +26583,7 @@
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"PointZ": { "PointZ": {
"type": "float", "type": "float",
"value": 0.02499994076788425 "value": 0.02500000037252903
} }
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@ -26598,7 +26598,7 @@
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"PointZ": { "PointZ": {
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} }
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@ -26613,7 +26613,7 @@
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@ -26643,7 +26643,7 @@
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@ -26801,7 +26801,7 @@
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@ -26816,7 +26816,7 @@
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@ -26831,7 +26831,7 @@
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@ -31080,7 +31080,7 @@
}, },
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"value": 0.001321792602539063 "value": -5.7220458984375e-006
} }
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@ -31386,7 +31386,7 @@
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} }
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] ]

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@ -6,67 +6,122 @@
Just hands out XP Just hands out XP
*/ */
//::////////////////////////////////////////////////// //:://////////////////////////////////////////////////
//:: Copyright (c) 2002 Floodgate Entertainment #include "x0_i0_partywide"
//:: Created By: Naomi Novik #include "prc_inc_racial"
//:: Created On: 12/22/2002
//:://////////////////////////////////////////////////
void RndDropGear(object oNPC); void RndDropGear(object oSelf, object oKiller);
void RndDropGear(object oNPC) void RndDropGold(object oSelf, object oKiller);
void RndDropGold(object oSelf, object oKiller)
{ {
//:: Declare major variables //:: Declare major variables
object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC); int iHD = GetHitDice(oKiller);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC); int iInt = GetAbilityScore(oKiller, ABILITY_INTELLIGENCE, TRUE);
object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD, oNPC); int iIntB = GetAbilityModifier(ABILITY_INTELLIGENCE, oKiller);
object oNecklace = GetItemInSlot(INVENTORY_SLOT_NECK, oNPC); int iRacial = GetRacialType(oKiller);
object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS, oNPC); int iBaseGP = 1;
object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS, oNPC); int iRewardGP;
object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT, oNPC); int iPartyGP;
object oBolts = GetItemInSlot(INVENTORY_SLOT_BOLTS, oNPC);
object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS, oNPC); //:: Take one off GetNumberPartyMembers(), see known bugs
object oBullets = GetItemInSlot(INVENTORY_SLOT_BULLETS, oNPC); int nMembers = GetNumberPartyMembers(oKiller) - 1;
object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK, oNPC);
object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oNPC); if (iIntB < 0) { iIntB = 0;}
object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oNPC);
iRewardGP = (iBaseGP * d4(1)) + (iIntB * d4(1)) + (iHD * 5);
iPartyGP = iRewardGP * nMembers;
if (iRacial == RACIAL_TYPE_ANIMAL ||
iRacial == RACIAL_TYPE_BEAST ||
iRacial == RACIAL_TYPE_MAGICAL_BEAST ||
iRacial == RACIAL_TYPE_CONSTRUCT ||
iRacial == RACIAL_TYPE_OOZE ||
iRacial == RACIAL_TYPE_PLANT ||
iRacial == RACIAL_TYPE_VERMIN)
{
iPartyGP = 0;
}
if (iInt <= 5 &&
iRacial == RACIAL_TYPE_UNDEAD ||
iRacial == RACIAL_TYPE_ELEMENTAL)
{
iPartyGP = 0;
}
if (iPartyGP > 1)
{
GiveGoldToAll(oKiller, iPartyGP);
}
}
void RndDropGear(object oSelf, object oKiller)
{
//:: Declare major variables
object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oSelf);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oSelf);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oSelf);
object oHelm = GetItemInSlot(INVENTORY_SLOT_HEAD, oSelf);
object oNecklace = GetItemInSlot(INVENTORY_SLOT_NECK, oSelf);
object oArms = GetItemInSlot(INVENTORY_SLOT_ARMS, oSelf);
object oArrows = GetItemInSlot(INVENTORY_SLOT_ARROWS, oSelf);
object oBelt = GetItemInSlot(INVENTORY_SLOT_BELT, oSelf);
object oBolts = GetItemInSlot(INVENTORY_SLOT_BOLTS, oSelf);
object oBoots = GetItemInSlot(INVENTORY_SLOT_BOOTS, oSelf);
object oBullets = GetItemInSlot(INVENTORY_SLOT_BULLETS, oSelf);
object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK, oSelf);
object oLeftRing = GetItemInSlot(INVENTORY_SLOT_LEFTRING, oSelf);
object oRightRing = GetItemInSlot(INVENTORY_SLOT_RIGHTRING, oSelf);
//:: Give a 3% chance to drop each type of equipment //:: Give a 3% chance to drop each type of equipment
int bDropArmor = d100() > 97; int bDropArmor = d100() > 97;
int bDropWeapon = d100() > 97; int bDropWeapon = d100() > 97;
int bDropShield = d100() > 97; int bDropShield = d100() > 97;
int bDropHelm = d100() > 97; int bDropHelm = d100() > 97;
int bDropNecklace = d100() > 97; int bDropNecklace = d100() > 97;
int bDropArms = d100() > 97; int bDropArms = d100() > 97;
int bDropArrows = d100() > 97; int bDropArrows = d100() > 97;
int bDropBelt = d100() > 97; int bDropBelt = d100() > 97;
int bDropBolts = d100() > 97; int bDropBolts = d100() > 97;
int bDropBoots = d100() > 97; int bDropBoots = d100() > 97;
int bDropBullets = d100() > 97; int bDropBullets = d100() > 97;
int bDropCloak = d100() > 97; int bDropCloak = d100() > 97;
int bDropLeftRing = d100() > 97; int bDropLeftRing = d100() > 97;
int bDropRightRing = d100() > 97; int bDropRightRing = d100() > 97;
//:: Set Droppable Flag as determined above. //:: Set Droppable Flag as determined above.
SetDroppableFlag(oArmor, bDropArmor); SetDroppableFlag(oArmor, bDropArmor);
SetDroppableFlag(oWeapon, bDropWeapon); SetDroppableFlag(oWeapon, bDropWeapon);
SetDroppableFlag(oShield, bDropShield); SetDroppableFlag(oShield, bDropShield);
SetDroppableFlag(oHelm, bDropHelm); SetDroppableFlag(oHelm, bDropHelm);
SetDroppableFlag(oNecklace, bDropNecklace); SetDroppableFlag(oNecklace, bDropNecklace);
SetDroppableFlag(oArms, bDropArms); SetDroppableFlag(oArms, bDropArms);
SetDroppableFlag(oArrows, bDropArrows); SetDroppableFlag(oArrows, bDropArrows);
SetDroppableFlag(oBelt, bDropBelt); SetDroppableFlag(oBelt, bDropBelt);
SetDroppableFlag(oBolts, bDropBolts); SetDroppableFlag(oBolts, bDropBolts);
SetDroppableFlag(oBoots, bDropBoots); SetDroppableFlag(oBoots, bDropBoots);
SetDroppableFlag(oBullets, bDropBullets); SetDroppableFlag(oBullets, bDropBullets);
SetDroppableFlag(oCloak, bDropCloak); SetDroppableFlag(oCloak, bDropCloak);
SetDroppableFlag(oLeftRing, bDropLeftRing); SetDroppableFlag(oLeftRing, bDropLeftRing);
SetDroppableFlag(oRightRing, bDropRightRing); SetDroppableFlag(oRightRing, bDropRightRing);
if (!bDropArmor && !bDropWeapon && !bDropShield && !bDropHelm && !bDropNecklace && !bDropArms &&
!bDropArrows && !bDropBelt && !bDropBolts && !bDropBoots && !bDropBullets && !bDropCloak &&
!bDropLeftRing && !bDropRightRing)
{
RndDropGold(oSelf, oKiller);
}
} }
void main() void main()
{ {
//:: Declare major variables
object oKiller = GetLastKiller();
object oSelf = OBJECT_SELF;
RndDropGear(OBJECT_SELF); RndDropGear(oSelf, oKiller);
} }

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@ -64,7 +64,7 @@
}, },
"Plot": { "Plot": {
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"value": 1 "value": 0
}, },
"PropertiesList": { "PropertiesList": {
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@ -51,7 +51,7 @@
}, },
"ModelPart3": { "ModelPart3": {
"type": "byte", "type": "byte",
"value": 71 "value": 72
}, },
"PaletteID": { "PaletteID": {
"type": "byte", "type": "byte",
@ -59,7 +59,7 @@
}, },
"Plot": { "Plot": {
"type": "byte", "type": "byte",
"value": 1 "value": 0
}, },
"PropertiesList": { "PropertiesList": {
"type": "list", "type": "list",
@ -309,6 +309,6 @@
}, },
"xModelPart3": { "xModelPart3": {
"type": "word", "type": "word",
"value": 71 "value": 72
} }
} }

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@ -66,7 +66,7 @@
}, },
"Plot": { "Plot": {
"type": "byte", "type": "byte",
"value": 1 "value": 0
}, },
"PropertiesList": { "PropertiesList": {
"type": "list", "type": "list",

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