Added Skullkeep's PRC8 compatible dynamic loot generation system. Full compile. Updated release archive.
57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
void SD_NAMECHEST(object oChest, string sChestRange)
|
|
{
|
|
SetName(oChest, sChestRange);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
|
|
object oMod = GetModule();
|
|
object oPC = GetFirstPC();
|
|
object oEnter = GetEnteringObject();
|
|
|
|
if (oEnter!=oPC)return;
|
|
|
|
int iLevel = 1;
|
|
|
|
SetLocalInt(oMod, "range", 1);
|
|
|
|
string sLevel = IntToString(iLevel);
|
|
|
|
int iWC = iLevel+0;
|
|
int iSC = iLevel+5;
|
|
int iAC = iLevel+10;
|
|
int iMC = iLevel+15;
|
|
int iGC = iLevel+20;
|
|
int iGM = iLevel+25;
|
|
|
|
|
|
string sWLev = IntToString(iWC);
|
|
string sSLev = IntToString(iSC);
|
|
string sALev = IntToString(iAC);
|
|
string sMLev = IntToString(iMC);
|
|
string sGLev = IntToString(iGC);
|
|
string sGMLev = IntToString(iGM);
|
|
|
|
|
|
object oWP1 = GetWaypointByTag("sd_weap");
|
|
object oWP2 = GetWaypointByTag("sd_shield");
|
|
object oWP3 = GetWaypointByTag("sd_arm");
|
|
object oWP4 = GetWaypointByTag("sd_magi");
|
|
object oWP5 = GetWaypointByTag("sd_gloves");
|
|
object oWP6 = GetWaypointByTag("sd_gems");
|
|
|
|
object oCH1 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP1), FALSE, sWLev);
|
|
DelayCommand(0.2, SD_NAMECHEST(oCH1, "Weapon Chest: Range "+sLevel));
|
|
object oCH2 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP2), FALSE, sSLev);
|
|
DelayCommand(0.2, SD_NAMECHEST(oCH2, "Shield Chest: Range "+sLevel));
|
|
object oCH3 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP3), FALSE, sALev);
|
|
DelayCommand(0.2, SD_NAMECHEST(oCH3, "Armor Chest: Range "+sLevel));
|
|
object oCH4 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP4), FALSE, sMLev);
|
|
DelayCommand(0.2, SD_NAMECHEST(oCH4, "Mag Item Chest: Range "+sLevel));
|
|
object oCH5 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP5), FALSE, sGLev);
|
|
DelayCommand(0.2, SD_NAMECHEST(oCH5, "Monk Gloves Chest: Range "+sLevel));
|
|
object oCH6 = CreateObject(OBJECT_TYPE_PLACEABLE, "sd_lootchest", GetLocation(oWP6), FALSE, sGMLev);
|
|
DelayCommand(0.2, SD_NAMECHEST(oCH6, "Gem Chest: Range "+sLevel));
|
|
}
|