Added Skullkeep's PRC8 compatible dynamic loot generation system. Full compile. Updated release archive.
63 lines
2.5 KiB
Plaintext
63 lines
2.5 KiB
Plaintext
#include "sd_lootsystem"
|
|
|
|
void main()
|
|
{
|
|
object oPC = GetLastOpenedBy();
|
|
string sTag = GetTag(OBJECT_SELF);
|
|
int iLoot = StringToInt(sTag);
|
|
|
|
switch (iLoot)
|
|
{
|
|
case 1: DropWeapon(oPC, OBJECT_SELF, 1, 0, 1); break;
|
|
case 2: DropWeapon(oPC, OBJECT_SELF, 2, 0, 1); break;
|
|
case 3: DropWeapon(oPC, OBJECT_SELF, 3, 0, 1); break;
|
|
case 4: DropWeapon(oPC, OBJECT_SELF, 4, 0, 1); break;
|
|
case 5: DropWeapon(oPC, OBJECT_SELF, 5, 0, 1); break;
|
|
|
|
case 6: DropShield(oPC, OBJECT_SELF, 1, 0, 1); break;
|
|
case 7: DropShield(oPC, OBJECT_SELF, 2, 0, 1); break;
|
|
case 8: DropShield(oPC, OBJECT_SELF, 3, 0, 1); break;
|
|
case 9: DropShield(oPC, OBJECT_SELF, 4, 0, 1); break;
|
|
case 10: DropShield(oPC, OBJECT_SELF, 5, 0, 1); break;
|
|
|
|
case 11: DropArmor(oPC, OBJECT_SELF, 1, 0, 1); break;
|
|
case 12: DropArmor(oPC, OBJECT_SELF, 2, 0, 1); break;
|
|
case 13: DropArmor(oPC, OBJECT_SELF, 3, 0, 1); break;
|
|
case 14: DropArmor(oPC, OBJECT_SELF, 4, 0, 1); break;
|
|
case 15: DropArmor(oPC, OBJECT_SELF, 5, 0, 1); break;
|
|
|
|
case 16: DropMagicItem(oPC, OBJECT_SELF, 1, 0, 1); break;
|
|
case 17: DropMagicItem(oPC, OBJECT_SELF, 2, 0, 1); break;
|
|
case 18: DropMagicItem(oPC, OBJECT_SELF, 3, 0, 1); break;
|
|
case 19: DropMagicItem(oPC, OBJECT_SELF, 4, 0, 1); break;
|
|
case 20: DropMagicItem(oPC, OBJECT_SELF, 5, 0, 1); break;
|
|
|
|
case 21: DropMonkGloves(oPC, OBJECT_SELF, 1, 0, 1); break;
|
|
case 22: DropMonkGloves(oPC, OBJECT_SELF, 2, 0, 1); break;
|
|
case 23: DropMonkGloves(oPC, OBJECT_SELF, 3, 0, 1); break;
|
|
case 24: DropMonkGloves(oPC, OBJECT_SELF, 4, 0, 1); break;
|
|
case 25: DropMonkGloves(oPC, OBJECT_SELF, 5, 0, 1); break;
|
|
|
|
case 26: DropGem(oPC, OBJECT_SELF, 1); break;
|
|
case 27: DropGem(oPC, OBJECT_SELF, 2); break;
|
|
case 28: DropGem(oPC, OBJECT_SELF, 3); break;
|
|
case 29: DropGem(oPC, OBJECT_SELF, 4); break;
|
|
case 30: DropGem(oPC, OBJECT_SELF, 5); break;
|
|
|
|
case 31: {
|
|
DropWeapon(oPC, OBJECT_SELF, 1, 100, 1);
|
|
DropShield(oPC, OBJECT_SELF, 1, 100, 1);
|
|
DropArmor(oPC, OBJECT_SELF, 1, 100, 1);
|
|
DropMagicItem(oPC, OBJECT_SELF, 1, 100, 1);
|
|
DropMonkGloves(oPC, OBJECT_SELF, 1, 100, 1);}break;
|
|
}
|
|
|
|
object oItem = GetFirstItemInInventory(OBJECT_SELF);
|
|
while (GetIsObjectValid(oItem))
|
|
{
|
|
if (GetIdentified(oItem)==FALSE)SetIdentified(oItem, TRUE);
|
|
oItem = GetNextItemInInventory(OBJECT_SELF);
|
|
}
|
|
|
|
}
|