PoA_PRC8/_module/nss/sd_chest_loot.nss
Jaysyn904 0dbb628b75 Added Skullkeep's dynamic loot generation system
Added Skullkeep's PRC8 compatible dynamic loot generation system.  Full compile.  Updated release archive.
2024-11-08 18:54:51 -05:00

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#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);
}
}