Added Skullkeep's PRC8 compatible dynamic loot generation system. Full compile. Updated release archive.
20 lines
614 B
Plaintext
20 lines
614 B
Plaintext
void main()
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{
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object oPC = GetLastUsedBy();
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object oArea = GetArea(oPC);
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effect eBlood = EffectVisualEffect(VFX_COM_CHUNK_RED_LARGE);
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effect eDeath = EffectDeath(TRUE, FALSE);
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object oCreature = GetFirstObjectInArea(oArea);
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while (GetIsObjectValid(oCreature))
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{
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if (GetObjectType(oCreature)==OBJECT_TYPE_CREATURE&&
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GetIsEnemy(oPC, oCreature))
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{
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eBlood, oCreature);
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oCreature);
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}
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oCreature = GetNextObjectInArea(oArea);
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}
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}
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