Updated scripts to use MyPRCGetRacialType
Updated scripts to use MyPRCGetRacialType. Full compile.
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@@ -4,6 +4,7 @@
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///////////////////////////////////
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#include "NW_I0_GENERIC"
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#include "prc_inc_racial"
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const int BattleCryChance = 15;
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const int CombatCryChance = 20;
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@@ -83,7 +84,7 @@ void DoBattleCry()
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if (d100()<=BattleCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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if ((MyPRCGetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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{
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DoUndeadChatter();
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}
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@@ -111,7 +112,7 @@ void DoCombatCry()
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if (d100()<=CombatCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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if ((MyPRCGetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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switch (d6()) //Turned undead :)
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{
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case 1 : ActionSpeakString(COLOR_YELLOW+"It Burns! It Burns!",TALKVOLUME_TALK); break;
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@@ -137,7 +138,7 @@ void DoCombatCry()
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if (d100()<=CombatCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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if ((MyPRCGetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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switch (d6())
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{
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DoUndeadChatter();
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@@ -161,7 +162,7 @@ void DoDeathCry()
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if (d100()<=DeathCryChance)
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{
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if (HasSpoken()) return;
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if ((GetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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if ((MyPRCGetRacialType(OBJECT_SELF) == RACIAL_TYPE_UNDEAD)&&(d100()<=CustomUndeadChance))
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switch (d6())
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{
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case 1 : ActionSpeakString(COLOR_RED+"Dead by dawn! Dead by dawn!",TALKVOLUME_TALK); break;
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