Added (2) Castle Interior overrides

Added (2) Castle Interior overrides, continued making static NPCs & stores dynamic. added more DMFI language tokens, started working on mod onEnter scripting, got NPCs to fire emotes while walking around.
This commit is contained in:
Jaysyn904
2021-09-06 22:02:47 -04:00
parent 4b6d20bbc2
commit 52d65cb598
1933 changed files with 2269912 additions and 88289 deletions

View File

@@ -16,28 +16,6 @@
#include "J_INC_OTHER_AI"
//DMFI CODE ADDITIONS*****************************
void SafeFaction(object oCurrent, object oAttacker)
{
AssignCommand(oAttacker, ClearAllActions());
AssignCommand(oCurrent, ClearAllActions());
// * Note: waiting for Sophia to make SetStandardFactionReptuation to clear all personal reputation
if (GetStandardFactionReputation(STANDARD_FACTION_COMMONER, oAttacker) <= 10)
{ SetLocalInt(oAttacker, "NW_G_Playerhasbeenbad", 10); // * Player bad
SetStandardFactionReputation(STANDARD_FACTION_COMMONER, 80, oAttacker);
}
if (GetStandardFactionReputation(STANDARD_FACTION_MERCHANT, oAttacker) <= 10)
{ SetLocalInt(oAttacker, "NW_G_Playerhasbeenbad", 10); // * Player bad
SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 80, oAttacker);
}
if (GetStandardFactionReputation(STANDARD_FACTION_DEFENDER, oAttacker) <= 10)
{ SetLocalInt(oAttacker, "NW_G_Playerhasbeenbad", 10); // * Player bad
SetStandardFactionReputation(STANDARD_FACTION_DEFENDER, 80, oAttacker);
}
}
//END DMFI CODE ADDITIONS*************************
void main()
{
// Pre-attacked-event. Returns TRUE if we interrupt this script call.