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

@@ -27,31 +27,6 @@ void DeathCheck(int nDeaths);
void main()
{
object oNPC = OBJECT_SELF;
// Chance of guard type creatures dropping gear onDeath.
if ((GetResRef(oNPC) == "npc_baleasgrd001") ||
(GetResRef(oNPC) == "npc_goldeye001") ||
(GetResRef(oNPC) == "npc_wau_pal001") ||
(GetResRef(oNPC) == "npc_baleasgrd004") ||
(GetResRef(oNPC) == "npc_baleasgrd005"))
{
object oArmor = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
// Give a 1% chance to drop armor &/or equipped weapon
int bDroppableA = d100() > 99;
int bDroppableW = d100() > 99;
int bDroppableS = d100() > 99;
SetDroppableFlag(oArmor, bDroppableA);
SetDroppableFlag(oWeapon, bDroppableW);
SetDroppableFlag(oShield, bDroppableS);
}
// If we are set to, don't fire this script at all
if(GetAIInteger(I_AM_TOTALLY_DEAD)) return;