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