Removed JAI, added CODI AI. Fixed encounters & NPCs in Forest of Hope Central. Fixed Outcast store not opening. Added Druid Grove & associated NPCS.
109 lines
3.5 KiB
Plaintext
109 lines
3.5 KiB
Plaintext
#include "no_lib_priority"
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void main()
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{
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//clean up variables on dying creature
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int iCnt;
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//don't proceed if we're alive again
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if ( GetIsDead( OBJECT_SELF ) || GetLocalInt( OBJECT_SELF, "TEMPDIE" ) )
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{
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//clear teleporter status variable
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DeleteLocalInt( OBJECT_SELF, "TELEPORTER" );
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//clear balor death throes variable
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DeleteLocalInt( OBJECT_SELF, "BALORDEATH" );
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//clear dragon flight variables
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DeleteLocalInt( OBJECT_SELF, "FLIER" );
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DeleteLocalInt( OBJECT_SELF, "DRAGONFLIGHTDEL" );
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//dragon fear variable
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DeleteLocalInt( OBJECT_SELF, "#DRAGFEAR" );
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//clear caster flag
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DeleteLocalInt( OBJECT_SELF, "#CASTER" );
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//clear avoid melee trackers
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DeleteLocalLocation( OBJECT_SELF, "#LASTHOTSPOT" );
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DeleteLocalFloat( OBJECT_SELF, "#LASTAMANGLE" );
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DeleteLocalInt( OBJECT_SELF, "#LASTHSRETRIES" );
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DeleteLocalInt( OBJECT_SELF, "#LASTDEST" );
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DeleteLocalLocation( OBJECT_SELF, "#LASTDEST" );
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//clear dragon breath weapon delay flag
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DeleteLocalInt( OBJECT_SELF, "#BDEL" );
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//clear BC_HEAL anti-spam flag
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DeleteLocalInt( OBJECT_SELF, "#HEALDEL" );
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//delete combat setting
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DeleteLocalInt( OBJECT_SELF, "#INCOMBAT" );
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//delete last combat round end broadcast timestamp
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DeleteLocalInt( OBJECT_SELF, "#LASTCREBC" );
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//clear tail of summon chain variable
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DeleteLocalObject( OBJECT_SELF, "MASTCHAIN" );
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//clear vision flags
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DeleteLocalInt( OBJECT_SELF, "#DARKNESS" );
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DeleteLocalInt( OBJECT_SELF, "#VANISHED" );
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DeleteLocalObject( OBJECT_SELF, "#VISION" );
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//clear last rest marker
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DeleteLocalInt( OBJECT_SELF, "#LASTREST" );
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//clear fast buffer markers
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DeleteLocalInt( OBJECT_SELF, "#FASTBUFFER" );
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DeleteLocalInt( OBJECT_SELF, "#FASTBUFFED" );
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//delete activity marker
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DeleteLocalInt( OBJECT_SELF, "#ACTIVE" );
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DeleteLocalInt( OBJECT_SELF, "#QUEUESHUTDOWN" );
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//delete logged spawn point
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DeleteLocalInt( OBJECT_SELF, "#RETSPNLOC" );
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DeleteLocalLocation( OBJECT_SELF, "#SPAWNLOC" );
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//delete stand ground variables
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DeleteLocalInt( OBJECT_SELF, "#STANDGROUND" );
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DeleteLocalLocation( OBJECT_SELF, "#SGLOC" );
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//delete corpse decay delay variable
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DeleteLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
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//clear spell list and fastbuff list
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//these shouldn't be necessary, but just in case there is an interruption
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iCnt = 1;
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while ( GetLocalInt( OBJECT_SELF, "#SPL_" + IntToString( iCnt ) ) )
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{
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DeleteLocalInt( OBJECT_SELF, "#SPL_" + IntToString( iCnt++ ) );
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}
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iCnt = 1;
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while ( GetLocalInt( OBJECT_SELF, "#SPL_FB" + IntToString( iCnt ) ) )
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{
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DeleteLocalInt( OBJECT_SELF, "#SPL_FB" + IntToString( iCnt++ ) );
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}
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iCnt = 1;
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while ( GetLocalInt( OBJECT_SELF, "#SPN_FB" + IntToString( iCnt ) ) )
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{
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DeleteLocalInt( OBJECT_SELF, "#SPN_FB" + IntToString( iCnt++ ) );
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}
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iCnt = 1;
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while ( GetLocalInt( OBJECT_SELF, "#FEAT_" + IntToString( iCnt ) ) )
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{
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DeleteLocalInt( OBJECT_SELF, "#FEAT_" + IntToString( iCnt++ ) );
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}
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//clear priority lists
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DeleteLocalInt( OBJECT_SELF, "PRITOTAL" );
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iCnt = 1;
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while ( GetLocalInt( OBJECT_SELF, "PRIC_" + IntToString( iCnt ) ) )
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{
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DeleteLocalString( OBJECT_SELF, "PRID_" + IntToString( iCnt ) );
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DeleteLocalInt( OBJECT_SELF, "PRIC_" + IntToString( iCnt++ ) );
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}
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}
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}
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