RoT2_PRC8/_module/nss/1_loot_unique.nss
Jaysyn904 499aba4eb3 Initial upload
Initial upload
2023-09-25 18:13:22 -04:00

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#include "1_loot_inc_data"
#include "1_loot_inc_main"
#include "1_loot_inc_gen"
// #include "nw_o2_coninclude"
// Uncomment the above line if you would prefer to use the standard BioWare
// treasure scripts. If you do so delete the line that includes "loot_inc_gen_mod"
void main()
{
// Get Area-Wide respawn time for loot. If none is specified
// in loot_inc_data, then it will use the default of one hour.
float fRespawnTime = GetRespawnTime (OBJECT_SELF);
if (GetLocalInt(OBJECT_SELF, "NW_DO_ONCE") != 0)
{
return;
}
SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 1);
ShoutDisturbed();
AssignCommand( OBJECT_SELF, DelayCommand(fRespawnTime, SetLocalInt(OBJECT_SELF, "NW_DO_ONCE", 0) ) );
object oLastOpener = GetLastOpener();
// Gets a random member of the party, instead of the person
// who opened the chest.
object oLuckyMember = GetRandomPartyMember(oLastOpener);
// Get maximum level allowed for looting chests in area.
// If none is specified in loot_inc_data, then it will use
// the default of the maximum level being 100. If the party
// has a member that is too high, all they get is boots.
if (GetIsOverMaxAllowedLevel (oLastOpener, OBJECT_SELF))
{
CreateItemOnObject ("healstk01", OBJECT_SELF, 1);
return;
}
// Generate the treasure on the object.
GenerateUniqueTreasure(OBJECT_SELF, oLuckyMember);
}