Added Skullkeep's dynamic loot generation system
Added Skullkeep's PRC8 compatible dynamic loot generation system. Full compile. Updated release archive.
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@@ -10,6 +10,9 @@
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#include "nw_i0_plot"
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#include "rd_level"
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#include "inc_sqlite_time"
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#include "inc_debug"
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#include "prc_inc_racial"
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#include "sd_lootsystem"
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void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot);
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@@ -31,6 +34,7 @@ void main()
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int nTotalPCs;
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int nTotalPCLevel;
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int nAveragePCLevel;
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int iRacial = GetRacialType(OBJECT_SELF);
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int nCommoner = GetLevelByClass(CLASS_TYPE_COMMONER, OBJECT_SELF);
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string sCurrentDate = SQLite_GetSystemDate();
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@@ -39,7 +43,22 @@ void main()
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object oArea = GetArea(OBJECT_SELF);
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object oSkelly;
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object oPC = GetFirstObjectInArea(oArea);
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//:: Testing OnSpawn loot system.
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if (iRacial == RACIAL_TYPE_ANIMAL ||
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iRacial == RACIAL_TYPE_BEAST ||
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iRacial == RACIAL_TYPE_CONSTRUCT ||
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iRacial == RACIAL_TYPE_OOZE ||
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iRacial == RACIAL_TYPE_PLANT ||
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iRacial == RACIAL_TYPE_VERMIN)
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{
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if(DEBUG) {FloatingTextStringOnCreature("Creature doesn't carry treasure", GetFirstPC(), FALSE);}
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}
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else
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{
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sd_droploot(OBJECT_SELF, OBJECT_SELF);
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}
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//:: Get average PC level for area
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//:: Cycle through PCs in Area
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