Added Skullkeep's dynamic loot generation system

Added Skullkeep's PRC8 compatible dynamic loot generation system.  Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-11-08 18:54:51 -05:00
parent 2cb81ae698
commit 0dbb628b75
211 changed files with 40616 additions and 800 deletions

View File

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