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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62
_module/nss/sd_chest_loot.nss
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62
_module/nss/sd_chest_loot.nss
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#include "sd_lootsystem"
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void main()
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{
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object oPC = GetLastOpenedBy();
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string sTag = GetTag(OBJECT_SELF);
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int iLoot = StringToInt(sTag);
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switch (iLoot)
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{
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case 1: DropWeapon(oPC, OBJECT_SELF, 1, 0, 1); break;
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case 2: DropWeapon(oPC, OBJECT_SELF, 2, 0, 1); break;
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case 3: DropWeapon(oPC, OBJECT_SELF, 3, 0, 1); break;
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case 4: DropWeapon(oPC, OBJECT_SELF, 4, 0, 1); break;
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case 5: DropWeapon(oPC, OBJECT_SELF, 5, 0, 1); break;
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case 6: DropShield(oPC, OBJECT_SELF, 1, 0, 1); break;
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case 7: DropShield(oPC, OBJECT_SELF, 2, 0, 1); break;
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case 8: DropShield(oPC, OBJECT_SELF, 3, 0, 1); break;
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case 9: DropShield(oPC, OBJECT_SELF, 4, 0, 1); break;
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case 10: DropShield(oPC, OBJECT_SELF, 5, 0, 1); break;
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case 11: DropArmor(oPC, OBJECT_SELF, 1, 0, 1); break;
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case 12: DropArmor(oPC, OBJECT_SELF, 2, 0, 1); break;
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case 13: DropArmor(oPC, OBJECT_SELF, 3, 0, 1); break;
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case 14: DropArmor(oPC, OBJECT_SELF, 4, 0, 1); break;
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case 15: DropArmor(oPC, OBJECT_SELF, 5, 0, 1); break;
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case 16: DropMagicItem(oPC, OBJECT_SELF, 1, 0, 1); break;
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case 17: DropMagicItem(oPC, OBJECT_SELF, 2, 0, 1); break;
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case 18: DropMagicItem(oPC, OBJECT_SELF, 3, 0, 1); break;
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case 19: DropMagicItem(oPC, OBJECT_SELF, 4, 0, 1); break;
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case 20: DropMagicItem(oPC, OBJECT_SELF, 5, 0, 1); break;
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case 21: DropMonkGloves(oPC, OBJECT_SELF, 1, 0, 1); break;
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case 22: DropMonkGloves(oPC, OBJECT_SELF, 2, 0, 1); break;
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case 23: DropMonkGloves(oPC, OBJECT_SELF, 3, 0, 1); break;
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case 24: DropMonkGloves(oPC, OBJECT_SELF, 4, 0, 1); break;
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case 25: DropMonkGloves(oPC, OBJECT_SELF, 5, 0, 1); break;
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case 26: DropGem(oPC, OBJECT_SELF, 1); break;
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case 27: DropGem(oPC, OBJECT_SELF, 2); break;
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case 28: DropGem(oPC, OBJECT_SELF, 3); break;
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case 29: DropGem(oPC, OBJECT_SELF, 4); break;
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case 30: DropGem(oPC, OBJECT_SELF, 5); break;
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case 31: {
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DropWeapon(oPC, OBJECT_SELF, 1, 100, 1);
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DropShield(oPC, OBJECT_SELF, 1, 100, 1);
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DropArmor(oPC, OBJECT_SELF, 1, 100, 1);
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DropMagicItem(oPC, OBJECT_SELF, 1, 100, 1);
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DropMonkGloves(oPC, OBJECT_SELF, 1, 100, 1);}break;
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}
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object oItem = GetFirstItemInInventory(OBJECT_SELF);
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while (GetIsObjectValid(oItem))
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{
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if (GetIdentified(oItem)==FALSE)SetIdentified(oItem, TRUE);
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oItem = GetNextItemInInventory(OBJECT_SELF);
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}
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}
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