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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@@ -1,4 +1,4 @@
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#include "x2_inc_itemprop"
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#include "prc_x2_itemprop"
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//#include "nw_i0_generic"
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//////////////////////////////////////////////////////////
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@@ -84,7 +84,7 @@ void DropScroll(object oMob, object oSack, int iRange);
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// oMob = the creature that just died
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// oSack = the object into which you will spawn the potion
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// iStack = Stacksize
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void DropPot(object oMob, object oSack, int iStack);
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void DropPotion(object oMob, object oSack, int iStack);
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// Generates a random misc item (i.e. bag)
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// =======================================
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@@ -122,7 +122,11 @@ void sd_droploot (object oMob, object oSack);
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void DropAlchemyRecipe(object oMob, object oSack, int iRange);
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void SetEyes(int iType, object oMob)
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{
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effect eVis = EffectVisualEffect(iType);
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis, oMob);
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}
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const string COLORTOKEN =" ##################$%&'()*+,-./0123456789:;;==?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[[]^_`abcdefghijklmnopqrstuvwxyz{|}~~<7E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>";
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@@ -652,7 +656,7 @@ object oRecipe = CreateItemOnObject(sType, oSack, 1);
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SetIdentified(oRecipe, FALSE);
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}
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void DropPot(object oMod, object oSack, int iStack)
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void DropPotion(object oMod, object oSack, int iStack)
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{
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string sPotion;
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@@ -1401,7 +1405,7 @@ void MeleeImbue(object oItem)
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IPSafeAddItemProperty(oItem, ipAdd);
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}
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void MCimbue(object oItem, int iRange)
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void MassCritImbue(object oItem, int iRange)
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{
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itemproperty ipAdd;
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int iDam;
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@@ -1523,7 +1527,7 @@ int sd_GetAbil()
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return iType;
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}
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void DAMimbue(object oItem, int iRange)
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void DamageTypeImbue(object oItem, int iRange)
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{
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itemproperty ipAdd;
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itemproperty ipVis;
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@@ -1893,7 +1897,7 @@ ipAdd = ItemPropertyRegeneration(iRegen);
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IPSafeAddItemProperty(oItem, ipAdd);
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}
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void VRimbue(object oItem, int iRange)
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void VampRegenImbue(object oItem, int iRange)
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{
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int iRegen;
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itemproperty ipAdd;
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