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

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