Removed Skullkeep Forge

Removed Skullkeep Forge system (originally by Winterknight and Asbury)  Full compile.  Updated release archive.
This commit is contained in:
Jaysyn904
2024-11-12 15:25:30 -05:00
parent 80d4b7c4d6
commit 1c5cbbe7ea
465 changed files with 12458 additions and 30265 deletions

View File

@@ -13,6 +13,7 @@
#include "inc_debug"
#include "prc_inc_racial"
#include "sd_lootsystem"
#include "prc_inc_spells"
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot);
@@ -35,7 +36,9 @@ void main()
int nTotalPCLevel;
int nAveragePCLevel;
int iRacial = GetRacialType(OBJECT_SELF);
int nCommoner = GetLevelByClass(CLASS_TYPE_COMMONER, OBJECT_SELF);
int nCommoner = GetLevelByClass(CLASS_TYPE_COMMONER, OBJECT_SELF);
int nInt = GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE);
int nGhost = GetIsIncorporeal(OBJECT_SELF);
string sCurrentDate = SQLite_GetSystemDate();
string sMonthDay = GetSubString(sCurrentDate, 0, 5);
@@ -43,20 +46,36 @@ void main()
object oArea = GetArea(OBJECT_SELF);
object oSkelly;
object oPC = GetFirstObjectInArea(oArea);
//:: Set threatlevel name text
SetThreatLevel(OBJECT_SELF);
//:: Testing OnSpawn loot system.
//:: Check if the creature is an animal, beast, construct, or ooze, which should never carry treasure
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)
iRacial == RACIAL_TYPE_OOZE)
{
if(DEBUG) {FloatingTextStringOnCreature("Creature doesn't carry treasure", GetFirstPC(), FALSE);}
if (DEBUG) { FloatingTextStringOnCreature("Creature doesn't carry treasure", GetFirstPC(), FALSE); }
}
else if ((iRacial == RACIAL_TYPE_UNDEAD ||
iRacial == RACIAL_TYPE_PLANT ||
iRacial == RACIAL_TYPE_VERMIN) &&
nInt <= 4)
{
//:: If the creature is undead, plant, or vermin with intelligence 4 or less, it does not carry treasure
if (DEBUG) { FloatingTextStringOnCreature("Creature is not intelligent enough to carry treasure", GetFirstPC(), FALSE); }
}
else if(nGhost)
{
//:: If the creature is undead, plant, or vermin with intelligence 4 or less, it does not carry treasure
if (DEBUG) { FloatingTextStringOnCreature("Creature is incorporeal and can't carry treasure", GetFirstPC(), FALSE); }
}
else
{
sd_droploot(OBJECT_SELF, OBJECT_SELF);
//:: All other creatures, including undead, plants, and vermin with intelligence > 4, will drop loot
sd_droploot(OBJECT_SELF, OBJECT_SELF);
}
//:: Get average PC level for area
@@ -93,55 +112,54 @@ void main()
(sMonthDay == "10/30") ||
(sMonthDay == "10/31") ||
(sMonthDay == "11/01"))
{
//: Don't spawn skeletons from skeletons or commoners
if (GetResRef(OBJECT_SELF) == "pa_skeleton" || GetResRef(OBJECT_SELF) == "nw_skeleton" || nCommoner > 0)
return;
{
//: Don't spawn skeletons from skeletons or commoners
if (GetResRef(OBJECT_SELF) == "pa_skeleton" || GetResRef(OBJECT_SELF) == "nw_skeleton" || nCommoner > 0)
return;
//:: 33% chance to spawn
if ( Random(100) < 33 )
{
//:: Spawn Skeleton.
eVFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
oSkelly = CreateObject(OBJECT_TYPE_CREATURE, "nw_skeleton", GetLocation(OBJECT_SELF));
DelayCommand(0.0, ActionDoLevelUp(oSkelly, nAveragePCLevel));
//:: 33% chance to spawn
if ( Random(100) < 33 )
{
//:: Spawn Skeleton.
eVFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
oSkelly = CreateObject(OBJECT_TYPE_CREATURE, "nw_skeleton", GetLocation(OBJECT_SELF));
DelayCommand(0.0, ActionDoLevelUp(oSkelly, nAveragePCLevel));
//:: Assign Weapon
int nResult = d6(1);
int nStackSize = 1; // Create 1 items;
string sItem;
int nResult = d6(1);
int nStackSize = 1; // Create 1 items;
string sItem;
if (nResult == 1)
{
sItem = "nw_wplhb001"; //:: Halberd
}
else if(nResult == 2)
{
sItem = "nw_wplsc001"; //:: Scythe
}
else if(nResult == 3)
{
sItem = "nw_wplss001"; //:: Spear
}
else if(nResult ==4)
{
sItem = "nw_wblfh001"; //:: Heavy Flail
}
else if(nResult == 5)
{
sItem = "nw_wswgs001"; //:: Greatsword
}
else
sItem = "nw_waxgr001"; //:: Greataxe
object oWeapon = CreateItemOnObject(sItem, oSkelly, nStackSize);
ReallyEquipItemInSlot(oSkelly, oWeapon, INVENTORY_SLOT_RIGHTHAND);
//:: Apply VFX & Attack
AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly));
if (nResult == 1)
{
sItem = "nw_wplhb001"; //:: Halberd
}
}
else if(nResult == 2)
{
sItem = "nw_wplsc001"; //:: Scythe
}
else if(nResult == 3)
{
sItem = "nw_wplss001"; //:: Spear
}
else if(nResult ==4)
{
sItem = "nw_wblfh001"; //:: Heavy Flail
}
else if(nResult == 5)
{
sItem = "nw_wswgs001"; //:: Greatsword
}
else
sItem = "nw_waxgr001"; //:: Greataxe
object oWeapon = CreateItemOnObject(sItem, oSkelly, nStackSize);
ReallyEquipItemInSlot(oSkelly, oWeapon, INVENTORY_SLOT_RIGHTHAND);
//:: Apply VFX & Attack
AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly));
}
}
}