Further PRC integration

Further PRC integration. Updated racial & class hooks.  Updated NPC AI  for PRC NPC events.  Updated loot generation tables for PRC classes.
This commit is contained in:
Jaysyn904
2022-10-09 23:07:18 -04:00
parent baf0860664
commit 6937da5f87
1708 changed files with 242 additions and 1746 deletions

View File

@@ -1,30 +1,17 @@
#include "prc_class_const"
void main()
{
object oDoor = OBJECT_SELF;
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
int nClass;
//:: Restrict based on the player's class
nClass = GetLevelByClass(CLASS_TYPE_WIZARD, oPC)
+GetLevelByClass(CLASS_TYPE_SORCERER, oPC)
+GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oPC)
+GetLevelByClass(CLASS_TYPE_WARMAGE, oPC)
+GetLevelByClass(CLASS_TYPE_SHADOWCASTER, oPC)
+GetLevelByClass(CLASS_TYPE_SUBLIME_CHORD, oPC)
+GetLevelByClass(CLASS_TYPE_ARCHMAGE, oPC)
+GetLevelByClass(CLASS_TYPE_WARLOCK, oPC);
object oDoor = OBJECT_SELF;
if (nClass >= 20)
{
AssignCommand(oDoor, ActionOpenDoor(oDoor));
SendMessageToPC(oPC, "You may pass.");
}
object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
int class1 = GetLevelByClass(CLASS_TYPE_WIZARD, oPC);
int class2 = GetLevelByClass(CLASS_TYPE_SORCERER, oPC);
int pass = class1 + class2;
if (pass >=20){
else
{
SendMessageToPC(oPC, "You will not pass.");
}
}
AssignCommand(oDoor, ActionOpenDoor(oDoor));
SendMessageToPC(oPC, "You may pass.");
}
else{
SendMessageToPC(oPC, "You will not pass.");
}
}