Further PRC integration
Further PRC integration. Updated racial & class hooks. Updated NPC AI for PRC NPC events. Updated loot generation tables for PRC classes.
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@@ -1,37 +1,20 @@
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#include "prc_class_const"
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void main()
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{
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object oDoor = OBJECT_SELF;
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object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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int nClass;
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//:: Restrict based on the player's class
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nClass = GetLevelByClass(CLASS_TYPE_CRUSADER, oPC)
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+GetLevelByClass(CLASS_TYPE_FIGHTER, oPC)
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+GetLevelByClass(CLASS_TYPE_KNIGHT, oPC)
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+GetLevelByClass(CLASS_TYPE_MARSHAL, oPC)
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+GetLevelByClass(CLASS_TYPE_SAMURAI, oPC)
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+GetLevelByClass(CLASS_TYPE_SWASHBUCKLER, oPC)
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+GetLevelByClass(CLASS_TYPE_WARBLADE, oPC)
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+GetLevelByClass(CLASS_TYPE_PSYWAR, oPC)
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+GetLevelByClass(CLASS_TYPE_RANGER, oPC)
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+GetLevelByClass(CLASS_TYPE_BARBARIAN, oPC)
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+GetLevelByClass(CLASS_TYPE_MONK, oPC)
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+GetLevelByClass(CLASS_TYPE_SWORDSAGE, oPC)
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+GetLevelByClass(CLASS_TYPE_SOULKNIFE, oPC)
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+GetLevelByClass(CLASS_TYPE_SOHEI, oPC);
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object oDoor = OBJECT_SELF;
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if (nClass >= 20)
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{
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AssignCommand(oDoor, ActionOpenDoor(oDoor));
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SendMessageToPC(oPC, "You may pass.");
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}
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object oPC = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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int class1 = GetLevelByClass(CLASS_TYPE_BARBARIAN, oPC);
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int class2 = GetLevelByClass(CLASS_TYPE_FIGHTER, oPC);
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int class3 = GetLevelByClass(CLASS_TYPE_MONK, oPC);
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int class4 = GetLevelByClass(CLASS_TYPE_PALADIN, oPC);
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int class5 = GetLevelByClass(CLASS_TYPE_RANGER, oPC);
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int pass = class1 + class2 + class3 + class4 + class5;
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if (pass >=20){
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else
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{
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SendMessageToPC(oPC, "You will not pass.");
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}
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}
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AssignCommand(oDoor, ActionOpenDoor(oDoor)) ;
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SendMessageToPC(oPC, "You may pass.");
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}
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else{
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SendMessageToPC(oPC, "You will not pass.");
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}
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}
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