Fixed missing Factions on Animated Statues
Fixed missing Factions on Animated Statues. Added XP to next level for lvl 40+ characters. Added Dragon AI for CODI Core AI. Tweaked Beholders & some Dragons to use CODI Core AI. Fixed CODI Core NPC onSPawn script to run PRC scripts properly. Full compile. Updated release archive.
This commit is contained in:
@@ -13,6 +13,16 @@
|
||||
|
||||
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot);
|
||||
|
||||
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot)
|
||||
{
|
||||
if (GetItemInSlot(nSlot) != oItem)
|
||||
{
|
||||
//ClearAllActions();
|
||||
AssignCommand(oNPC, ActionEquipItem(oItem, nSlot));
|
||||
DelayCommand(0.5, ReallyEquipItemInSlot(oNPC, oItem, nSlot));
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
//:: Initialize Major Variables
|
||||
@@ -30,8 +40,6 @@ void main()
|
||||
object oSkelly;
|
||||
object oPC = GetFirstObjectInArea(oArea);
|
||||
|
||||
//ExecuteScript("prc_npc_spawn", OBJECT_SELF); -NOT NEEDED
|
||||
|
||||
//:: Get average PC level for area
|
||||
//:: Cycle through PCs in Area
|
||||
|
||||
@@ -67,15 +75,19 @@ void main()
|
||||
(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;
|
||||
|
||||
//:: 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(0.1f, ActionDoLevelUp(oSkelly, nAveragePCLevel));
|
||||
DelayCommand(0.0, ActionDoLevelUp(oSkelly, nAveragePCLevel));
|
||||
|
||||
//:: Assign Weapon
|
||||
//:: Assign Weapon
|
||||
int nResult = d6(1);
|
||||
int nStackSize = 1; // Create 1 items;
|
||||
string sItem;
|
||||
@@ -109,19 +121,8 @@ void main()
|
||||
|
||||
//:: Apply VFX & Attack
|
||||
AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly);
|
||||
DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot)
|
||||
{
|
||||
if (GetItemInSlot(nSlot) != oItem)
|
||||
{
|
||||
//ClearAllActions();
|
||||
AssignCommand(oNPC, ActionEquipItem(oItem, nSlot));
|
||||
DelayCommand(0.3, ReallyEquipItemInSlot(oNPC, oItem, nSlot));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user