Further PRC integration

Further PRC integration.  Class & race integration.  Updated PoA loot spawn scripts for PRC classes.  Integrated PRC NPC event scripts.  Full compile.
This commit is contained in:
Jaysyn904
2022-10-09 22:53:12 -04:00
parent 55766b63b5
commit baf0860664
1708 changed files with 1746 additions and 242 deletions

View File

@@ -1,17 +1,30 @@
#include "prc_class_const"
void main()
{
object oDoor = OBJECT_SELF;
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 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){
if (nClass >= 20)
{
AssignCommand(oDoor, ActionOpenDoor(oDoor));
SendMessageToPC(oPC, "You may pass.");
}
AssignCommand(oDoor, ActionOpenDoor(oDoor));
SendMessageToPC(oPC, "You may pass.");
}
else{
SendMessageToPC(oPC, "You will not pass.");
}
}
else
{
SendMessageToPC(oPC, "You will not pass.");
}
}