Made sure Halloween skeletons are equipping their weapon
Made sure Halloween skeletons are equipping their weapon. Cleaned extra script calls in NPC AI. Full compile. Updated release archive.
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@@ -30,12 +30,8 @@ void main()
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object oSkelly;
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object oPC = GetFirstObjectInArea(oArea);
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ExecuteScript("prc_npc_spawn", OBJECT_SELF);
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//ExecuteScript("prc_npc_spawn", OBJECT_SELF); -NOT NEEDED
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//: Don't spawn skeletons from skeletons or commoners
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if (GetResRef(OBJECT_SELF) == "pa_skeleton" || nCommoner > 0)
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return;
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//:: Get average PC level for area
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//:: Cycle through PCs in Area
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@@ -77,9 +73,9 @@ void main()
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//:: Spawn Skeleton.
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eVFX = EffectVisualEffect(VFX_IMP_EVIL_HELP);
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oSkelly = CreateObject(OBJECT_TYPE_CREATURE, "nw_skeleton", GetLocation(OBJECT_SELF));
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LevelMob(oSkelly, nAveragePCLevel);
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DelayCommand(0.1f, ActionDoLevelUp(oSkelly, nAveragePCLevel));
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//:: Assign Weapon
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//:: Assign Weapon
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int nResult = d6(1);
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int nStackSize = 1; // Create 1 items;
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string sItem;
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@@ -113,7 +109,7 @@ void main()
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//:: Apply VFX & Attack
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AssignCommand(oSkelly, DetermineCombatRound(OBJECT_SELF));
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DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly));
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ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oSkelly);
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}
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}
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@@ -124,8 +120,8 @@ void ReallyEquipItemInSlot(object oNPC, object oItem, int nSlot)
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{
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if (GetItemInSlot(nSlot) != oItem)
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{
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ClearAllActions();
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ActionEquipItem(oItem, nSlot);
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DelayCommand(1.0, ReallyEquipItemInSlot(oNPC, oItem, nSlot));
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//ClearAllActions();
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AssignCommand(oNPC, ActionEquipItem(oItem, nSlot));
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DelayCommand(0.3, ReallyEquipItemInSlot(oNPC, oItem, nSlot));
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}
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}
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