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Removed removal of the protected flag from bounty targets (no need)

development
Eddoursul 3 months ago
parent 28113e356d
commit 494ec674c1
  1. BIN
      scripts/_00e_nq_bounty01_targetscript.pex
  2. 14
      source/scripts/_00e_nq_bounty01_targetscript.psc

@ -4,7 +4,7 @@ Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
; Script handles Bandit appearance and checks if bounty job is done
; SCRIPT CHANGE TILL MAY 2018
; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code
; Eddoursul, January 2024: Made bounty targets protected instead of essential
; Eddoursul, January 2024: Made bounty targets protected instead of essential. Protected actors can be killed by apparitions as well.
; ====================================================================================
; EVENTS
@ -13,6 +13,8 @@ Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN
If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled()
GetReference().Enable() ; Enable the bandit when he is needed in the quest
; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod
(GetReference() as Actor).GetActorBase().SetEssential(false)
Endif
EndEvent
@ -28,16 +30,6 @@ Event OnDeath(Actor akKiller)
BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold
EndEvent
Event OnEnterBleedout()
Actor aTarget = GetReference() as Actor
if aTarget.IsInCombat()
; Allow minions to deal the final blow
aTarget.GetActorBase().SetProtected(false)
; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod
aTarget.GetActorBase().SetEssential(false)
endif
endEvent
; ====================================================================================
; PROPERTIES
; ====================================================================================

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