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

This commit is contained in:
Eddoursul 2024-01-24 17:57:20 +01:00
parent 28113e356d
commit 494ec674c1
2 changed files with 3 additions and 11 deletions

View File

@ -4,7 +4,7 @@ Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
; Script handles Bandit appearance and checks if bounty job is done ; Script handles Bandit appearance and checks if bounty job is done
; SCRIPT CHANGE TILL MAY 2018 ; SCRIPT CHANGE TILL MAY 2018
; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code ; 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 ; 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 Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN
If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled() If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled()
GetReference().Enable() ; Enable the bandit when he is needed in the quest 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; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod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) (GetReference() as Actor).GetActorBase().SetEssential(false)
Endif Endif
EndEvent EndEvent
@ -28,16 +30,6 @@ Event OnDeath(Actor akKiller)
BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold
EndEvent 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; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod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 ; PROPERTIES
; ==================================================================================== ; ====================================================================================