Removed removal of the protected flag from bounty targets (no need)
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@ -4,7 +4,7 @@ Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
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; Script handles Bandit appearance and checks if bounty job is done
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; Script handles Bandit appearance and checks if bounty job is done
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; SCRIPT CHANGE TILL MAY 2018
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; SCRIPT CHANGE TILL MAY 2018
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; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code
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; Added-in Body Clean-up suggested by gavrant for performance reasons, check out WIDeadBodyCleanupScript for original code
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; Eddoursul, January 2024: Made bounty targets protected instead of essential
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; Eddoursul, January 2024: Made bounty targets protected instead of essential. Protected actors can be killed by apparitions as well.
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; ====================================================================================
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; ====================================================================================
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; EVENTS
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; EVENTS
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@ -13,6 +13,8 @@ Scriptname _00E_NQ_Bounty01_TargetScript extends ReferenceAlias
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Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN
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Event OnCellAttach() ;FIRE WHEN PLAYER ENTERS THE CELL THE NEEDED ACTOR IS IN
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If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled()
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If NQ_Bounty01.GetCurrentStageID() == __Config_iEnableAtStage && GetReference().IsDisabled()
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GetReference().Enable() ; Enable the bandit when he is needed in the quest
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GetReference().Enable() ; Enable the bandit when he is needed in the quest
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; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod
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(GetReference() as Actor).GetActorBase().SetEssential(false)
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(GetReference() as Actor).GetActorBase().SetEssential(false)
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Endif
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Endif
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EndEvent
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EndEvent
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@ -28,16 +30,6 @@ Event OnDeath(Actor akKiller)
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BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold
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BountyScript._00E_NQ_Bounty01_Status = 2 ;Unlock bounty board to receive your gold
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EndEvent
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EndEvent
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Event OnEnterBleedout()
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Actor aTarget = GetReference() as Actor
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if aTarget.IsInCombat()
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; Allow minions to deal the final blow
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aTarget.GetActorBase().SetProtected(false)
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; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod
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aTarget.GetActorBase().SetEssential(false)
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endif
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endEvent
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; ====================================================================================
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; ====================================================================================
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; PROPERTIES
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; PROPERTIES
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; ====================================================================================
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; ====================================================================================
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