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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 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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; 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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; 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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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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; Technically, not required since 2.1, adding this in case of overwrite by an outdated mod |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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Endif |
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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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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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; PROPERTIES |
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; ==================================================================================== |
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