mirror of
https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Renamed gl_npcarmor script to gl_npcarmor_lite
Improved the version check in gl_highlighting_lite and gl_npcarmor_lite.
This commit is contained in:
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/*
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NPC Armor Appearance mod (Lite version)
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A cut-down version of the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
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Appropriate graphics are required for this mod to work.
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Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
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NOTE: this script requires compiler from sfall modderspack with -s option
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(short circuit evaluation)
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Requires sfall 3.8.29 or higher
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version 1.1
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*/
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#include "main.h"
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#define IS_ARMOR(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_armor)
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#define IS_WEAPON(item) (obj_type(item) == OBJ_TYPE_ITEM and obj_item_subtype(item) == item_type_weapon)
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#define FID_OBJ_CRITTER (0x01000000)
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procedure update_armor_apperance;
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variable
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modIni := "npcarmor.ini",
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defaultFids,
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armorPidMap, // maps armor PID to it's "type" - leather armor, metal, power armor, etc.
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npcMap,
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altWeapon,
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unWieldWeapon;
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/*
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Returns the FID value set in the config settings for party member armor: Jacket, Leather, etc.
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*/
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procedure check_armor_change(variable critter, variable armor, variable isWield) begin
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variable npc, armorType, fid;
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npc := npcMap[obj_pid(critter)];
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if (npc) then begin
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if (isWield == false) then begin
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// display_msg("No armor fid: " + npc["Default"]);
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return npc["Default"];
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end else if (armor) then begin
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armorType := armorPidMap[obj_pid(armor)];
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fid := npc[armorType] or defaultFids[armorType];
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if (fid == 0 or fid == -1) then fid := npc["Default"];
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// display_msg("Change fid: " + fid + ", npc: " + npc[armorType] + ", default:" + defaultFids[armorType]);
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return fid;
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end
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end
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return -1; // engine default
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end
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/*
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Checks if a party member can use the offered weapon
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*/
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procedure check_weapon_change(variable critter, variable weapon, variable isWield) begin
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variable npc, newWeaponAnim, weaponAnimList, i;
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npc := npcMap[obj_pid(critter)];
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if (npc) then begin
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if (isWield) then begin
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newWeaponAnim := get_proto_data(obj_pid(weapon), PROTO_WP_ANIM);
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if newWeaponAnim then begin // anim code 0 - none/unarmed
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weaponAnimList := npc["WeaponAnims"];
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if (weaponAnimList != 0) then begin
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foreach (i in string_split(weaponAnimList, ",")) begin
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if (newWeaponAnim == atoi(i)) then return -1; // can use (engine default)
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end
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end
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return 0; // can't use
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end
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end else begin
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unWieldWeapon := obj_pid(weapon);
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end
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end
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return -1; // engine default
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end
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/*
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Finds the first weapon which can be used by the party member in the inventory
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*/
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procedure search_alt_weapon(variable critter) begin
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variable obj, res, i := 0;
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obj := inven_ptr(critter, 0);
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while (obj) do begin
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if (obj_item_subtype(obj) == item_type_weapon) then begin
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if (unWieldWeapon == 0 or unWieldWeapon != obj_pid(obj)) then begin
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res := check_weapon_change(critter, obj, 1);
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if (res == -1) then begin
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altWeapon := obj;
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wield_obj_critter(critter, obj);
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altWeapon := 0;
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break;
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end
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end
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end
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i++;
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obj := inven_ptr(critter, i);
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end
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unWieldWeapon := 0;
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end
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// for NPCs when they change armor/weapon themselves
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procedure invenwield_handler begin
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variable critter, item, fid, slot, isWield, canWield;
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critter := get_sfall_arg;
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item := get_sfall_arg;
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slot := get_sfall_arg;
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isWield := get_sfall_arg;
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if (/*critter and*/ item and slot == INVEN_TYPE_WORN) then begin
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fid := check_armor_change(critter, item, isWield);
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if (fid != -1) then begin
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if art_exists(fid) then begin
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art_change_fid_num(critter, fid);
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end else begin
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debug_msg("[Error] NPC armor mod: Invenwield missing FID: " + fid);
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end
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end
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end else if (/*critter and*/ item and slot == INVEN_TYPE_RIGHT_HAND) then begin
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if (altWeapon == item) then return;
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canWield := check_weapon_change(critter, item, isWield);
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set_sfall_return(canWield);
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if (canWield != -1) then begin
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call search_alt_weapon(critter); // wield weapon by script
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end
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end
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end
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// when changing armor from inventory while controlling other NPCs
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procedure adjustfid_handler begin
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variable fid, armor, weapAnim, currFid, newFid;
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if (dude_obj != real_dude_obj) then begin
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currFid := get_sfall_arg;
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if ((currFid bwand 0x0F000000) != FID_OBJ_CRITTER) then return;
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armor := critter_inven_obj(dude_obj, INVEN_TYPE_WORN);
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fid := check_armor_change(dude_obj, armor, armor != 0);
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if (fid != -1) then begin
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weapAnim := currFid bwand 0xF000;
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newFid := fid bwand 0xFFFF0FFF bwor weapAnim;
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if art_exists(newFid) then begin
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set_sfall_arg(0, newFid);
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set_sfall_return(newFid);
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end else begin
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debug_msg("[Error] NPC armor mod: Adjust FID missing: " + newFid);
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end
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end
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end
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end
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// when changing weapon from inventory while controlling other NPCs
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procedure inventorymove_handler begin
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variable slot, item, canWield;
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slot := get_sfall_arg;
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item := get_sfall_arg;
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if (dude_obj != real_dude_obj) then begin
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if ((slot == INVEN_TYPE_RIGHT_HAND or slot == INVEN_TYPE_LEFT_HAND) and IS_WEAPON(item)) then begin
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canWield := check_weapon_change(dude_obj, item, item != 0);
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set_sfall_return(canWield);
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end
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end
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end
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procedure start begin
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variable sect, sects, armorTypes, armorType, npc, pid, pids, i;
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if game_loaded and (sfall_ver_major < 4 and sfall_ver_build >= 29) then begin
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armorTypes := get_ini_section(modIni, "ArmorTypes");
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armorPidMap := create_array_map;
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foreach (armorType: pids in armorTypes) begin
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pids := string_split(pids, ",");
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foreach (pid in pids) begin
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armorPidMap[atoi(pid)] := armorType;
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end
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end
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defaultFids := get_ini_section(modIni, "Default");
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fix_array(defaultFids);
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foreach (armorType: i in defaultFids) begin
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defaultFids[armorType] := atoi(i);
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end
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npcMap := create_array_map;
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i := 1;
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sect := get_ini_section(modIni, ""+i);
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while (sect.PID) do begin
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npc := create_array_map;
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npc["WeaponAnims"] := sect["WeaponAnims"];
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npc["Default"] := atoi(sect["Default"]);
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foreach (armorType: pids in armorTypes) begin
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if (sect[armorType]) then begin
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npc[armorType] := atoi(sect[armorType]);
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end
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end
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npcMap[atoi(sect.PID)] := npc;
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i += 1;
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sect := get_ini_section(modIni, ""+i);
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end
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call update_armor_apperance;
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register_hook_proc(HOOK_INVENWIELD, invenwield_handler);
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register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler);
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register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler);
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debug_msg("NPC armor appearance mod: Done.");
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end
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end
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procedure update_armor_apperance begin
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variable npc, arItem, fid;
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foreach (npc in party_member_list_critters) begin
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if (npc == dude_obj) then continue;
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arItem := critter_inven_obj(npc, INVEN_TYPE_WORN);
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if (arItem) then begin
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fid := check_armor_change(npc, arItem, true);
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if (fid == -1 or art_exists(fid) == false) then continue;
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art_change_fid_num(npc, fid);
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end
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end
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end
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@@ -0,0 +1,82 @@
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;NPC armor appearance configuration for vanilla Fallout 2. Does not require any new graphics
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;Party members will use player's armor appearance just like old B-Team mod
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;WeaponAnims codes
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; 1 - Knife (D)
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; 2 - Club (E)
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; 3 - Sledgehammer (F)
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; 4 - Spear (G)
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; 5 - Pistol (H)
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; 6 - SMG (I)
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; 7 - Rifle (J)
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; 8 - Big Gun (K)
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; 9 - Minigun (L)
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; 10 - Rocket Launcher (M)
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; 11-15 - sfall additional weapon animation codes
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; This section maps 7 armor types to corresponding armor item PIDs
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[ArmorTypes]
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Jacket = 74,265
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Leather = 1,379
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Metal = 2,240,380
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Power = 3,232
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AdvPower = 348,349
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Combat = 17,239,381
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Robe = 113,524
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; Default armor FIDs (the same for all NPCs)
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[Default]
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Jacket = 16777229
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Leather = 16777228
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Metal = 16777230
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Combat = 16777226
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Power = 16777217
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AdvPower = 16777287
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Robe = 16777218
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; Sulik
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[1]
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PID=16777313
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WeaponAnims=1,3,4,6
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Default=16777280
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; Vic
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[2]
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PID=16777278
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WeaponAnims=1,5,7
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Default=16777307
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; Cassidy
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[3]
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PID=16777305
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WeaponAnims=4,5,7
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Default=16777260
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Leather=16777260
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; Myron
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[4]
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PID=16777376
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WeaponAnims=1,5
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Default=16777304
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; Lenny
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[5]
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PID=16777323
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WeaponAnims=1,5,6
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Default=16777295
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; Davin
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[6]
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PID=16777379
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WeaponAnims=1,2,5
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Default=16777264
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; Miria
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[7]
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PID=16777380
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WeaponAnims=1,6
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Default=16777252
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Jacket=16777222
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Leather=16777221
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Metal=16777223
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Combat=16777219
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@@ -0,0 +1,89 @@
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;WeaponAnims codes
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; 1 - Knife (D)
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; 2 - Club (E)
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; 3 - Sledgehammer (F)
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; 4 - Spear (G)
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; 5 - Pistol (H)
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; 6 - SMG (I)
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; 7 - Rifle (J)
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; 8 - Big Gun (K)
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; 9 - Minigun (L)
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; 10 - Rocket Launcher (M)
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; 11-15 - sfall additional weapon animation codes
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; This section maps 7 armor types to corresponding armor item PIDs
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[ArmorTypes]
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Jacket = 74,265
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Leather = 1,379
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Metal = 2,240,380
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Power = 3,232
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AdvPower = 348,349
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Combat = 17,239,381
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Robe = 113,524
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; Default armor FIDs (the same for all NPCs)
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[Default]
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Power = 16777217
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AdvPower = 16777287
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Robe = 16777218
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; Sulik
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[1]
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PID=16777313
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WeaponAnims=1,3,4,6,14
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Default=16777280
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Jacket=16777321
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Leather=16777325
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Metal=16777323
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Combat=16777322
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Power=16777324
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; Vic
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[2]
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PID=16777278
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WeaponAnims=1,5,7,13,14
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Default=16777307
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Jacket=16777329
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Leather=16777333
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Metal=16777331
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Combat=16777330
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Power=16777332
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; Cassidy
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[3]
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PID=16777305
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WeaponAnims=4,5,7,13
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Default=16777354
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Jacket=16777351
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Leather=16777260
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Metal=16777327
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Combat=16777326
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Power=16777328
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; Myron
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[4]
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PID=16777376
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WeaponAnims=1,5,14
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Default=16777304
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Combat=16777350
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Power=16777349
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; Cat Jules (RP)
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[5]
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PID=16777720
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WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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Default=16777353
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Jacket=16777346
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Leather=16777347
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Metal=16777348
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Combat=16777226
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; Kitsune (RP)
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[6]
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PID=16777718
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WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15
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Default=16777222
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Jacket=16777222
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Leather=16777221
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Metal=16777223
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Combat=16777219
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@@ -0,0 +1,17 @@
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NPC Armor Appearance mod (Lite version) for sfall 3.8.x
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-------------------------------------------------------
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A cut-down version of the mod included in sfall 4.x modders pack. Used to replace the scripted part of B-Team mod.
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Appropriate graphics are required for this mod to work, or you can set party members to use player's armor appearance instead.
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Can be adopted to any mod by adjusting armor PIDs, allowed weapon anim codes, NPC PIDs and NPC FIDs in INI file.
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Requires sfall 3.8.29 or higher.
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To use, copy gl_npcarmor_lite.int to your scripts folder, and copy npcarmor.ini to the same directory as sfall.
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The default npcarmor.ini is set up for Restoration Project 2.3.3.
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Check the included "npcarmor - vanilla.ini" for an example that does not require any new graphics.
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Note that due to the lack of newer game hooks in sfall 3.8.x, there is a minor glitch in the lite version:
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- in combat, NPCs can pick up and try to equip weapons with anim codes that are not allowed in INI file but supported by their appearance.
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Reference in New Issue
Block a user