From ea1c00ec9156d72b05cfd67e7101894c18c0927a Mon Sep 17 00:00:00 2001 From: NovaRain Date: Tue, 5 Jun 2018 22:08:39 +0800 Subject: [PATCH] Added the ability to define allowed weapon animations for NPCs to NPC armor appearance mod (#159) --- artifacts/config_files/npcarmor.ini | 6 ++++ artifacts/mods/gl_npcarmor.int | Bin 2642 -> 3664 bytes artifacts/mods/gl_npcarmor.ssl | 48 +++++++++++++++++++++++++--- 3 files changed, 50 insertions(+), 4 deletions(-) diff --git a/artifacts/config_files/npcarmor.ini b/artifacts/config_files/npcarmor.ini index 7bb98a82..dca0babb 100644 --- a/artifacts/config_files/npcarmor.ini +++ b/artifacts/config_files/npcarmor.ini @@ -19,6 +19,7 @@ Robe=16777218 ; Sulik [1] PID=16777313 +WeaponAnims=1,3,4,6 Default=16777280 Leather=16777325 Power=16777324 @@ -29,6 +30,7 @@ Combat=16777322 ; Vic [2] PID=16777278 +WeaponAnims=1,5,7 Default=16777307 Jacket=16777329 Combat=16777330 @@ -39,6 +41,7 @@ Leather=16777333 ; Cassidy [3] PID=16777305 +WeaponAnims=4,5,7 Default=16777354 Leather=16777260 Power=16777328 @@ -49,6 +52,7 @@ Combat=16777326 ; Myron [4] PID=16777376 +WeaponAnims=1,5 Default=16777304 Leather= Power=16777349 @@ -57,6 +61,7 @@ Combat=16777350 ; Cat Jules [5] PID=16777734 +WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 Default=16777353 Leather=16777347 Metal=16777348 @@ -66,6 +71,7 @@ Combat=16777226 ; Kitsune [6] PID=16777724 +WeaponAnims=1,2,3,4,5,6,7,8,9,10,11,12,13,14,15 Default=16777222 Leather=16777221 Metal=16777223 diff --git a/artifacts/mods/gl_npcarmor.int b/artifacts/mods/gl_npcarmor.int index 3006723a002a25309c3ee979131097d131735213..c6cfde80ae5de2c7fe1cf9e1e027579edb850c12 100644 GIT binary patch delta 1337 zcmca4azRF*f$0Dv0|SFl122eXS};*Sww|4Vfq{(y1uz|fa_yirlmd%0GcYiOKn0)_ zixvX|14ujzDgdQeuR$3NP#Q|HPl7V0FfiyrnP7^;0!%S5tbx){iqj3sST}K1fN*j~ zYI1gbd1_)oeqMZXMq*xi>csCl>SCFBWvO{3`9+nv`DLl`8Hsr*IjKbq3~a?EiA5z0 z|NsC0&%nUQGuepoBo9wGShr(dW^VE1pN!EgoNf&)llL)8FtG?tE@CocVs@Lnib;oy zMW}%V6jUrilOHhIGcKE~z^pF$4n2ZN6<}iB2Qs9d zbstEafvLf$K_ARwY%pqM0JBt@z~(ZrG#G;U%ne2pKv8q9Ngqs?HJO6NSt0VQYrs4f zxJeLGI3Thhw=_Y_VTXvYE;+!+P|v`?0d*vMgHeNdg8|qOn8P_5jGDs0BAgISAY-6> zqb7)h*&s5kEnsmLsA+5sMos1o#vo6DLbZXnL9#)sL9>CUK?bZ2YO5XtV}m7B0PH$e zK1gV??gP>2S|`V`+D*R4tmDRZ4XlZw!3YwtY#t2~4f+jIU{OZ6Xd03zGt_0E$N;;X zZQA4j78546Ym?hp%+lDaz<7o|oyl)lWSH2$P3B@XW8zSl?8NFZ`5v=KJxC9y z9!ybFS%V2EbQu^p^*}NVAUB=>vp_xsCpV5YNUjCRp9IS@!`#d93Q3*;8a{B}fMpTB z5r!#%dxukIG8d~l+&fH=guuWwIf}K3htHxh1rj%$CnmpOl~rYKN&?#si6a&$PXa8) z+LQ$L`kTozY%WY(M)x14MUSIm}YDchNuOTTfpSM$$ad3OgwIr?butG zc+@5zVQ*mKUNqT_Lyn1CW^x*bHshPglQ>ia_$9JWvIeIQ6YsjoWt?G5ylRuraf&f9@=Sil2{n#|XIcZx4ce0vIK`NlmrcIMWX8mFYqA)#4j1#X1{RPnn3qlVVYX+qn%u*zE;$J# z!ob>K1g04pj2omuEar;IXPE0I|6$e9VA%l@U|?u4f=IDwHApn*H%Ng+8R4QHlLOdf zm{=+%JFu$?GB&V+rI{KGK{U&b$xGPGCaZ9$ak0iV?4JM%(sPs7vCA;AnoK^!ZpOqK zH<^XQV{!tg&*TD5HXbgk#uSKUtUo62;FJ|-YDxl`!vL|AxhV;3#J$PCI9-_7o=tY( zYS3Xz0{IRU8eo+SO}b#3u|XK37EEpdlOHC(;nHK`$e1j{-NMA-F?kVpgA)4@kah+J z1}= 4) then begin register_hook_proc(HOOK_INVENWIELD, invenwield_handler); register_hook_proc(HOOK_ADJUSTFID, adjustfid_handler); + register_hook_proc(HOOK_INVENTORYMOVE, inventorymove_handler); defaultFids := get_ini_section(modIni, "Default"); fix_array(defaultFids); @@ -97,6 +136,7 @@ procedure start begin sect := get_ini_section(modIni, ""+i); while (sect.PID) do begin npc := create_array_map; + npc["WeaponAnims"] := sect["WeaponAnims"]; npc["Default"] := atoi(sect["Default"]); foreach (armorType: pids in armorTypes) begin if (sect[armorType]) then begin