Moved sfall-mod.ini into mods\ folder

Packed item highlighting and NPC combat control mods into sfall.dat.
This commit is contained in:
NovaRain
2023-07-02 20:40:35 +08:00
parent 0926ace899
commit f42b232e19
10 changed files with 14 additions and 7 deletions
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@@ -164,7 +164,9 @@ end
procedure start begin
variable sect, sects, armorTypes, armorType, npc, pid, pids, i;
if game_loaded and (sfall_ver_major >= 4) then begin
if game_loaded then begin
if (sfall_ver_major < 4) then return;
armorTypes := get_ini_section(modIni, "ArmorTypes");
armorPidMap := create_array_map;
foreach (armorType: pids in armorTypes) begin
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@@ -2,7 +2,12 @@
NPC Combat Control
Allows to take control of your party member or other NPCs during combat
Previously was part of sfall itself, now a separate mod.
Features:
- allows you to take control of your party members or other NPCs during combat
- configurable list of perk IDs for perks being inherited from the player (optional, not all perks can work)
- allows the player to gain a positive reputation when killing NPCs while controlling other critters (optional)
- a notification box to display the name of the controlled critter above the interface bar (optional)
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
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@@ -12,7 +12,7 @@
#include "..\scripting\headers\lib.inven.h"
*/
variable ini := "sfall-mods.ini";
variable ini := "mods\\sfall-mods.ini";
variable translationIni;
// Gets the integer value from the specified ini
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@@ -185,10 +185,10 @@
// visibility
#define self_visible obj_is_visible_flag(self_obj)
#define set_obj_invisible(cr) set_obj_visibility(cr,1)
#define set_obj_visible(cr) set_obj_visibility(cr,0)
#define set_self_invisible set_obj_visibility(self_obj, true)
#define set_self_visible set_obj_visibility(self_obj, false)
#define set_obj_invisible(cr) set_obj_visibility(cr,true)
#define set_obj_visible(cr) set_obj_visibility(cr,false)
#define set_self_invisible set_obj_visibility(self_obj,true)
#define set_self_visible set_obj_visibility(self_obj,false)
#define is_visible(cr) has_trait(TRAIT_OBJECT,cr,OBJECT_VISIBILITY) // aka obj_is_visible_flag(x)
#define self_cur_hits (get_critter_stat(self_obj,STAT_current_hp))
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