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Add some vanilla behavior for npcs #653
Add some vanilla behavior for npcs #653
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One more question:
isMonster
is truly relevant? For wolfs/snappers should not mater; but maybe relevant for skeletonsThere was a problem hiding this comment.
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Yes best weapon autoequip works for skeletons and from what I tested it seems to only work for skeletons. Other monsters just have the weapon in their inventory.
For like a wolf weapon inserted with
CreateInvItem
is equipped and visible in OpenGothic, that's why I excluded monsters in general.There was a problem hiding this comment.
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After some thinking it's maybe best to prevent weapon equipping for monsters somewhere in the equip function directly in case someone adds a
EquipItem
call in script.Skeleton is detected based on guild in vanilla. Changing the guild of a golem to skeleton resulted in a draw/remove weapon stall.
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Since it not directly related to
isMonster
would be nice to at least understand how it intended to work.I've done some testing with marvin - guild by itself seem to be irrelevant. Maybe it's related to
npc
having some builtin bones, such asZS_SWORD
/ZS_RIGHTHAND
?Can you test what will happen if you assign
GIL_SHEEP
to skeleton or "Ske_Body" to sheep, while having weapon in inventory?There was a problem hiding this comment.
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UPD:
Tested by editing Nikolas guild: as
GIL_SKELETON
orGIL_SHEEP
he still equips best weapon.There was a problem hiding this comment.
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Nothing.
Nothing but if
Mdl_SetVisual (self, "HumanS.mds")
with Sheep_Body sword is visible.For default sheep both
Npc_HasEquippedWeapon
andNpc_HasEquippedMeleeWeapon
return true.There was a problem hiding this comment.
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You mean nothing changed, or skeleton does not equip weapons any more?)
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Nothing changed.