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synced 2026-09-11 21:45:23 -04:00
Fixed the following:
You can now rename your beast as much as you would like. Police officers will no longer harass corpses. Static NPC's conversing will now successfully converse with one another. When a player dies, the pet will go invulnerable and be immediately packed up. When respecing professions, your weapon will now be unequiped. Fixed the chat system for some NPC's. You can now only mount your vehicle from less than 5 meters. Quest items that can be clicked on cannot be used from less than 5 meters. Added a message to the QaSetup script, notifying the QA that they have received their items.
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@@ -12,6 +12,7 @@ include library.buff;
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include library.callable;
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include library.colors;
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include library.corpse;
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include library.factions;
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include library.group;
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include library.hue;
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include library.incubator;
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@@ -1243,7 +1244,6 @@ int getTotalBeastsCalled(obj_id player)
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}
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// Beast Happiness
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// ...happy...HAPPY...happy...HA HA HA! Obey my dog!
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int getBCDBeastHappiness(obj_id bcd)
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{
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if(!isValidBCD(bcd))
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@@ -1427,7 +1427,7 @@ void incrementBeastLoyalty(obj_id bcd)
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int happiness = getBCDBeastHappiness(bcd);
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//Happiness has a effect on loyalty gain, so it can scale from -50 to +50
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//Happiness has an effect on loyalty gain, so it can scale from -50 to +50
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if(happiness < 0)
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{
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happiness = 0;
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@@ -2557,6 +2557,27 @@ void killBeast(obj_id beast, obj_id killer)
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setBCDBeastHealth(bcd, 0);
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setBCDBeastIsDead(bcd, true);
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}
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//Called when player beastmaster dies. Pet no longer dies, but is packed up instead.
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void playerDeathStoreBeast(obj_id bcd)
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{
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if(!isIdValid(bcd))
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{
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return;
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}
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obj_id datapad = getContainedBy(bcd);
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obj_id player = getContainedBy(datapad);
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obj_id currentBeast = getBCDBeastCalled(bcd);
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if(!isIdValid(datapad) || !isIdValid(player) || !isIdValid(currentBeast))
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{
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return;
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}
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factions.setFaction(currentBeast, "Unattackable");
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stop(currentBeast);
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storeBeast(bcd);
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}
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void incrementBeastExperience(obj_id beast)
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{
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