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.
This commit is contained in:
PrisonCamp
2015-01-30 16:23:48 -08:00
parent 6a9522ef94
commit 2c8a2c1d47
56 changed files with 315 additions and 165 deletions
@@ -46,7 +46,7 @@ const string OBJVAR_RESPEC = "respec.authorized";
// player the next time the OnLogout trigger is called
const string OBJVAR_REMOVE_ON_LOGOUT = "respec.removeonlogout";
// This objvar (which as of this writing 6/6/05 is out of date) controls access to the respec by limiting
// This objvar (which as of this writing is out of date) controls access to the respec by limiting
// the number of times the player is allowed to respec. Specifically this objvar should contain, at all
// times, the number of times this player has respec'd within this round of respec authorization.
const string OBJVAR_RESPEC_COUNT = "respec.count";
@@ -190,6 +190,13 @@ void handleNpcRespec(obj_id player, string skillTemplateName)
// We're definately respeccing now so destroy officer pets.
pet_lib.destroyOfficerPets(player);
obj_id inv = utils.getInventoryContainer(player);
obj_id weapon = getCurrentWeapon(player);
if(isIdValid(weapon))
{
putInOverloaded(weapon, inv);
}
if(cost > 0)
{
money.requestPayment(player, money.ACCT_SKILL_TRAINING, cost, "none", null, false);
@@ -280,6 +287,13 @@ void earnProfessionSkillsViaNpc(obj_id player, string skillTemplateName, boolean
revokeAllSkillsAndExperience(player);
buff.removeAllBuffs(player, true, true);
obj_id inv = utils.getInventoryContainer(player);
obj_id weapon = getCurrentWeapon(player);
if(isIdValid(weapon))
{
putInOverloaded(weapon, inv);
}
if(level> 0)
{
autoLevelPlayer(player, level, true);
@@ -921,7 +935,7 @@ void revokeAllSkillsAndExperience(obj_id player)
grantExperiencePoints(player, xpTypes[i], -curXp);
}
// Grant existing Jedi a badge and clear Jedi data
/* // Grant existing Jedi a badge and clear Jedi data
if (isJedi(player))
{
setJediState(player, JEDI_STATE_NONE);
@@ -929,6 +943,7 @@ void revokeAllSkillsAndExperience(obj_id player)
grantCommand(player, "blueGlowie");
groundquests.grantQuestNoAcceptUI(player, "jedi_gifts_1", false);
}
*/
// Revoke all old Skills
string[] skillList = getSkillListingForPlayer(player);
@@ -1040,7 +1055,7 @@ void contentPathHandoff (obj_id self)
//Give everyone the uniform crate
static_item.createNewItemFunction("item_npe_uniform_crate_01_01", objInv);
//11/9: wwallace: changed this to use the library function
//changed this to use the library function
npe.giveProfessionWeapon(self);
}