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NPC rank is correctly loaded now. Also corrected a potential bug (i think).
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parent
0553227ee1
commit
03d6d1fb82
@ -55,31 +55,38 @@ namespace MWClass
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{
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if(ref->base->npdt52.gold != -10)
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{
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data->mNpcStats.mFactionRank[ref->base->faction] = ref->base->npdt52.rank;
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data->mNpcStats.mFactionRank[ref->base->faction] = (int)ref->base->npdt52.rank;
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}
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else
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{
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data->mNpcStats.mFactionRank[ref->base->faction] = ref->base->npdt52.rank;
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data->mNpcStats.mFactionRank[ref->base->faction] = (int)ref->base->npdt12.rank;
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}
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}
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for (int i=0; i<27; ++i)
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data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
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if(ref->base->npdt52.gold != -10)
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{
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for (int i=0; i<27; ++i)
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data->mNpcStats.mSkill[i].setBase (ref->base->npdt52.skills[i]);
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// creature stats
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data->mCreatureStats.mAttributes[0].set (ref->base->npdt52.strength);
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data->mCreatureStats.mAttributes[1].set (ref->base->npdt52.intelligence);
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data->mCreatureStats.mAttributes[2].set (ref->base->npdt52.willpower);
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data->mCreatureStats.mAttributes[3].set (ref->base->npdt52.agility);
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data->mCreatureStats.mAttributes[4].set (ref->base->npdt52.speed);
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data->mCreatureStats.mAttributes[5].set (ref->base->npdt52.endurance);
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data->mCreatureStats.mAttributes[6].set (ref->base->npdt52.personality);
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data->mCreatureStats.mAttributes[7].set (ref->base->npdt52.luck);
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data->mCreatureStats.mDynamic[0].set (ref->base->npdt52.health);
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data->mCreatureStats.mDynamic[1].set (ref->base->npdt52.mana);
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data->mCreatureStats.mDynamic[2].set (ref->base->npdt52.fatigue);
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// creature stats
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data->mCreatureStats.mAttributes[0].set (ref->base->npdt52.strength);
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data->mCreatureStats.mAttributes[1].set (ref->base->npdt52.intelligence);
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data->mCreatureStats.mAttributes[2].set (ref->base->npdt52.willpower);
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data->mCreatureStats.mAttributes[3].set (ref->base->npdt52.agility);
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data->mCreatureStats.mAttributes[4].set (ref->base->npdt52.speed);
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data->mCreatureStats.mAttributes[5].set (ref->base->npdt52.endurance);
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data->mCreatureStats.mAttributes[6].set (ref->base->npdt52.personality);
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data->mCreatureStats.mAttributes[7].set (ref->base->npdt52.luck);
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data->mCreatureStats.mDynamic[0].set (ref->base->npdt52.health);
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data->mCreatureStats.mDynamic[1].set (ref->base->npdt52.mana);
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data->mCreatureStats.mDynamic[2].set (ref->base->npdt52.fatigue);
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data->mCreatureStats.mLevel = ref->base->npdt52.level;
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data->mCreatureStats.mLevel = ref->base->npdt52.level;
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}
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else
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{
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//TODO: do something with npdt12 maybe:p
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}
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// \todo add initial container content
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