Open Try opened 4 months ago
maybe it's related to npc having some builtin bones, such as ZS_SWORD/ZS_RIGHTHAND ?
Seems like the right idea. Npc_HasEquippedMeleeWeapon
returns always true but weapon is only visible if ZS_SWORD is present like for skeletons or zombies. But the latter can't draw that weapon because animation is missing.
Goblin lacks ZS_SWORD like other monsters. In script Npc_SetToFightMode
is used to fake 1h mode. Damage is purely determined by strength. Skeletons even have their strength reduced by weapon damage to behave the same.
As touched breathy in https://github.com/Try/OpenGothic/pull/653
[ ] Some npc's can auto-equip items, some cannot. At this point we separating those cases by
isMonster
check. Testing in vanilla:auto-equip works for skeletons (skeleton is monster)
changing
C_Npc::guild
, has no effect, what means our approach is fundamentally incorrect.maybe effect is related to the "true guild" - need to test it
[ ] Dragon corpses are awkward
vanilla seem to never remove dragon body, as it might break game progressing
but dragons inserted by Marvin, are removed automatically!
doesn't "feel" correct to test guild explicitly, as modders are free to reassign them
[ ] Inventory access is unclear
Humans can have inventory-menu and animals - can't
Here current assumption, that true-guild must be in
!isMonster()
range to enable inventory.