Major update
Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
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@@ -1,26 +1,50 @@
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// Place in the OnFailToOpen event for the <span class="highlight">door</span>
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// Place in the OnFailToOpen event for the door
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#include "prc_class_const"
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void main()
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{
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object oPC = GetClickingObject();
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int nPCClass1 = GetClassByPosition(1, oPC);
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int nPCClass2 = GetClassByPosition(2, oPC);
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int nPCClass3 = GetClassByPosition(3, oPC);
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int nCheck1 = CLASS_TYPE_ROGUE;
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int nCheck2 = CLASS_TYPE_ASSASSIN;
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if (!GetIsPC(oPC))
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object oPC = GetClickingObject();
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int nPCClass1 = GetClassByPosition(1, oPC);
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int nPCClass2 = GetClassByPosition(2, oPC);
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int nPCClass3 = GetClassByPosition(3, oPC);
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int nPCClass4 = GetClassByPosition(4, oPC);
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int nPCClass5 = GetClassByPosition(5, oPC);
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int nPCClass6 = GetClassByPosition(6, oPC);
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int nPCClass7 = GetClassByPosition(7, oPC);
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int nPCClass8 = GetClassByPosition(8, oPC);
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int iRogue = GetLevelByClass(CLASS_TYPE_ROGUE, oPC)
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+ GetLevelByClass(CLASS_TYPE_SCOUT, oPC)
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+ GetLevelByClass(CLASS_TYPE_BEGUILER, oPC)
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+ GetLevelByClass(CLASS_TYPE_NINJA, oPC)
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+ GetLevelByClass(CLASS_TYPE_FACTOTUM, oPC)
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+ GetLevelByClass(CLASS_TYPE_ASSASSIN, oPC)
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+ GetLevelByClass(CLASS_TYPE_ARCTRICK, oPC)
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+ GetLevelByClass(CLASS_TYPE_HANDOTWM, oPC)
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+ GetLevelByClass(CLASS_TYPE_NIGHTSHADE, oPC)
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+ GetLevelByClass(CLASS_TYPE_NINJA_SPY, oPC)
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+ GetLevelByClass(CLASS_TYPE_SHADOWLORD, oPC)
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+ GetLevelByClass(CLASS_TYPE_SHADOW_SUN_NINJA, oPC)
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+ GetLevelByClass(CLASS_TYPE_SHADOW_THIEF_AMN, oPC)
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+ GetLevelByClass(CLASS_TYPE_UNSEEN_SEER, oPC)
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+ GetLevelByClass(CLASS_TYPE_PSYCHIC_ROGUE, oPC);
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if (!GetIsPC(oPC))
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{
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return;
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return;
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}
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else if ((nPCClass1 == nCheck1) || (nPCClass2 == nCheck1) || (nPCClass3 == nCheck1) || (nPCClass1 == nCheck2) || (nPCClass2 == nCheck2) || (nPCClass3 == nCheck2))
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else if (iRogue > 0)
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{
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//FloatingTextStringOnCreature("The <span class="highlight">door</span> unlocks itself and opens.", oPC);
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SetLocked(OBJECT_SELF, FALSE);
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ActionOpenDoor(OBJECT_SELF);
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DelayCommand(6.0f, ActionCloseDoor(OBJECT_SELF));
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DelayCommand(6.2f, SetLocked(OBJECT_SELF, TRUE));
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FloatingTextStringOnCreature("The door unlocks itself and opens.", oPC);
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SetLocked(OBJECT_SELF, FALSE);
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ActionOpenDoor(OBJECT_SELF);
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DelayCommand(6.0f, ActionCloseDoor(OBJECT_SELF));
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DelayCommand(6.2f, SetLocked(OBJECT_SELF, TRUE));
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}
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else
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else
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{
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//FloatingTextStringOnCreature("The <span class="highlight">door</span> is locked. You must be a Rogue or Assassin to use this <span class="highlight">door</span>.", oPC);
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FloatingTextStringOnCreature("The door is locked. You must be a rogue to use this door.", oPC);
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}
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}
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}
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