//::///////////////////////////////////////////////
//:: Custom User Defined Event
//:: FileName
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*

*/
//:://////////////////////////////////////////////
//:: Created By:
//:: Created On:
//:://////////////////////////////////////////////

void main()
{
    int nUser = GetUserDefinedEventNumber();

    if(nUser == 1001) //HEARTBEAT
    {

    }
    else if(nUser == 1002) // PERCEIVE
    {

    }
    else if(nUser == 1003) // END OF COMBAT
    {

    }
else if(nUser == 1004) // ON DIALOGUE
    {
    int nCounter = GetListenPatternNumber();
    if ((nCounter==50)||(nCounter==51)||(nCounter==52)||(nCounter==53))
    {
     SpeakString("*the creature almost seems to smile* Pass then and my blessing with you.");
     object oObject=GetNearestObjectByTag("px_tunneldoor3");
    AssignCommand(oObject,SetLocked(oObject,FALSE));
    ApplyEffectToObject(DURATION_TYPE_INSTANT,EffectVisualEffect(VFX_FNF_PWSTUN),oObject,1.0);


      DelayCommand(20.0,AssignCommand(oObject,ActionCloseDoor(oObject)));
      DelayCommand(20.5,AssignCommand(oObject,SetLocked(oObject,TRUE)));
    }
    }
    else if(nUser == 1005) // ATTACKED
    {

    }
    else if(nUser == 1006) // DAMAGED
    {

    }
    else if(nUser == 1007) // DEATH
    {

    }
    else if(nUser == 1008) // DISTURBED
    {

    }

}