Initial upload. PRC8 has been added. Module compiles, PRC's default AI & treasure scripts have been integrated. Started work on top hak for SLA / Ability / Scripting modifications.
68 lines
1.8 KiB
Plaintext
68 lines
1.8 KiB
Plaintext
/////::///////////////////////////////////////////////
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//:: Default On Blocked
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//:: NW_C2_DEFAULTE
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This will cause blocked creatures to open
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or smash down doors depending on int and
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str.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 23, 2001
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//:://////////////////////////////////////////////
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#include "NW_I0_GENERIC"
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void main()
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{
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object oDoor = GetBlockingDoor();
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object oTarget=GetTarget();
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//debug
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//SpeakString("I am blocked");
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//AssignCommand(oDoor,SpeakString("I am the door"));
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if((GetAbilityScore(OBJECT_SELF, ABILITY_INTELLIGENCE) >= 5)&&(GetObjectType(oDoor)==OBJECT_TYPE_DOOR))
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{
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// SpeakString("I have the int");
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if( GetLocked( oDoor))
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{
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//SpeakString("It is locked");
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if(GetIsObjectValid(GetItemPossessedBy( OBJECT_SELF, GetLockKeyTag( oDoor))))
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{
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//SpeakString("I have the key and I'm trying to open it");
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SetLocked(oDoor, 0);
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ClearAllActions();
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ActionOpenDoor(oDoor);
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if (GetIsObjectValid(oTarget)&&!GetIsFighting(OBJECT_SELF))
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{
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ActionMoveToObject(oTarget);
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}
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//AssignCommand(oDoor,ActionOpenDoor(oDoor));
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//ActionOpenDoor(oDoor);
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}
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else
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{
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//SpeakString("I dont have the key it needs");
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}
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}
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else
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{
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//SpeakString("It's *not* locked and I'm trying to open it");
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ClearAllActions();
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ActionOpenDoor(oDoor);
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if (GetIsObjectValid(oTarget)&&!GetIsFighting(OBJECT_SELF))
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{
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ActionMoveToObject(oTarget);
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}
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// AssignCommand(oDoor,ActionOpenDoor(oDoor));
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//ActionOpenDoor(oDoor);
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}
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}
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}
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