Initial commit. Updated release archive.
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_module/nss/nw_o2_dtwalldoor.nss
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_module/nss/nw_o2_dtwalldoor.nss
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//::///////////////////////////////////////////////
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//:: nw_o2_dtwalldoor.nss
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//:: Copyright (c) 2001-2 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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This script runs on either the Hidden Trap Door
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or Hidden Wall Door Trigger invisible objects.
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This script will do a check and see
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if any PC comes within a radius of this Trigger.
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If the PC has the search skill or is an Elf then
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a search check will be made.
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It will create a Trap or Wall door that will have
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its Destination set to a waypoint that has
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a tag of DST_<tag of this object>
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The radius is determined by the Reflex saving
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throw of the invisible object
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The DC of the search stored by the Willpower
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saving throw.
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*/
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//:://////////////////////////////////////////////
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//:: Created By : Robert Babiak
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//:: Created On : June 25, 2002
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//::---------------------------------------------
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//:: Modifyed By : Robert, Andrew, Derek
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//:: Modifyed On : July - September
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//:://////////////////////////////////////////////
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void main()
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{
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// get the radius and DC of the secret door.
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float fSearchDist = IntToFloat(GetReflexSavingThrow(OBJECT_SELF));
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int nDiffaculty = GetWillSavingThrow(OBJECT_SELF);
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// what is the tag of this object used in setting the destination
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string sTag = GetTag(OBJECT_SELF);
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// has it been found?
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int nDone = GetLocalInt(OBJECT_SELF,"D_"+sTag);
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int nReset = GetLocalInt(OBJECT_SELF,"Reset");
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// ok reset the door is destroyed, and the done and reset flas are made 0 again
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if (nReset == 1)
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{
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nDone = 0;
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nReset = 0;
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SetLocalInt(OBJECT_SELF,"D_"+sTag,nDone);
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SetLocalInt(OBJECT_SELF,"Reset",nReset);
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object oidDoor= GetLocalObject(OBJECT_SELF,"Door");
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if (oidDoor != OBJECT_INVALID)
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{
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SetPlotFlag(oidDoor,0);
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DestroyObject(oidDoor,GetLocalFloat(OBJECT_SELF,"ResetDelay"));
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}
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}
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int nBestSkill = -50;
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object oidBestSearcher = OBJECT_INVALID;
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int nCount = 1;
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// Find the best searcher within the search radius.
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object oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
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int nDoneSearch = 0;
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int nFoundPCs = 0;
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while ((nDone == 0) &&
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(nDoneSearch == 0) &&
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(oidNearestCreature != OBJECT_INVALID)
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)
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{
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// what is the distance of the PC to the door location
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float fDist = GetDistanceBetween(OBJECT_SELF,oidNearestCreature);
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if (fDist <= fSearchDist)
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{
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int nSkill = GetSkillRank(SKILL_SEARCH,oidNearestCreature);
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if (nSkill > nBestSkill)
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{
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nBestSkill = nSkill;
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oidBestSearcher = oidNearestCreature;
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}
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nFoundPCs = nFoundPCs +1;
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}
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else
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{
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// If there is no one in the search radius, don't continue to search
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// for the best skill.
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nDoneSearch = 1;
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}
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nCount = nCount +1;
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oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF ,nCount);
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}
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if ((nDone == 0) &&
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(nFoundPCs != 0) &&
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(GetIsObjectValid(oidBestSearcher))
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)
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{
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int nMod = d20();
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// did we find it.
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if ((nBestSkill +nMod > nDiffaculty))
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{
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location locLoc = GetLocation (OBJECT_SELF);
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object oidDoor;
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// yes we found it, now create the appropriate door
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oidDoor = CreateObject(OBJECT_TYPE_PLACEABLE,"NW_PL_HIDDENDR01",locLoc,TRUE);
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SetLocalString( oidDoor, "Destination" , "DST_"+sTag );
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// make this door as found.
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SetLocalInt(OBJECT_SELF,"D_"+sTag,1);
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SetPlotFlag(oidDoor,1);
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SetLocalObject(OBJECT_SELF,"Door",oidDoor);
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} // if skill search found
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} // if Object is valid
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}
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