Updated Release Archive. Fixed Mage-killer prereqs. Removed old LETO & ConvoCC related files. Added organized spell scroll store. Fixed Gloura spellbook. Various TLK fixes. Reorganized Repo. Removed invalid user folders. Added DocGen back in.
71 lines
2.2 KiB
Plaintext
71 lines
2.2 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Knock
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//:: NW_S0_Knock
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Opens doors not locked by magical means.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Preston Watamaniuk
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//:: Created On: Nov 29, 2001
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//:://////////////////////////////////////////////
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//:: Last Updated By: Georg 2003/07/31 - Added signal event and custom door flags
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//:: VFX Pass By: Preston W, On: June 22, 2001
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#include "prc_inc_spells"
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void main()
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{
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_TRANSMUTATION);
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/*
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Spellcast Hook Code
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Added 2003-06-23 by GeorgZ
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If you want to make changes to all spells,
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check x2_inc_spellhook.nss to find out more
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*/
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if (!X2PreSpellCastCode())
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
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return;
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}
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// End of Spell Cast Hook
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object oTarget;
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effect eVis = EffectVisualEffect(VFX_IMP_KNOCK);
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oTarget = MyFirstObjectInShape(SHAPE_SPHERE, 50.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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float fDelay;
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int nResist;
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while(GetIsObjectValid(oTarget))
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{
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SignalEvent(oTarget,EventSpellCastAt(OBJECT_SELF,GetSpellId()));
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fDelay = PRCGetRandomDelay(0.5, 2.5);
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if(!GetPlotFlag(oTarget) && GetLocked(oTarget))
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{
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nResist = GetDoorFlag(oTarget,DOOR_FLAG_RESIST_KNOCK);
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if (nResist == 0)
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{
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DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
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AssignCommand(oTarget, ActionUnlockObject(oTarget));
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}
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else if (nResist == 1)
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{
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FloatingTextStrRefOnCreature(83887,OBJECT_SELF); //
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}
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}
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oTarget = MyNextObjectInShape(SHAPE_SPHERE, 50.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
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}
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DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
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// Getting rid of the local integer storing the spellschool name
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}
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