//::////////////////////////////////////////////////// //:: //:: ra_trp_sec_door1 //:: //:: This is an OnEntered script for a generic trigger. //:: When a PC enters the trigger area, it will perform //:: a check to determine if the secret item is revealed, //:: then make it appear if so. //:: //:: Secret item to be revealed: Secret Stone Door //:: Checking for: SKILL_SEARCH //:: //:: Pulls door rezref from trigger variables //:: for use with trapped secret doors //:: //:: //:: //:: //:: Copyright (c) 2002 Floodgate Entertainment //:: Created By: Naomi Novik //:: Created On: 12/08/2002 //:: //:: //:: //:: //::////////////////////////////////////////////////// #include "x0_i0_secret" void main() { object oEntered = GetEnteringObject(); string oDoorName = GetLocalString(OBJECT_SELF, "DOOR_REZREF"); if (GetIsSecretItemRevealed()) {return;} if ( DetectSecretItem(oEntered)) { if (!GetIsPC(oEntered)) { // If a henchman, alert the PC if we make the detect check object oMaster = GetMaster(oEntered); if (GetIsObjectValid(oMaster) && oEntered == GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oMaster)) { AssignCommand(oEntered, PlayVoiceChat(VOICE_CHAT_SEARCH)); } } else { // It's a PC, reveal the item AssignCommand(oEntered, PlayVoiceChat(VOICE_CHAT_LOOKHERE)); RevealSecretItem(oDoorName); } } }