Added barred doors, set up more city denizen spawners, cleaned up Baleas Town Guards, Faerunized the "Holy Paladins". Added character deleter NPC in the OOC Starting Area.
81 lines
3.1 KiB
Plaintext
81 lines
3.1 KiB
Plaintext
//::///////////////////////////////////////////////
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//:: Name Random OnFailToOpen Msg Generator - for Doors
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//:: FileName ar_barreddoor_f2o
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//::
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//::
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//////////////////////////////////////////////
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/* Use this script to show that the door can never be opened with random
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messages instead of just 1 (This door has been barred from the other
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side.) for example. A big thanks to Kevin Eberwein for giving me a hand
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making this work as well as a couple ideas to add to it.*/
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//:://////////////////////////////////////////////
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//:: Created By: Kevin Werbenuk (Help from Kevin Eberwein)
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//:: Created On: July 14, 2002
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//:://////////////////////////////////////////////
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void main()
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{
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object oPC = GetLastUsedBy(); // Get the PC that attempted to open the door.
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object oDoor = OBJECT_SELF; // Gets the door this is being called from
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int nRandomMsg;
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int nVar;
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int nDoorNumber;
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nVar = GetLocalInt(oPC, "BALEAS_DOOR_01");
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nDoorNumber = GetLocalInt(OBJECT_SELF, "BARRED");
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if (nVar != 0)
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nRandomMsg = nVar;
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else
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nRandomMsg = Random(9);
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switch (nRandomMsg)
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{
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case 0:
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SpeakString("This door is barred from the other side.");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 1:
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SpeakString("As you reach for the door handle you notice, there isn't one. Looks like you will have to try to find another way if there is.");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 2:
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SpeakString("As you turn the handle a voice bellows, 'Go away! Your not getting in here!'");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 3:
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SpeakString("Neither push nor pull can get this door open.");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 4:
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SpeakString("As you attempt entry you hear a 'Thud.' Obviously this door is blocked by some means");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 5:
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SpeakString("Approaching the door you get an overwhelming feeling of magic power. There seems to be some magical ward preventing this door from being opened.");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 6:
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SpeakString("Unfortunately you are not strong enough to open this door.");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 7:
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SpeakString("The sound of laughter seems to emminate from the door as it doesn't buldge.");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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case 8:
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SpeakString("Opening doors isn't your strong point, eh?");
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SetLocalInt(oPC, "BALEAS_DOOR_01", nRandomMsg);
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break;
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}
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}
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