Area Cleanup. Added CEP3 Skyboxes. Beholder AI fix. NPC & Mook pass. Added QN OnHit script. Add XP for Traps system.
54 lines
1.5 KiB
Plaintext
54 lines
1.5 KiB
Plaintext
//:://////////////////////////////////////////////////
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//::
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//:: ra_trp_sec_door1
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//::
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//:: This is an OnEntered script for a generic trigger.
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//:: When a PC enters the trigger area, it will perform
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//:: a check to determine if the secret item is revealed,
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//:: then make it appear if so.
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//::
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//:: Secret item to be revealed: Secret Stone Door
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//:: Checking for: SKILL_SEARCH
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//::
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//:: Pulls door rezref from trigger variables
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//:: for use with trapped secret doors
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//::
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//::
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//::
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//::
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//:: Copyright (c) 2002 Floodgate Entertainment
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//:: Created By: Naomi Novik
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//:: Created On: 12/08/2002
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//::
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//::
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//::
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//::
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//:://////////////////////////////////////////////////
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#include "x0_i0_secret"
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void main()
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{
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object oEntered = GetEnteringObject();
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string oDoorName = GetLocalString(OBJECT_SELF, "DOOR_REZREF");
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if (GetIsSecretItemRevealed()) {return;}
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if ( DetectSecretItem(oEntered)) {
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if (!GetIsPC(oEntered)) {
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// If a henchman, alert the PC if we make the detect check
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object oMaster = GetMaster(oEntered);
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if (GetIsObjectValid(oMaster)
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&& oEntered == GetAssociate(ASSOCIATE_TYPE_HENCHMAN, oMaster))
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{
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AssignCommand(oEntered, PlayVoiceChat(VOICE_CHAT_SEARCH));
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}
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} else {
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// It's a PC, reveal the item
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AssignCommand(oEntered, PlayVoiceChat(VOICE_CHAT_LOOKHERE));
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RevealSecretItem(oDoorName);
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}
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}
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}
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