#include "nw_i0_tool" int StartingConditional(); void main() { //object oPlayer = GetEnteringObject(); object oPC=GetPCSpeaker(); //object oPC=GetLastUsedBy(); int iDC = 2; int iBonus = GetSkillRank(SKILL_LORE, GetPCSpeaker()); if ((d20() + iBonus) >= iDC) { SendMessageToPC(oPC, "You see an old doglike statue, possibly dedicated to evil gods. There seems to be a small round-shaped keyhole in it" ); // Make sure the PC speaker has these items in their inventory if(GetIsObjectValid(GetItemPossessedBy(oPC, "jw_token_bane"))) { SendMessageToPC(oPC, "You apply token of Bane on the Statue, and it lets you pass trough a hidden tunnel. You enter very old looking hidden area." ); DelayCommand(0.7,AssignCommand(oPC,JumpToObject(GetWaypointByTag("fr_cave_exit_01b"),TRUE))); } else if(GetIsObjectValid(GetItemPossessedBy(oPC, "jw_token_cyric"))) { SendMessageToPC(oPC, "You apply token of Cyric on the Statue, and it lets you pass trough a hidden tunnel. You enter very old looking hidden area." ); DelayCommand(0.7,AssignCommand(oPC,JumpToObject(GetWaypointByTag("fr_cave_exit_01b"),TRUE))); } else { SendMessageToPC(oPC, "Nothing" ); } } else { SendMessageToPC(oPC, "You see an old doglike statue."); } }