/*////////////////////////////////////////////////////////////////////////////// Script: 0e_ch_e_blocked Programmer: Philos //////////////////////////////////////////////////////////////////////////////// Associates OnBlocked event script; Can be blocked by a creature or door. */////////////////////////////////////////////////////////////////////////////// #include "0i_associates" void main() { object oCreature = OBJECT_SELF; // This actually gets either a Creature or Door that is blocking OBJECT_SELF. object oObject = GetBlockingDoor(); if(AI_DEBUG) ai_Debug("nw_ch_ace", "14", GetName(oCreature) + " is being blocked by " + GetName(oObject)); int nObjectType = GetObjectType(oObject); if(nObjectType == OBJECT_TYPE_CREATURE) { if(GetIsEnemy(oObject, oCreature)) { if(ai_CanIAttack(oCreature) && ai_GetIsInCombat(oCreature)) { ai_DoAssociateCombatRound(oCreature); return; } if(ai_CheckForCombat(oCreature, FALSE)) return; } } // Anything below blocking us is a door. if(nObjectType != OBJECT_TYPE_DOOR) return; if(!ai_GetAIMode(oCreature, AI_MODE_OPEN_DOORS)) return; //if(GetLockKeyTag(oObject) != "") return; else if(GetIsDoorActionPossible(oObject, DOOR_ACTION_OPEN) && GetAbilityScore(oCreature, ABILITY_INTELLIGENCE) >= 5) { DoDoorAction(oObject, DOOR_ACTION_OPEN); return; } // Anything below is ignored in combat. if(ai_GetIsInCombat(oCreature)) return; if(GetIsDoorActionPossible(oObject, DOOR_ACTION_BASH) && ai_GetWeaponDamage(oCreature, 3, TRUE) > GetHardness(oObject) && GetLockKeyTag(oObject) == "") { ActionWait(1.0); ActionAttack(oObject); // Give them 3 rounds to break through a door. DelayCommand(18.0, ai_ClearCreatureActions(TRUE)); return; } else if(GetLocked(oObject)) { if(AI_DEBUG) ai_Debug("nw_ch_ace", "49", GetName(oObject) + " is locked!"); ai_AttemptToByPassLock(oCreature, oObject); } // Clear our action so we can move on to something else unless the door is open. else if(!GetIsOpen(oObject)) { ai_ClearCreatureActions(); } }