Added more creature model overrides. Added another "boss" creature to the Labyrinth. Tweaked several other creatures. Full compile. Updated release archive.
29 lines
793 B
Plaintext
29 lines
793 B
Plaintext
void main()
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{
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object oTarget;
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// Get the creature who triggered this event.
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object oPC = GetEnteringObject();
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// Only fire for (real) PCs.
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if ( !GetIsPC(oPC) || GetIsDMPossessed(oPC) )
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return;
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// Only fire once per PC.
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if ( GetLocalInt(oPC, "DO_ONCE__" + GetTag(OBJECT_SELF)) )
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return;
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SetLocalInt(oPC, "DO_ONCE__" + GetTag(OBJECT_SELF), TRUE);
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// Close and lock "HUNEFER_DOOR".
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AssignCommand(oTarget, ActionCloseDoor(oTarget));
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SetLocked(oTarget, TRUE);
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// Setting the requirement for a specific key to unlock "HUNEFER_DOOR".
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SetLockKeyRequired(oTarget);
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SetLockKeyTag(oTarget, "HUNEFER_KEY");
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// Setting lock data for "HUNEFER_DOOR".
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SetLockLockable(oTarget, FALSE);
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SetLockUnlockDC(oTarget, 30);
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}
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