Added Mine & Caverns raise & lower functionality. Revamped Level 1 events to match PnP. Updated Level 1: Core. Added new Footcatcher trap type. Added Underwater heartbeat to Glop Lake Underwater. Full compile.
84 lines
1.3 KiB
Plaintext
84 lines
1.3 KiB
Plaintext
#include "x0_i0_partywide"
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//:: Returns true if PC passes a DC 10 search check.
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//:: Only allows one chance to search
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int StartingConditional()
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{
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object oPC = GetPCSpeaker();
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string sPlacableTag = GetTag(OBJECT_SELF);
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int nPartySearched = GetLocalInt(oPC, "PartySearched_" + sPlacableTag); // Unique flag for each placable
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// Check if the party has already successfully searched at this placable
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if (nPartySearched == 1)
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{
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return FALSE;
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}
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// Check if the player's search skill check is successful against DC 10
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if (GetIsSkillSuccessful(oPC, SKILL_SEARCH, 10))
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{
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// Set the flag on every member of the party to ensure it's only run once per party
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SetLocalIntOnAll(oPC, "PartySearched_" + sPlacableTag, 1);
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return TRUE; // Condition met, continue with the conversation
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}
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else
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{
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return FALSE;
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}
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}
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//:: Returns true if PC passes a DC 10 search check
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/*int StartingConditional()
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{
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//:: Declare major variables
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object oPC = GetPCSpeaker();
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// Check if the player's search skill check is successful against DC 10
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if (GetIsSkillSuccessful(oPC, SKILL_SEARCH, 10))
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{
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//:: Player passed the search check
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return TRUE;
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}
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else
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{
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//:: Player failed the search check
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return FALSE;
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}
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} */
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