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Une porte qui n'apparait que quand on a un objet sur soi

Par Théranthil le 24/11/2002 à 0:15:49 (#2629676)

Voila en fait je voudrais modifier le script de base du déclencheur pour la porte secrète de facon à ce qu'il affiche la porte que dquand on porte l'objet "AmuletteOdP"

Le script normal est celui la


void main()
{
// get the radius and DC of the secret door.
float fSearchDist = IntToFloat(GetReflexSavingThrow(OBJECT_SELF));
int nDiffaculty = GetWillSavingThrow(OBJECT_SELF);

// what is the tag of this object used in setting the destination
string sTag = GetTag(OBJECT_SELF);

// has it been found?
int nDone = GetLocalInt(OBJECT_SELF,"D_"+sTag);
int nReset = GetLocalInt(OBJECT_SELF,"Reset");

// ok reset the door is destroyed, and the done and reset flas are made 0 again
if (nReset == 1)
{
nDone = 0;
nReset = 0;

SetLocalInt(OBJECT_SELF,"D_"+sTag,nDone);
SetLocalInt(OBJECT_SELF,"Reset",nReset);

object oidDoor= GetLocalObject(OBJECT_SELF,"Door");
if (oidDoor != OBJECT_INVALID)
{
SetPlotFlag(oidDoor,0);
DestroyObject(oidDoor,GetLocalFloat(OBJECT_SELF,"ResetDelay"));
}

}


int nBestSkill = -50;
object oidBestSearcher = OBJECT_INVALID;
int nCount = 1;

// Find the best searcher within the search radius.
object oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC);
int nDoneSearch = 0;
int nFoundPCs = 0;

while ((nDone == 0) &&
(nDoneSearch == 0) &&
(oidNearestCreature != OBJECT_INVALID)
)
{
// what is the distance of the PC to the door location
float fDist = GetDistanceBetween(OBJECT_SELF,oidNearestCreature);

if (fDist nBestSkill)
{
nBestSkill = nSkill;
oidBestSearcher = oidNearestCreature;
}
nFoundPCs = nFoundPCs +1;
}
else
{
// If there is no one in the search radius, don't continue to search
// for the best skill.
nDoneSearch = 1;
}
nCount = nCount +1;
oidNearestCreature = GetNearestCreature(CREATURE_TYPE_PLAYER_CHAR, PLAYER_CHAR_IS_PC, OBJECT_SELF ,nCount);
}

if ((nDone == 0) &&
(nFoundPCs != 0) &&
(GetIsObjectValid(oidBestSearcher))
)
{
int nMod = d20();

// did we find it.
if ((nBestSkill +nMod > nDiffaculty))
{
location locLoc = GetLocation (OBJECT_SELF);
object oidDoor;
// yes we found it, now create the appropriate door
oidDoor = CreateObject(OBJECT_TYPE_PLACEABLE,"NW_PL_HIDDENDR01",locLoc,TRUE);

SetLocalString( oidDoor, "Destination" , "DST_"+sTag );
// make this door as found.
SetLocalInt(OBJECT_SELF,"D_"+sTag,1);
SetPlotFlag(oidDoor,1);
SetLocalObject(OBJECT_SELF,"Door",oidDoor);

} // if skill search found
} // if Object is valid
}


En fait je voulais juste modifier la ligne
if ((nBestSkill +nMod > nDiffaculty))
en ajoutant GetItemPossessedBy(oidNearestCreature,"AmuletteOdP")
Mais j'ai beau essayer dans tous les sens je dois faire une erreur de syntaxe. Si quelqu'un pouvais me dire laquelle.

Merci

Re: Une porte qui n'apparait que quand on a un objet sur soi

Par Tynril le 24/11/2002 à 3:41:06 (#2630461)

Remplace ton if par celui-ci :


if (nBestSkill + nMod > nDiffaculty && GetTag(GetItemInSlot(INVENTORY_SLOT_NECK,oidBestSearcher)) == "AmuletteOdP")
:)

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