/*
Copyright 1998-2003 Interplay Entertainment Corp. All rights reserved.
*/
/*
Name: Chest
Location: Arroyo
Description: Chest in Arroyo Hut that contains money and will lower the player's Karma
should he steal from the vase
Log:
Please note any changes that have been made to the file in Updated. Then comment
the code which you have changed/altered/commented out. Please, do not delete any
code which was written.
Created: December 04, 1997
Updated:
*/
/* Include Files */
/* Note, the Following Lines need to be in this order so that
the script will be compilable. The define Name is referenced
in a module from define.h and used in command.h. Please do
not change the ordering.
-rwh2 11/13/97
*/
#include "..\headers\define.h"
#include "..\headers\ArVillag.h"
#define NAME SCRIPT_AICHEST
#include "..\headers\command.h"
/* Standard Script Procedures */
procedure start;
procedure look_at_p_proc;
procedure description_p_proc;
procedure damage_p_proc;
procedure pickup_p_proc;
procedure use_p_proc;
procedure use_skill_on_p_proc;
/* Script Specific Procedure Calls */
// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE
//~~~~~~~~~~~~~~~~ DESIGN TOOL ENDS HERE
// The Following lines are for anything that is not needed to be
// seen by the design Tool
/* Local Variables which are saved. All Local Variables need to be
prepended by LVAR_ */
/* Imported variables from the Map scripts. These should only be
pointers and variables that need not be saved. If a variable
Needs to be saved, make it a map variable (MVAR_) */
/* Local variables which do not need to be saved between map changes. */
procedure start begin
end
procedure damage_p_proc begin
destroy_object(self_obj);
set_map_var(MVAR_Stealing_From_Shaman,5);
end
/* Look_at_p_proc gets called any time that the player passes the cursor over any object.
This should only hold the most cursory of glances for the player. */
procedure look_at_p_proc begin
script_overrides;
display_msg(mstr(101)); // describes as a vase
// need to add in described as chest
end
/* The player will see more indepth descriptions from this procedure. They are actively
looking at the critter and want more information. Things like names can be added here
if the critter is known to the player. */
procedure description_p_proc begin
script_overrides;
display_msg(mstr(101)); // describes as a vase
// need to add in describe as chest
end
procedure pickup_p_proc begin
if ((is_success(roll_vs_skill(dude_obj,SKILL_STEAL,-20))) and
(map_var(MVAR_Stealing_From_Shaman) < 6)) then begin
display_msg(mstr(104));
end
else begin
script_overrides;
set_map_var(MVAR_Stealing_From_Shaman,(map_var(MVAR_Stealing_From_Shaman) + 1));
end
end
procedure use_p_proc begin
if ((is_success(roll_vs_skill(dude_obj,SKILL_STEAL,-20))) and
(map_var(MVAR_Stealing_From_Shaman) < 6)) then begin
display_msg(mstr(104));
end
else begin
script_overrides;
set_map_var(MVAR_Stealing_From_Shaman,(map_var(MVAR_Stealing_From_Shaman) + 1));
end
end
procedure use_skill_on_p_proc begin
if ((is_success(roll_vs_skill(dude_obj,SKILL_STEAL,-20))) and
(map_var(MVAR_Stealing_From_Shaman) < 6)) then begin
display_msg(mstr(104));
end
else begin
script_overrides;
set_map_var(MVAR_Stealing_From_Shaman,(map_var(MVAR_Stealing_From_Shaman) + 1));
end
end
// Not lines are allowed to be added below here
// The Following lines are from the Design Tool
//~~~~~~~~~~~~~~~~ DESIGN TOOL STARTS HERE
//xxxxxxxxxxxxxxxxxxxx