Triggers Scripts
NWN Script: boss_room.htm
| Author: | Karthal |
| Author Website: | n/a |
| Script Name: | Trap Room |
| Description: | I wanted a door to a room which would close and lock when the "boss" NPC engaged the PC in combat. Then the door would open again when the boss was killed. I played around with this for a while and here is my current best solution... |
| Instructions on Use: | I made a custom OnDeath and OnCombatRoundEnd scripts for my boss NPC. At
the end of the OnCombatRoundEnd script I added, where d_DOOR_TAG is the TAG
for the door in question. If the PC entered the room using a key it should be destroyed when they enter. If you use a bindstone system it should be disabled in the room (the scripts below do *not* do that). If the NPC respawns script 1 can be placed in his OnSpawn script to close and lock the door as well. |
Script 1(OnCombatRoundEnd):
| //If door is open, it is automatically
closed and locked object oDoor = GetObjectByTag("d_DOOR_TAG"); if ( GetIsOpen(oDoor) ) { AssignCommand (oDoor, ActionCloseDoor (oDoor)); SetLocked( oDoor, 1 ); ActionSpeakString("You will not escape."); } |
Script 2 (OnDeath):
| //Door is opened object oDoor = GetObjectByTag("d_DOOR_TAG"); AssignCommand (oDoor, ActionOpenDoor (oDoor)); |
All Triggers Scripts
📄 boss_room
📄 falling_trap
📄 finger
📄 giev_xp_disarm
📄 giev_xp_disarm_002
📄 giev_xp_disarm_003
📄 giev_xp_disarm_004
📄 laughing_trap
📄 random_enc_high
📄 repulsion_script
📄 repulsion_script_002
📄 repulsion_script_003
📄 repulsion_script_004
📄 set_variable
📄 shut_lock_door
📄 spiked_corridor
📄 traps_that _trigger