AICHEST.SSL

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/\*

        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